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781u3mhleo5ov1xgkwctzhwpnnvhy0n
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===<center>Welcome to Board Game Manuals</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Board Games. Board Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==Replace this with the name of your topic==
Write an introduction to your topic here, to explain to your readers what your topic is all about!
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n06z69npt03b55evggu0b54lak6memf
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1735031
3862
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text/x-wiki
[[File:Placeholder|thumb|300px]]
===<center>Welcome to Board Game Manuals</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Board Games. Board Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==Latest activity==
<activityfeed/>
[[Category:Browse]]
bogird2j1de5c9a16qfk4l7m73gix4c
3863
3862
2009-12-08T00:14:25Z
Kingstonlee
1735031
3863
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text/x-wiki
[[File:Placeholder|thumb|300px]]
===<center>Welcome to Board Game Manuals</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Board Games. Board Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==List of Current Games==
[[Monopoly]]
[[Dodgeball]]
[[Bang!]]
==Latest activity==
<activityfeed/>
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4t4tscfekxgsoikqfmcb452tk9h2qfr
3864
3863
2009-12-08T00:14:53Z
Kingstonlee
1735031
/* List of Current Games */
3864
wikitext
text/x-wiki
[[File:Placeholder|thumb|300px]]
===<center>Welcome to Board Game Manuals</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Board Games. Board Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==List of Current Games==
*[[Monopoly]]
*[[Dodgeball]]
*[[Bang!]]
==Latest activity==
<activityfeed/>
[[Category:Browse]]
5s3h5pwyf5h9p15plgtwjijbszmziz8
3866
3864
2009-12-08T00:39:37Z
Kingstonlee
1735031
File added via image placeholder
3866
wikitext
text/x-wiki
[[File:Playing .jpg|thumb|264px|right]]
===<center>Welcome to Board Game Manuals</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Board Games. Board Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==List of Current Games==
*[[Monopoly]]
*[[Dodgeball]]
*[[Bang!]]
==Latest activity==
<activityfeed/>
[[Category:Browse]]
foxun22lxtkvh7m7ketcphgg476jyca
3906
3866
2009-12-08T06:45:37Z
Kingstonlee
1735031
/* Latest activity */
3906
wikitext
text/x-wiki
[[File:Playing .jpg|thumb|264px|right]]
===<center>Welcome to Board Game Manuals</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Board Games. Board Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==List of Current Games==
*[[Monopoly]]
*[[Dodgeball]]
*[[Bang!]]
==Latest activity==
<activityfeed shortlist=true exclude="main" />
[[Category:Browse]]
qb8tqru3l6u83iv76hhjhwopygmlwca
3921
3906
2009-12-09T05:02:06Z
Kingstonlee
1735031
/* Welcome to Board Game Manuals */
3921
wikitext
text/x-wiki
[[File:Playing .jpg|thumb|264px|right]]
===<center>Welcome to Board Game Manuals</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Games. Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==List of Current Games==
*[[Monopoly]]
*[[Dodgeball]]
*[[Bang!]]
==Latest activity==
<activityfeed shortlist=true exclude="main" />
[[Category:Browse]]
izokcripm1xs07cvsh4i7oxef7a9u15
4563
3921
2021-03-25T21:45:55Z
Generoddenberry
48580410
/* List of Current Games */
4563
wikitext
text/x-wiki
[[File:Playing .jpg|thumb|264px|right]]
===<center>Welcome to Board Game Manuals</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Games. Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==List of Current Games==
*[[Bang!]]
*[[Dodgeball]]
*[[Monopoly]]
*[[Tri Dimensional Chess]]
==Latest activity==
<activityfeed shortlist=true exclude="main" />
[[Category:Browse]]
gkavf1cb3y8xdzcii9se27q5sit3mvw
1000 Blank White Cards
0
2183
4200
2009-11-25T21:41:38Z
67.91.71.50
/* Suggested rules */ removed POV
4200
wikitext
text/x-wiki
'''1000 Blank White Cards''' is a [[party game]] played with cards in which the [[deck (cards)|deck]] is created as part of the game. Though it has been played by adults in organized groups in several cities and college campuses, ''1000 Blank White Cards'' is described as well-suited for children in ''Hoyle's Rules of Games''.<ref name="Hoyle_3rd">''Hoyle's Rules of Games, Third Revised and Updated Edition'', in material revised by Philip D. Morehead. Penguin Putnam Inc., New York, USA, 2001. ISBN 0-451-20484-0. pp. 236-7.</ref> Since the bulk of the rules are contained on the cards (rather than existing as all-encompassing rules or in a [[wiktionary:rule|rule]] [[book]]), 1000 Blank White Cards can be considered a sort of [[nomic]]. It can be played by any number of players and provides the opportunity for card creation and in fact actual gameplay outside the scope of a single sitting. Creating new cards during the game, dealing with previous cards' effects, is allowed, and creativity is encouraged as the most important part.<ref name="Hoyle_3rd" />
==Game==
The game consists of whatever the players define it as by creating and playing cards. There are no initial rules, and while there may be conventions among certain groups of players, it is in the spirit of the game to spite and detonate these conventions, as well as to adhere to them religiously.
For many typical players, though, the game may be split into three logical parts: the deck creation, the play itself, and the [[epilogue]].
===Deck creation===
A deck of cards consists of any number of cards with any or no content, but originally and nominally of 1000 blank white cards. Some time may be taken to create cards before gameplay commences, although card creation may be more dynamic if no advance preparation is made, and it is suggested that the game be simply sprung upon a group of players, who may or may not have any idea what they are being caught up in. If the game has been played before, all past cards can be used in gameplay unless the game specifies otherwise, but perhaps not until the game has allowed them into play.
A typical group's conventions for deck creation follow:
<blockquote>Though cards are created at all times throughout the game (except the epilogue), it is necessary to start with at least some cards pre-made. Depending on the desired duration of the game a deck of 80 to 150 cards is usual, and of these approximately half will be created before the start of play. If a group doesn't already possess a partial deck they may choose to start with fewer cards and to create most of the deck during play.</blockquote>
<blockquote>Whether or not the group possesses a deck already (from previous games), they will usually want to add a few more cards, so the first phase of the game involves each player creating six or seven new cards to add to the deck. See ''structure of a card'' below.</blockquote>
<blockquote>When the deck is ready, all of the cards (including blanks) are shuffled together and each player is dealt five cards. The remainder of the deck is placed in the centre of the table.</blockquote>
===Play===
The rules of game are determined as the game is played. There exists no fixed order of play or limit to the length or scope of the game. Such parameters may be set within the game but are of course subject to alteration.
One sample convention suggests the following:
<blockquote>Play proceeds clockwise beginning with the player on the dealer's left. On each player's turn, he draws a card from the central deck and then plays a card from his hand. Cards can be played to any player (including the person playing the card), or to the table (so that it affects everyone). Cards with lasting effects, such as awarding points or changing the game's rules, are kept on the table to remind players of those effects. Cards with no lasting effects, or cards that have been nullified, are placed in a discard pile.</blockquote>
<blockquote>Blank cards can be made into playable cards at any time simply by drawing on them (see ''structure of a card'').</blockquote>
<blockquote>Play continues until there are no cards left in the central deck and no one can play (if they have no cards that can be played in the current situation). The "winner" is the player with the highest score of total points at the end of the game, though in most games the points don't actually matter.</blockquote>
===Epilogue===
Since the cards created in any game may be used as the beginning of a deck for a future game, many players like to reduce the deck to a collection of their favourites. The epilogue is simply an opportunity for the players to collectively decide which cards to keep and which to discard (or set aside as not-for-play).
Many players believe that having their own cards favoured during the epilogue is the true 'victory' of 1000 Blank White Cards, although the game's creator has never discarded or destroyed a card unless that action was specified within the scope of the game. Retaining and replaying those cards which seem at the moment less than perfect can help reduce a certain stagnation and tendency to over-think that can otherwise overtake the game's momentum.
One group of players in Boston (not the long-dispersed Harvard cadre) have introduced the idea of the "Suck Box":
<blockquote>We don't like to destroy cards, even if they suck, so we have a notecard box called The Suck Box. If a player feels a card is boring and useless to gameplay, They will nominate it for admission to The Suck Box. All players present then vote (sometimes lobbying for their cases), and the card either goes into The Suck Box or gets to remain in the primary deck. Ironically, when The Suck Box was introduced, one player created a card for the express purpose of adding it to The Suck Box. However, the rest of us felt that it was too amusing a card and had to remain in the deck. ''— [http://1kbwc.gemini6ice.com/ Bob: 1KBWC in Boston]''</blockquote>
==Structure of a card==
At its simplest, a card is just that: a physical card, which may or may not have undergone any modifications. Its role in the game is both as itself and as whatever information it carries, which can be changed, erased or amended. The cards used vary widely in size, from the original 1½" x 3½" Vis-Ed brand flash cards, to half or full [[index card]]s, to simply sheets of [[ISO 216|A7]] sized paper. Cards may be created with any marking medium and need not conform to any conventions of size or content unless specified within the scope of the game. Cards have been made of a wide range of substances, and modifying the shape or composition of a card is entirely acceptable: the original Viz-Ed box still contains a card to which a tablet of [[zinc]] has been affixed with adhesive tape; the card reads "Eat This!... In a few minutes, the ZINC will be entering your system." Many cards have been created which demanded their own modification, destruction or duplication, and many have been created which display nothing but a picture or text bearing no explicit significance whatsoever. Some have been eaten, burned and cut and folded into other shapes.
The game does tend to fall into structural conventions, of which the following is a good example:
<blockquote>A card consists (usually) of a title, a picture and a description of its effect. The title should uniquely identify the card. The picture can be as simple as a [[stick figure]], or as complex as the player likes. The description, or rule, is the part that affects the game. It can award or deny points, cause a player to miss a turn, change the direction of play, or do anything the player can think of. The rules written on cards in play make up the majority of the game's total ruleset.</blockquote>
In practice, these conventions can generate rather monotonous decks of one panel cartoons bearing point values, rules or both. As conceived, the game is far broader, as it is not inherently limited in length or scope, is radically self-modifying, and can contain references to, or actual instances of, other games or activities. The game can also encode algorithms (trivially functioning as a [[Turing machine]]), store real-world data, and hold or refer to non-card objects.
==Suggested rules==
There are many rule suggestions, but these seem to be the two most popular [[house rules]]:
#Everyone draws up to 5 cards at the end of his/her turn.
#Cards must target a specific player, unless it says otherwise on the card. This keeps cards that weren't meant to be played on everyone from being put down in the middle. It also makes the game much easier to understand.
Other rule suggestions exist that attempt to establish a level of fairness amongst the cards.<ref>[http://www.freewebs.com/multitallented/index.htm Multi's Alternate Version] a website created by a game 1000 Blank White Cards enthusiast</ref> They are listed as follows:
#A card cannot say one player "wins" or another player "loses"
#A card cannot give players extra turns
#Cards cannot skip more than one turn
#Cards can only take one card from a player's hand
#Cards can't affect who can create cards or how players create cards
#Cards can't take cards from the deck (if you need to draw another card, you have to pass on a turn).
#Cards can only do one thing (cards can't gain points, skip a turn, and make a player discard his favorite card all at once)
#Cards can't target a specific, named person (e.g. Mark gets 5000p)
It is also suggested that players set a limit to the number of points that a single card can give or take away
==History==
The game was originally created by Nathan McQuillen Phoenix(b. 1974) of [[Madison, Wisconsin|Madison]], [[Wisconsin]]. {{Fact|date=March 2009}}
He was inspired by seeing a product at a local coffeehouse: a box of 1000 blank white flash cards. He introduced "The game of 1000 blank white cards" a few days later into a mixed group including students, improv theater members and club kids. Initial play sessions were frequent and high energy, but a fire consumed the regular venue shortly after the game's introduction; the game physically survived but with the loss of their regular meeting place the majority of the original players fell out of contact with one another, and soon most had moved on to other cities.
The game started to spread as a [[meme]] through various social networks, mostly collegiate, in the late 1990s. A former Madison resident brought the game to Harvard University and started an active playgroup which changed the size of the cards to the more standard half-index (2½" x 3½") and created the first web content representing the game. Their graduation served to further spread the game to the west coast and onto the web. Subsequently, an article in [[GAMES Magazine]] and inclusion in the 2001 revision of Hoyle's Rules of Games<ref name="Hoyle_3rd" /> established the game as an independent part of gaming culture.
The game's inventor and its original players have frequently expressed amusement at the spread of a game they regarded mostly as a brilliant but highly idiosyncratic bit of conceptual humor which provided them with an excuse to draw goofy cartoons.
==References==
<!-- this 'empty' section displays references defined elsewhere -->
{{reflist}}
==See also==
*[[List of games with mutable rules]]
*[[Dvorak (game)|Dvorak]]
*[[Fluxx]]
*[[Nomic]]
*[[Discordianism]]
==External links==
*[http://www.boardgamegeek.com/game/4550 1000 Blank White Cards] at [[BoardGameGeek]]
*[http://www.1000blankwhitecards.com 1000 Blank White cards Central] - A website with collected game variants and sample cards.
*[http://1kbwc.gemini6ice.com/ Bob: 1KBWC in Boston] - A large database of cards with a succinct and excellent summary of gameplay.
*[http://www.trouserarousal.nu/cards/ It's a card game. You make the cards.] - A site with many cards, links, and a good introduction to the game.
*[http://www.geocities.com/nconner23/bwcards.html The Discordian Intelligence Agency Edition]{{dead link|date=October 2009|bot=WebCiteBOT}} - A comprehensive introduction and example cards.
*[http://bwcgallery.net78.net 1000 Blank White Cards Gallery] - A gallery of cards, and simple explanation of game rules.
*[http://web.archive.org/web/20000919070208/userpages.chorus.net/mcquill/cards.html The original 1000 Blank White Cards web page] by the creator as archived by the [[Internet Archive]]. The original page is no longer online.
*[http://www.freewebs.com/multitallented/index.htm 1000 Blank White Cards revised rules] - A fool-proof set of rules for fair play, plus sample cards.
[[Category:Party games]]
[[Category:Dedicated deck card games]]
[[de:1000 blank white cards]]
[[fr:Jeu des 1000 cartes blanches]]
cbql0avc1tr6tud5cxul1htgnsym8n9
4201
4200
2009-12-09T23:30:30Z
Kingstonlee
1735031
1 revision
4201
wikitext
text/x-wiki
'''1000 Blank White Cards''' is a [[party game]] played with cards in which the [[deck (cards)|deck]] is created as part of the game. Though it has been played by adults in organized groups in several cities and college campuses, ''1000 Blank White Cards'' is described as well-suited for children in ''Hoyle's Rules of Games''.<ref name="Hoyle_3rd">''Hoyle's Rules of Games, Third Revised and Updated Edition'', in material revised by Philip D. Morehead. Penguin Putnam Inc., New York, USA, 2001. ISBN 0-451-20484-0. pp. 236-7.</ref> Since the bulk of the rules are contained on the cards (rather than existing as all-encompassing rules or in a [[wiktionary:rule|rule]] [[book]]), 1000 Blank White Cards can be considered a sort of [[nomic]]. It can be played by any number of players and provides the opportunity for card creation and in fact actual gameplay outside the scope of a single sitting. Creating new cards during the game, dealing with previous cards' effects, is allowed, and creativity is encouraged as the most important part.<ref name="Hoyle_3rd" />
==Game==
The game consists of whatever the players define it as by creating and playing cards. There are no initial rules, and while there may be conventions among certain groups of players, it is in the spirit of the game to spite and detonate these conventions, as well as to adhere to them religiously.
For many typical players, though, the game may be split into three logical parts: the deck creation, the play itself, and the [[epilogue]].
===Deck creation===
A deck of cards consists of any number of cards with any or no content, but originally and nominally of 1000 blank white cards. Some time may be taken to create cards before gameplay commences, although card creation may be more dynamic if no advance preparation is made, and it is suggested that the game be simply sprung upon a group of players, who may or may not have any idea what they are being caught up in. If the game has been played before, all past cards can be used in gameplay unless the game specifies otherwise, but perhaps not until the game has allowed them into play.
A typical group's conventions for deck creation follow:
<blockquote>Though cards are created at all times throughout the game (except the epilogue), it is necessary to start with at least some cards pre-made. Depending on the desired duration of the game a deck of 80 to 150 cards is usual, and of these approximately half will be created before the start of play. If a group doesn't already possess a partial deck they may choose to start with fewer cards and to create most of the deck during play.</blockquote>
<blockquote>Whether or not the group possesses a deck already (from previous games), they will usually want to add a few more cards, so the first phase of the game involves each player creating six or seven new cards to add to the deck. See ''structure of a card'' below.</blockquote>
<blockquote>When the deck is ready, all of the cards (including blanks) are shuffled together and each player is dealt five cards. The remainder of the deck is placed in the centre of the table.</blockquote>
===Play===
The rules of game are determined as the game is played. There exists no fixed order of play or limit to the length or scope of the game. Such parameters may be set within the game but are of course subject to alteration.
One sample convention suggests the following:
<blockquote>Play proceeds clockwise beginning with the player on the dealer's left. On each player's turn, he draws a card from the central deck and then plays a card from his hand. Cards can be played to any player (including the person playing the card), or to the table (so that it affects everyone). Cards with lasting effects, such as awarding points or changing the game's rules, are kept on the table to remind players of those effects. Cards with no lasting effects, or cards that have been nullified, are placed in a discard pile.</blockquote>
<blockquote>Blank cards can be made into playable cards at any time simply by drawing on them (see ''structure of a card'').</blockquote>
<blockquote>Play continues until there are no cards left in the central deck and no one can play (if they have no cards that can be played in the current situation). The "winner" is the player with the highest score of total points at the end of the game, though in most games the points don't actually matter.</blockquote>
===Epilogue===
Since the cards created in any game may be used as the beginning of a deck for a future game, many players like to reduce the deck to a collection of their favourites. The epilogue is simply an opportunity for the players to collectively decide which cards to keep and which to discard (or set aside as not-for-play).
Many players believe that having their own cards favoured during the epilogue is the true 'victory' of 1000 Blank White Cards, although the game's creator has never discarded or destroyed a card unless that action was specified within the scope of the game. Retaining and replaying those cards which seem at the moment less than perfect can help reduce a certain stagnation and tendency to over-think that can otherwise overtake the game's momentum.
One group of players in Boston (not the long-dispersed Harvard cadre) have introduced the idea of the "Suck Box":
<blockquote>We don't like to destroy cards, even if they suck, so we have a notecard box called The Suck Box. If a player feels a card is boring and useless to gameplay, They will nominate it for admission to The Suck Box. All players present then vote (sometimes lobbying for their cases), and the card either goes into The Suck Box or gets to remain in the primary deck. Ironically, when The Suck Box was introduced, one player created a card for the express purpose of adding it to The Suck Box. However, the rest of us felt that it was too amusing a card and had to remain in the deck. ''— [http://1kbwc.gemini6ice.com/ Bob: 1KBWC in Boston]''</blockquote>
==Structure of a card==
At its simplest, a card is just that: a physical card, which may or may not have undergone any modifications. Its role in the game is both as itself and as whatever information it carries, which can be changed, erased or amended. The cards used vary widely in size, from the original 1½" x 3½" Vis-Ed brand flash cards, to half or full [[index card]]s, to simply sheets of [[ISO 216|A7]] sized paper. Cards may be created with any marking medium and need not conform to any conventions of size or content unless specified within the scope of the game. Cards have been made of a wide range of substances, and modifying the shape or composition of a card is entirely acceptable: the original Viz-Ed box still contains a card to which a tablet of [[zinc]] has been affixed with adhesive tape; the card reads "Eat This!... In a few minutes, the ZINC will be entering your system." Many cards have been created which demanded their own modification, destruction or duplication, and many have been created which display nothing but a picture or text bearing no explicit significance whatsoever. Some have been eaten, burned and cut and folded into other shapes.
The game does tend to fall into structural conventions, of which the following is a good example:
<blockquote>A card consists (usually) of a title, a picture and a description of its effect. The title should uniquely identify the card. The picture can be as simple as a [[stick figure]], or as complex as the player likes. The description, or rule, is the part that affects the game. It can award or deny points, cause a player to miss a turn, change the direction of play, or do anything the player can think of. The rules written on cards in play make up the majority of the game's total ruleset.</blockquote>
In practice, these conventions can generate rather monotonous decks of one panel cartoons bearing point values, rules or both. As conceived, the game is far broader, as it is not inherently limited in length or scope, is radically self-modifying, and can contain references to, or actual instances of, other games or activities. The game can also encode algorithms (trivially functioning as a [[Turing machine]]), store real-world data, and hold or refer to non-card objects.
==Suggested rules==
There are many rule suggestions, but these seem to be the two most popular [[house rules]]:
#Everyone draws up to 5 cards at the end of his/her turn.
#Cards must target a specific player, unless it says otherwise on the card. This keeps cards that weren't meant to be played on everyone from being put down in the middle. It also makes the game much easier to understand.
Other rule suggestions exist that attempt to establish a level of fairness amongst the cards.<ref>[http://www.freewebs.com/multitallented/index.htm Multi's Alternate Version] a website created by a game 1000 Blank White Cards enthusiast</ref> They are listed as follows:
#A card cannot say one player "wins" or another player "loses"
#A card cannot give players extra turns
#Cards cannot skip more than one turn
#Cards can only take one card from a player's hand
#Cards can't affect who can create cards or how players create cards
#Cards can't take cards from the deck (if you need to draw another card, you have to pass on a turn).
#Cards can only do one thing (cards can't gain points, skip a turn, and make a player discard his favorite card all at once)
#Cards can't target a specific, named person (e.g. Mark gets 5000p)
It is also suggested that players set a limit to the number of points that a single card can give or take away
==History==
The game was originally created by Nathan McQuillen Phoenix(b. 1974) of [[Madison, Wisconsin|Madison]], [[Wisconsin]]. {{Fact|date=March 2009}}
He was inspired by seeing a product at a local coffeehouse: a box of 1000 blank white flash cards. He introduced "The game of 1000 blank white cards" a few days later into a mixed group including students, improv theater members and club kids. Initial play sessions were frequent and high energy, but a fire consumed the regular venue shortly after the game's introduction; the game physically survived but with the loss of their regular meeting place the majority of the original players fell out of contact with one another, and soon most had moved on to other cities.
The game started to spread as a [[meme]] through various social networks, mostly collegiate, in the late 1990s. A former Madison resident brought the game to Harvard University and started an active playgroup which changed the size of the cards to the more standard half-index (2½" x 3½") and created the first web content representing the game. Their graduation served to further spread the game to the west coast and onto the web. Subsequently, an article in [[GAMES Magazine]] and inclusion in the 2001 revision of Hoyle's Rules of Games<ref name="Hoyle_3rd" /> established the game as an independent part of gaming culture.
The game's inventor and its original players have frequently expressed amusement at the spread of a game they regarded mostly as a brilliant but highly idiosyncratic bit of conceptual humor which provided them with an excuse to draw goofy cartoons.
==References==
<!-- this 'empty' section displays references defined elsewhere -->
{{reflist}}
==See also==
*[[List of games with mutable rules]]
*[[Dvorak (game)|Dvorak]]
*[[Fluxx]]
*[[Nomic]]
*[[Discordianism]]
==External links==
*[http://www.boardgamegeek.com/game/4550 1000 Blank White Cards] at [[BoardGameGeek]]
*[http://www.1000blankwhitecards.com 1000 Blank White cards Central] - A website with collected game variants and sample cards.
*[http://1kbwc.gemini6ice.com/ Bob: 1KBWC in Boston] - A large database of cards with a succinct and excellent summary of gameplay.
*[http://www.trouserarousal.nu/cards/ It's a card game. You make the cards.] - A site with many cards, links, and a good introduction to the game.
*[http://www.geocities.com/nconner23/bwcards.html The Discordian Intelligence Agency Edition]{{dead link|date=October 2009|bot=WebCiteBOT}} - A comprehensive introduction and example cards.
*[http://bwcgallery.net78.net 1000 Blank White Cards Gallery] - A gallery of cards, and simple explanation of game rules.
*[http://web.archive.org/web/20000919070208/userpages.chorus.net/mcquill/cards.html The original 1000 Blank White Cards web page] by the creator as archived by the [[Internet Archive]]. The original page is no longer online.
*[http://www.freewebs.com/multitallented/index.htm 1000 Blank White Cards revised rules] - A fool-proof set of rules for fair play, plus sample cards.
[[Category:Party games]]
[[Category:Dedicated deck card games]]
[[de:1000 blank white cards]]
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'''1000 Blank White Cards''' is a [[party game]] played with cards in which the [[deck (cards)|deck]] is created as part of the game. Though it has been played by adults in organized groups in several cities and college campuses, ''1000 Blank White Cards'' is described as well-suited for children in ''Hoyle's Rules of Games''.<ref name="Hoyle_3rd">''Hoyle's Rules of Games, Third Revised and Updated Edition'', in material revised by Philip D. Morehead. Penguin Putnam Inc., New York, USA, 2001. ISBN 0-451-20484-0. pp. 236-7.</ref> Since the bulk of the rules are contained on the cards (rather than existing as all-encompassing rules or in a [[wiktionary:rule|rule]] [[book]]), 1000 Blank White Cards can be considered a sort of [[nomic]]. It can be played by any number of players and provides the opportunity for card creation and in fact actual gameplay outside the scope of a single sitting. Creating new cards during the game, dealing with previous cards' effects, is allowed, and creativity is encouraged as the most important part.<ref name="Hoyle_3rd" />
==Game==
The game consists of whatever the players define it as by creating and playing cards. There are no initial rules, and while there may be conventions among certain groups of players, it is in the spirit of the game to spite and detonate these conventions, as well as to adhere to them religiously.
For many typical players, though, the game may be split into three logical parts: the deck creation, the play itself, and the [[epilogue]].
===Deck creation===
A deck of cards consists of any number of cards with any or no content, but originally and nominally of 1000 blank white cards. Some time may be taken to create cards before gameplay commences, although card creation may be more dynamic if no advance preparation is made, and it is suggested that the game be simply sprung upon a group of players, who may or may not have any idea what they are being caught up in. If the game has been played before, all past cards can be used in gameplay unless the game specifies otherwise, but perhaps not until the game has allowed them into play.
A typical group's conventions for deck creation follow:
<blockquote>Though cards are created at all times throughout the game (except the epilogue), it is necessary to start with at least some cards pre-made. Depending on the desired duration of the game a deck of 80 to 150 cards is usual, and of these approximately half will be created before the start of play. If a group doesn't already possess a partial deck they may choose to start with fewer cards and to create most of the deck during play.</blockquote>
<blockquote>Whether or not the group possesses a deck already (from previous games), they will usually want to add a few more cards, so the first phase of the game involves each player creating six or seven new cards to add to the deck. See ''structure of a card'' below.</blockquote>
<blockquote>When the deck is ready, all of the cards (including blanks) are shuffled together and each player is dealt five cards. The remainder of the deck is placed in the centre of the table.</blockquote>
===Play===
The rules of game are determined as the game is played. There exists no fixed order of play or limit to the length or scope of the game. Such parameters may be set within the game but are of course subject to alteration.
One sample convention suggests the following:
<blockquote>Play proceeds clockwise beginning with the player on the dealer's left. On each player's turn, he draws a card from the central deck and then plays a card from his hand. Cards can be played to any player (including the person playing the card), or to the table (so that it affects everyone). Cards with lasting effects, such as awarding points or changing the game's rules, are kept on the table to remind players of those effects. Cards with no lasting effects, or cards that have been nullified, are placed in a discard pile.</blockquote>
<blockquote>Blank cards can be made into playable cards at any time simply by drawing on them (see ''structure of a card'').</blockquote>
<blockquote>Play continues until there are no cards left in the central deck and no one can play (if they have no cards that can be played in the current situation). The "winner" is the player with the highest score of total points at the end of the game, though in most games the points don't actually matter.</blockquote>
===Epilogue===
Since the cards created in any game may be used as the beginning of a deck for a future game, many players like to reduce the deck to a collection of their favourites. The epilogue is simply an opportunity for the players to collectively decide which cards to keep and which to discard (or set aside as not-for-play).
Many players believe that having their own cards favoured during the epilogue is the true 'victory' of 1000 Blank White Cards, although the game's creator has never discarded or destroyed a card unless that action was specified within the scope of the game. Retaining and replaying those cards which seem at the moment less than perfect can help reduce a certain stagnation and tendency to over-think that can otherwise overtake the game's momentum.
One group of players in Boston (not the long-dispersed Harvard cadre) have introduced the idea of the "Suck Box":
<blockquote>We don't like to destroy cards, even if they suck, so we have a notecard box called The Suck Box. If a player feels a card is boring and useless to gameplay, They will nominate it for admission to The Suck Box. All players present then vote (sometimes lobbying for their cases), and the card either goes into The Suck Box or gets to remain in the primary deck. Ironically, when The Suck Box was introduced, one player created a card for the express purpose of adding it to The Suck Box. However, the rest of us felt that it was too amusing a card and had to remain in the deck. ''— [http://1kbwc.gemini6ice.com/ Bob: 1KBWC in Boston]''</blockquote>
==Structure of a card==
At its simplest, a card is just that: a physical card, which may or may not have undergone any modifications. Its role in the game is both as itself and as whatever information it carries, which can be changed, erased or amended. The cards used vary widely in size, from the original 1½" x 3½" Vis-Ed brand flash cards, to half or full [[index card]]s, to simply sheets of [[ISO 216|A7]] sized paper. Cards may be created with any marking medium and need not conform to any conventions of size or content unless specified within the scope of the game. Cards have been made of a wide range of substances, and modifying the shape or composition of a card is entirely acceptable: the original Viz-Ed box still contains a card to which a tablet of [[zinc]] has been affixed with adhesive tape; the card reads "Eat This!... In a few minutes, the ZINC will be entering your system." Many cards have been created which demanded their own modification, destruction or duplication, and many have been created which display nothing but a picture or text bearing no explicit significance whatsoever. Some have been eaten, burned and cut and folded into other shapes.
The game does tend to fall into structural conventions, of which the following is a good example:
<blockquote>A card consists (usually) of a title, a picture and a description of its effect. The title should uniquely identify the card. The picture can be as simple as a [[stick figure]], or as complex as the player likes. The description, or rule, is the part that affects the game. It can award or deny points, cause a player to miss a turn, change the direction of play, or do anything the player can think of. The rules written on cards in play make up the majority of the game's total ruleset.</blockquote>
In practice, these conventions can generate rather monotonous decks of one panel cartoons bearing point values, rules or both. As conceived, the game is far broader, as it is not inherently limited in length or scope, is radically self-modifying, and can contain references to, or actual instances of, other games or activities. The game can also encode algorithms (trivially functioning as a [[Turing machine]]), store real-world data, and hold or refer to non-card objects.
==Suggested rules==
There are many rule suggestions, but these seem to be the two most popular [[house rules]]:
#Everyone draws up to 5 cards at the end of his/her turn.
#Cards must target a specific player, unless it says otherwise on the card. This keeps cards that weren't meant to be played on everyone from being put down in the middle. It also makes the game much easier to understand.
Other rule suggestions exist that attempt to establish a level of fairness amongst the cards.<ref>[http://www.freewebs.com/multitallented/index.htm Multi's Alternate Version] a website created by a game 1000 Blank White Cards enthusiast</ref> They are listed as follows:
#A card cannot say one player "wins" or another player "loses"
#A card cannot give players extra turns
#Cards cannot skip more than one turn
#Cards can only take one card from a player's hand
#Cards can't affect who can create cards or how players create cards
#Cards can't take cards from the deck (if you need to draw another card, you have to pass on a turn).
#Cards can only do one thing (cards can't gain points, skip a turn, and make a player discard his favorite card all at once)
#Cards can't target a specific, named person (e.g. Mark gets 5000p)
It is also suggested that players set a limit to the number of points that a single card can give or take away
==History==
The game was originally created by Nathan McQuillen Phoenix(b. 1974) of [[Madison, Wisconsin|Madison]], [[Wisconsin]]. {{Fact|date=March 2009}}
He was inspired by seeing a product at a local coffeehouse: a box of 1000 blank white flash cards. He introduced "The game of 1000 blank white cards" a few days later into a mixed group including students, improv theater members and club kids. Initial play sessions were frequent and high energy, but a fire consumed the regular venue shortly after the game's introduction; the game physically survived but with the loss of their regular meeting place the majority of the original players fell out of contact with one another, and soon most had moved on to other cities.
The game started to spread as a [[meme]] through various social networks, mostly collegiate, in the late 1990s. A former Madison resident brought the game to Harvard University and started an active playgroup which changed the size of the cards to the more standard half-index (2½" x 3½") and created the first web content representing the game. Their graduation served to further spread the game to the west coast and onto the web. Subsequently, an article in [[GAMES Magazine]] and inclusion in the 2001 revision of Hoyle's Rules of Games<ref name="Hoyle_3rd" /> established the game as an independent part of gaming culture.
The game's inventor and its original players have frequently expressed amusement at the spread of a game they regarded mostly as a brilliant but highly idiosyncratic bit of conceptual humor which provided them with an excuse to draw goofy cartoons.
==References==
<!-- this 'empty' section displays references defined elsewhere -->
{{reflist}}
==See also==
*[[List of games with mutable rules]]
*[[Dvorak (game)|Dvorak]]
*[[Fluxx]]
*[[Nomic]]
*[[Discordianism]]
==External links==
*[http://www.boardgamegeek.com/game/4550 1000 Blank White Cards] at [[BoardGameGeek]]
*[http://www.1000blankwhitecards.com 1000 Blank White cards Central] - A website with collected game variants and sample cards.
*[http://1kbwc.gemini6ice.com/ Bob: 1KBWC in Boston] - A large database of cards with a succinct and excellent summary of gameplay.
*[http://www.trouserarousal.nu/cards/ It's a card game. You make the cards.] - A site with many cards, links, and a good introduction to the game.
*[http://web.archive.org/20021017081321/www.geocities.com/nconner23/bwcards.html The Discordian Intelligence Agency Edition]{{dead link|date=October 2009|bot=WebCiteBOT}} - A comprehensive introduction and example cards.
*[http://bwcgallery.net78.net 1000 Blank White Cards Gallery] - A gallery of cards, and simple explanation of game rules.
*[http://web.archive.org/web/20000919070208/userpages.chorus.net/mcquill/cards.html The original 1000 Blank White Cards web page] by the creator as archived by the [[Internet Archive]]. The original page is no longer online.
*[http://www.freewebs.com/multitallented/index.htm 1000 Blank White Cards revised rules] - A fool-proof set of rules for fair play, plus sample cards.
[[Category:Party games]]
[[Category:Dedicated deck card games]]
[[de:1000 blank white cards]]
[[fr:Jeu des 1000 cartes blanches]]
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'''''18XX''''' is the generic term for a series of [[board games]] that, with a few exceptions, recreate the building of [[rail transport|railroad]] [[corporation]]s during the 19th century; individual games within the series use particular years in the 19th century as their title (usually the date of the start of railway development in the area of the world they cover), or "18" plus a two-letter geographical designator (such as ''18EU'' for a game set in the [[European Union]]). The games ''2038'', set in the future, and ''Ur, 1830 BC'', set in ancient history, are also regarded as ''18XX'' titles as their game mechanics and titling nomenclature are similar despite variance from the common railroad/stock-market theme.
The ''18XX'' series has its origins in the game ''[[1829 (board game)|1829]]'', first produced by [[Francis Tresham (game designer)|Francis Tresham]] in the mid 1970s. 1829 was chosen as it was the year of the [[Rainhill Trials]]. ''[[1830 (board game)|1830]]'' was produced by [[Avalon Hill]] in 1986, and was the first game of the series widely available in the United States; it is seen as the basic ''18XX'' game by the U.S. audience.<ref>{{Citation
| last = Siggins
| first = Mike
| issue = 6
| periodical = Sumo
| authorlink =
| coauthors =
| title = The 18xx Series - A Case for Re-Design?
| year = 1991
| url = http://www.gamecabinet.com/sumo/Issue6/Redesign18xx.html}}</ref><ref>
{{Citation
| last = Bankler
| first = Brian
| issue = 3.4
| periodical = The Game Report
| authorlink =
| coauthors =
| title = A Survey of 18xx Rail Games
| year = 1995
| url = http://www.gamereport.com/tgr12/18xxsurvey.html}}
</ref>
In addition to traditionally published games, the ''18XX'' series has spawned self-published variants and games published by low-volume game companies.<ref>{{cite journal
| last = How
| first = Alan
| title = The Independent Publisher - interviews with Gary Dicken and John Tamplin
| journal = Counter Magazine
| issue = 34
| pages = 8–13
| month = September | year = 2006
}}</ref><ref>{{cite journal
| title = Of Dice and Men: 18xx
| journal = Counter Magazine
| issue = 33
| pages = 5
|month=June | year=2006}}</ref>
[[Image:1851 components.jpg|frame|Components of an ''18XX'' railroad stock-market board game.]]
With the exception of ''2038'', 18XX titles are multiplayer board games without [[random variable]]s.
==Gameplay==
===Common features===
''18XX'' games vary, but most follow this general pattern:<ref name="differencelist">{{cite web
| last = Thomasson
| first = Keith
| authorlink =
| coauthors =
| title = 18xx Rules Difference List
| work =
| publisher =
| date =
| url = http://www.fwtwr.com/18xx/rules_difference_list/index.htm
| doi =
| accessdate = 2007-10-12}}</ref>
* The objective is to enhance personal wealth, not the assets of any companies a player may be operating. Personal wealth consists of cash, company [[stock]] (which increases wealth both by receiving [[dividend]]s and by [[capital appreciation]]), and other investments (such as private companies).
* Players don't directly interact with the game board, but do so indirectly through companies they control. Generally, the player who owns the most stock of a company is the president of that company and makes all decisions on behalf of that company. Usually, the president is also required to help fund the company when it lacks sufficient funds to pay a required expenditure (such as a train).
* Game play alternates between "stock rounds" and one or more "operating rounds". In a stock round, players buy and sell stock (some games have company actions during a stock round as well), while in an operating round players take actions on behalf of companies they control, including laying track, placing station tokens, operating trains, withholding income or paying [[dividend]]s, and buying trains.
* "Certificate limit": there is usually a limit to how many corporate shares and private companies a player may own, to keep the game competitive by preventing [[snowball effect]]s resulting from early leads by some players.
* The "President's certificate" (or "Director's certificate") represents control of a railroad corporation, usually represents a greater percentage of corporate stock than other certificates (e.g., 20% as opposed to 10%), and is usually the first one purchased for a company (with its purchaser setting the price, or "par value", for regular shares of stock in many titles in the series). If another player accumulates more shares in a company that the current president, he acquires the President's certificate (with attendant side-effects for both players regarding certificate limits) in exchange for his own lesser shares, and becomes the new controller of the corporation.
* Certain games may impose restrictions on the order in which companies may be started (generally to impose a historical context upon the game), and they vary in how many shares must be purchased before the company may operate ("floats").
* The map is usually a [[hex grid]] that depicts cities and [[terrain]] features. Hexagonal "track" tiles (representing available land-rights) are laid on top of this map to represent the growth of railroad networks, and tokens are placed on the board to represent stations (as well as special abilities from private companies). Cities have values which can vary based on which tiles have been laid on the city, the phase of the game, or even which type of train is used to reach them. Different color tiles are available in succession, and in phases. These phases are typically determined by the first purchase of a more advanced type of train.
* A company's stock price is adjusted based on the revenues earned and whether the president chose to pay dividends or to withhold the earnings in the company treasury. Stock prices are usually also affected by actions in the stock round, and some games have other mechanisms that affect the stock price.
* Scarcity (forcing future-turn planning by players) of available corporations, shares thereof, train types and track tiles.
* Trains become [[Obsolescence|obsolete]], and must be replaced by ever more expensive trains that also have greater capacity for earning revenue. Purchase of a new type of train usually triggers other events in the game, such as when older trains become obsolete, the availability of different sets of tiles, closure of private companies, etc.
* Game end is usually determined when the bank runs out of money, and also by player [[bankruptcy]] (when a player cannot pay the debt of a company he controls). Some games do not end when a player goes bankrupt, while others add other conditions for ending the game such as when a stock reaches a certain value on the stock market, or the most advanced type of train has been purchased. Other games do not feature bankruptcy at all, and enable a player to place a moribund company in "receivership", or be incorporated into a government railway, and walk away from debts.
===Differences===
A new ''18XX'' game is usually different in significant ways from predecessors. As with games in general, each individual mechanic has probably been used before, but a new game can put together a set of mechanics which provide a new and interesting challenge. Some typical areas of difference are:<ref name="differencelist"/>
* '''Initial Auction''' - there are many different ways to distribute the initial privates and corporations.
* '''Private Companies''' - most ''18XX'' games have [[private company|private companies]] which are entirely owned by one player, and represent the earliest companies in the game or provide special abilities. "Privates", as they are called, generally do little other than provide revenue, but in some games they control access to hexes on the map. Some games have very similar private companies, some have very different private companies, and some dispense with having private companies at all. Some titles (e.g., ''1835'' and ''1861'') also have '''Minor Companies''', which are again owned entirely by one player but play a more dynamic role than Privates.
* '''Corporation Funding''' - some games have full funding for a corporation as soon as it floats, while others have the company receiving money only as each share is sold. Some games require the corporation to reach a historically relevant destination in order to receive some of its capital.
* '''Company Types''' - some games have multiple company types. These types may vary based on how many shares are available for purchase, the funding model for the company, the number of station tokens available, or which types of trains may be purchased by the company.
* '''Corporate mergers and demergers''' - some games feature optional, or forced, mergers or splits of one or more companies.
* '''Corporate stock-ownership''' - some games enable companies to hold their own stock, purchase private corporations, and/or own the stock of other companies (even to the point of owning or as prelude to merger).
* '''Train Types''' - some games may offer multiple types of trains with distinct capabilities or lifetimes.
** Some trains may "degrade" into other train types upon certain events (for example, delayed obsolescence of 4-trains in ''[[18MEX]]'', or normal trains becoming H-trains in ''[[1844 (board game)|1844]]'').
** Trains may become available in unusual sequences. For example, in ''[[1830 (board game)|1830]]'', [[diesel engine]]s are available as soon as the first 6-train is purchased — all the 6-trains are not required to be purchased first. In ''[[1824 (board game)|1824]]'', G-train availability is controlled by when normal trains are purchased.
** Certain trains may be restricted in terms of which locations they may run to or may count revenue from, or they may provide bonuses for running to certain locations. For example, in ''1844'', H-trains are prohibited from running to off-board locations. In ''[[1854 (board game)|1854]]'', only [[Orient Express]] trains may run to certain off-board areas. In ''[[1889 (board game)|1889]]'', diesels get special bonuses for off-board locations. In ''[[1826 (board game)|1826]]'', E-trains and TGVs ignore dot-towns. TGVs in 1826 and 4D-trains in ''18MEX'' double the value of cities they count. In ''1824'', only G-trains may run to mines and the corporation always gets the value of the mine rather than it being potentially paid to stockholders.
* '''Theme''' - a few titles eschew the common railroad/stock-market theme. For example, ''2038'' involves space exploration of the [[asteroid belt]], while ''Ur, 1830 BC'' involves building dams and canals in ancient [[Mesopotamia]] (in the latter game, "corporations", "presidents" and stock "shares" are represented by kingdoms, rulers and parcels of land).
== Conventions and Tournaments ==
A number of conventions have at least some emphasis on 18XX games, including the Chattanooga Rail Gaming Challenge, held in January or February in [[Chattanooga, Tennessee]] and run by Mark Derrick.<ref>{{Citation
| last = Galletta
| first = Jan
| title = Tracks lead to rail-gamers tournament
| newspaper = [[Chattanooga Times Free Press]]
| pages = 12
| date = 2006-01-13
| url = }}</ref><ref>{{Citation
| title = Rail Gamers Compete
| newspaper = [[Chattanooga Times Free Press]]
| date = 2005-01-17
| url = }}</ref> 18XX games also figure prominently in various "RailCon" and "[[Puffing Billy (locomotive)|Puffing Billy]]" tournaments at many conventions.<ref>[http://www.denvergamers.com/tacticon/puffingbilly.asp TactiCon 2006-7 schedule]</ref><ref>[http://www.ucon-gaming.org/events/tracks/puffingbilly.php U*Con 2008 schedule]</ref>
== References ==
<references/>
== External links ==
*{{Bgg wiki|18xx|''18xx''}}
*{{dmoz|Games/Board_Games/Railroad_Games/18XX_Series/|''18xx'' Games}}
*[http://www.boardgameswithscott.com/?p=82 Boardgames With Scott 046], a video introduction to the 18xx family of games
{{DEFAULTSORT:18xx}}
[[Category:18XX| ]]
[[Category:Placeholder names]]
[[Category:Auction board games]]
[[Category:Railroad board games]]
[[Category:Economic simulation board games]]
[[de:18XX-Reihe]]
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'''''18XX''''' is the generic term for a series of [[board games]] that, with a few exceptions, recreate the building of [[rail transport|railroad]] [[corporation]]s during the 19th century; individual games within the series use particular years in the 19th century as their title (usually the date of the start of railway development in the area of the world they cover), or "18" plus a two-letter geographical designator (such as ''18EU'' for a game set in the [[European Union]]). The games ''2038'', set in the future, and ''Ur, 1830 BC'', set in ancient history, are also regarded as ''18XX'' titles as their game mechanics and titling nomenclature are similar despite variance from the common railroad/stock-market theme.
The ''18XX'' series has its origins in the game ''[[1829 (board game)|1829]]'', first produced by [[Francis Tresham (game designer)|Francis Tresham]] in the mid 1970s. 1829 was chosen as it was the year of the [[Rainhill Trials]]. ''[[1830 (board game)|1830]]'' was produced by [[Avalon Hill]] in 1986, and was the first game of the series widely available in the United States; it is seen as the basic ''18XX'' game by the U.S. audience.<ref>{{Citation
| last = Siggins
| first = Mike
| issue = 6
| periodical = Sumo
| authorlink =
| coauthors =
| title = The 18xx Series - A Case for Re-Design?
| year = 1991
| url = http://www.gamecabinet.com/sumo/Issue6/Redesign18xx.html}}</ref><ref>
{{Citation
| last = Bankler
| first = Brian
| issue = 3.4
| periodical = The Game Report
| authorlink =
| coauthors =
| title = A Survey of 18xx Rail Games
| year = 1995
| url = http://www.gamereport.com/tgr12/18xxsurvey.html}}
</ref>
In addition to traditionally published games, the ''18XX'' series has spawned self-published variants and games published by low-volume game companies.<ref>{{cite journal
| last = How
| first = Alan
| title = The Independent Publisher - interviews with Gary Dicken and John Tamplin
| journal = Counter Magazine
| issue = 34
| pages = 8–13
| month = September | year = 2006
}}</ref><ref>{{cite journal
| title = Of Dice and Men: 18xx
| journal = Counter Magazine
| issue = 33
| pages = 5
|month=June | year=2006}}</ref>
[[Image:1851 components.jpg|frame|Components of an ''18XX'' railroad stock-market board game.]]
With the exception of ''2038'', 18XX titles are multiplayer board games without [[random variable]]s.
==Gameplay==
===Common features===
''18XX'' games vary, but most follow this general pattern:<ref name="differencelist">{{cite web
| last = Thomasson
| first = Keith
| authorlink =
| coauthors =
| title = 18xx Rules Difference List
| work =
| publisher =
| date =
| url = http://www.fwtwr.com/18xx/rules_difference_list/index.htm
| doi =
| accessdate = 2007-10-12}}</ref>
* The objective is to enhance personal wealth, not the assets of any companies a player may be operating. Personal wealth consists of cash, company [[stock]] (which increases wealth both by receiving [[dividend]]s and by [[capital appreciation]]), and other investments (such as private companies).
* Players don't directly interact with the game board, but do so indirectly through companies they control. Generally, the player who owns the most stock of a company is the president of that company and makes all decisions on behalf of that company. Usually, the president is also required to help fund the company when it lacks sufficient funds to pay a required expenditure (such as a train).
* Game play alternates between "stock rounds" and one or more "operating rounds". In a stock round, players buy and sell stock (some games have company actions during a stock round as well), while in an operating round players take actions on behalf of companies they control, including laying track, placing station tokens, operating trains, withholding income or paying [[dividend]]s, and buying trains.
* "Certificate limit": there is usually a limit to how many corporate shares and private companies a player may own, to keep the game competitive by preventing [[snowball effect]]s resulting from early leads by some players.
* The "President's certificate" (or "Director's certificate") represents control of a railroad corporation, usually represents a greater percentage of corporate stock than other certificates (e.g., 20% as opposed to 10%), and is usually the first one purchased for a company (with its purchaser setting the price, or "par value", for regular shares of stock in many titles in the series). If another player accumulates more shares in a company that the current president, he acquires the President's certificate (with attendant side-effects for both players regarding certificate limits) in exchange for his own lesser shares, and becomes the new controller of the corporation.
* Certain games may impose restrictions on the order in which companies may be started (generally to impose a historical context upon the game), and they vary in how many shares must be purchased before the company may operate ("floats").
* The map is usually a [[hex grid]] that depicts cities and [[terrain]] features. Hexagonal "track" tiles (representing available land-rights) are laid on top of this map to represent the growth of railroad networks, and tokens are placed on the board to represent stations (as well as special abilities from private companies). Cities have values which can vary based on which tiles have been laid on the city, the phase of the game, or even which type of train is used to reach them. Different color tiles are available in succession, and in phases. These phases are typically determined by the first purchase of a more advanced type of train.
* A company's stock price is adjusted based on the revenues earned and whether the president chose to pay dividends or to withhold the earnings in the company treasury. Stock prices are usually also affected by actions in the stock round, and some games have other mechanisms that affect the stock price.
* Scarcity (forcing future-turn planning by players) of available corporations, shares thereof, train types and track tiles.
* Trains become [[Obsolescence|obsolete]], and must be replaced by ever more expensive trains that also have greater capacity for earning revenue. Purchase of a new type of train usually triggers other events in the game, such as when older trains become obsolete, the availability of different sets of tiles, closure of private companies, etc.
* Game end is usually determined when the bank runs out of money, and also by player [[bankruptcy]] (when a player cannot pay the debt of a company he controls). Some games do not end when a player goes bankrupt, while others add other conditions for ending the game such as when a stock reaches a certain value on the stock market, or the most advanced type of train has been purchased. Other games do not feature bankruptcy at all, and enable a player to place a moribund company in "receivership", or be incorporated into a government railway, and walk away from debts.
===Differences===
A new ''18XX'' game is usually different in significant ways from predecessors. As with games in general, each individual mechanic has probably been used before, but a new game can put together a set of mechanics which provide a new and interesting challenge. Some typical areas of difference are:<ref name="differencelist"/>
* '''Initial Auction''' - there are many different ways to distribute the initial privates and corporations.
* '''Private Companies''' - most ''18XX'' games have [[private company|private companies]] which are entirely owned by one player, and represent the earliest companies in the game or provide special abilities. "Privates", as they are called, generally do little other than provide revenue, but in some games they control access to hexes on the map. Some games have very similar private companies, some have very different private companies, and some dispense with having private companies at all. Some titles (e.g., ''1835'' and ''1861'') also have '''Minor Companies''', which are again owned entirely by one player but play a more dynamic role than Privates.
* '''Corporation Funding''' - some games have full funding for a corporation as soon as it floats, while others have the company receiving money only as each share is sold. Some games require the corporation to reach a historically relevant destination in order to receive some of its capital.
* '''Company Types''' - some games have multiple company types. These types may vary based on how many shares are available for purchase, the funding model for the company, the number of station tokens available, or which types of trains may be purchased by the company.
* '''Corporate mergers and demergers''' - some games feature optional, or forced, mergers or splits of one or more companies.
* '''Corporate stock-ownership''' - some games enable companies to hold their own stock, purchase private corporations, and/or own the stock of other companies (even to the point of owning or as prelude to merger).
* '''Train Types''' - some games may offer multiple types of trains with distinct capabilities or lifetimes.
** Some trains may "degrade" into other train types upon certain events (for example, delayed obsolescence of 4-trains in ''[[18MEX]]'', or normal trains becoming H-trains in ''[[1844 (board game)|1844]]'').
** Trains may become available in unusual sequences. For example, in ''[[1830 (board game)|1830]]'', [[diesel engine]]s are available as soon as the first 6-train is purchased — all the 6-trains are not required to be purchased first. In ''[[1824 (board game)|1824]]'', G-train availability is controlled by when normal trains are purchased.
** Certain trains may be restricted in terms of which locations they may run to or may count revenue from, or they may provide bonuses for running to certain locations. For example, in ''1844'', H-trains are prohibited from running to off-board locations. In ''[[1854 (board game)|1854]]'', only [[Orient Express]] trains may run to certain off-board areas. In ''[[1889 (board game)|1889]]'', diesels get special bonuses for off-board locations. In ''[[1826 (board game)|1826]]'', E-trains and TGVs ignore dot-towns. TGVs in 1826 and 4D-trains in ''18MEX'' double the value of cities they count. In ''1824'', only G-trains may run to mines and the corporation always gets the value of the mine rather than it being potentially paid to stockholders.
* '''Theme''' - a few titles eschew the common railroad/stock-market theme. For example, ''2038'' involves space exploration of the [[asteroid belt]], while ''Ur, 1830 BC'' involves building dams and canals in ancient [[Mesopotamia]] (in the latter game, "corporations", "presidents" and stock "shares" are represented by kingdoms, rulers and parcels of land).
== Conventions and Tournaments ==
A number of conventions have at least some emphasis on 18XX games, including the Chattanooga Rail Gaming Challenge, held in January or February in [[Chattanooga, Tennessee]] and run by Mark Derrick.<ref>{{Citation
| last = Galletta
| first = Jan
| title = Tracks lead to rail-gamers tournament
| newspaper = [[Chattanooga Times Free Press]]
| pages = 12
| date = 2006-01-13
| url = }}</ref><ref>{{Citation
| title = Rail Gamers Compete
| newspaper = [[Chattanooga Times Free Press]]
| date = 2005-01-17
| url = }}</ref> 18XX games also figure prominently in various "RailCon" and "[[Puffing Billy (locomotive)|Puffing Billy]]" tournaments at many conventions.<ref>[http://www.denvergamers.com/tacticon/puffingbilly.asp TactiCon 2006-7 schedule]</ref><ref>[http://www.ucon-gaming.org/events/tracks/puffingbilly.php U*Con 2008 schedule]</ref>
== References ==
<references/>
== External links ==
*{{Bgg wiki|18xx|''18xx''}}
*{{dmoz|Games/Board_Games/Railroad_Games/18XX_Series/|''18xx'' Games}}
*[http://www.boardgameswithscott.com/?p=82 Boardgames With Scott 046], a video introduction to the 18xx family of games
{{DEFAULTSORT:18xx}}
[[Category:18XX| ]]
[[Category:Placeholder names]]
[[Category:Auction board games]]
[[Category:Railroad board games]]
[[Category:Economic simulation board games]]
[[de:18XX-Reihe]]
ej7yjjkbaiw4p3b3gjunqbjqjdz6tv1
4592
4021
2024-07-24T03:38:42Z
157.38.155.228
Ajay meri
4592
wikitext
text/x-wiki
'''''18XX''''' is the generic term for a series of [[board games]] that, with a few exceptions, recreate the building of [[rail transport|railroad]] [[corporation]]s during the 19th century; individual games within the series use particular years in the 19th century as their title (usually the date of the start of railway development in the area of the world they cover), or "18" plus a two-letter geographical designator (such as ''18EU'' for a game set in the [[European Union]]). The games ''2038'', set in the future, and ''Ur, 1830 BC'', set in ancient history, are also regarded as ''18XX'' titles as their game mechanics and titling nomenclature are similar despite variance from the common railroad/stock-market theme.
The ''18XX'' series has its origins in the game ''[[1829 (board game)|1829]]'', first produced by [[Francis Tresham (game designer)|Francis Tresham]] in the mid 1970s. 1829 was chosen as it was the year of the [[Rainhill Trials]]. ''[[1830 (board game)|1830]]'' was produced by [[Avalon Hill]] in 1986, and was the first game of the series widely available in the United States; it is seen as the basic ''18XX'' game by the U.S. audience.<ref>{{Citation
| last = Siggins
| first = Mike
| issue = 6
| periodical = Sumo
| authorlink =
| coauthors =
| title = The 18xx Series - A Case for Re-Design?
| year = 1991
| url = http://www.gamecabinet.com/sumo/Issue6/Redesign18xx.html}}</ref><ref>
{{Citation
| last = Bankler
| first = Brian
| issue = 3.4
| periodical = The Game Report
| authorlink =
| coauthors =
| title = A Survey of 18xx Rail Games
| year = 1995
| url = http://www.gamereport.com/tgr12/18xxsurvey.html}}
</ref>
In addition to traditionally published games, the ''18XX'' series has spawned self-published variants and games published by low-volume game companies.<ref>{{cite journal
| last = How
| first = Alan
| title = The Independent Publisher - interviews with Gary Dicken and John Tamplin
| journal = Counter Magazine
| issue = 34
| pages = 8–13
| month = September | year = 2006
}}</ref><ref>{{cite journal
| title = Of Dice and Men: 18xx
| journal = Counter Magazine
| issue = 33
| pages = 5
|month=June | year=2006}}</ref>
[[Image:1851 components.jpg|frame|Components of an ''18XX'' railroad stock-market board game.]]
With the exception of ''2038'', 18XX titles are multiplayer board games without [[random variable]]s.
==Gameplay==
===Common features===
''18XX'' games vary, but most follow this general pattern:<ref name="differencelist">{{cite web
| last = Thomasson
| first = Keith
| authorlink =
| coauthors =
| title = 18xx Rules Difference List
| work =
| publisher =
| date =
| url = http://www.fwtwr.com/18xx/rules_difference_list/index.htm
| doi =
| accessdate = 2007-10-12}}</ref>
* The objective is to enhance personal wealth, not the assets of any companies a player may be operating. Personal wealth consists of cash, company [[stock]] (which increases wealth both by receiving [[dividend]]s and by [[capital appreciation]]), and other investments (such as private companies).
* Players don't directly interact with the game board, but do so indirectly through companies they control. Generally, the player who owns the most stock of a company is the president of that company and makes all decisions on behalf of that company. Usually, the president is also required to help fund the company when it lacks sufficient funds to pay a required expenditure (such as a train).
* Game play alternates between "stock rounds" and one or more "operating rounds". In a stock round, players buy and sell stock (some games have company actions during a stock round as well), while in an operating round players take actions on behalf of companies they control, including laying track, placing station tokens, operating trains, withholding income or paying [[dividend]]s, and buying trains.
* "Certificate limit": there is usually a limit to how many corporate shares and private companies a player may own, to keep the game competitive by preventing [[snowball effect]]s resulting from early leads by some players.
* The "President's certificate" (or "Director's certificate") represents control of a railroad corporation, usually represents a greater percentage of corporate stock than other certificates (e.g., 20% as opposed to 10%), and is usually the first one purchased for a company (with its purchaser setting the price, or "par value", for regular shares of stock in many titles in the series). If another player accumulates more shares in a company that the current president, he acquires the President's certificate (with attendant side-effects for both players regarding certificate limits) in exchange for his own lesser shares, and becomes the new controller of the corporation.
* Certain games may impose restrictions on the order in which companies may be started (generally to impose a historical context upon the game), and they vary in how many shares must be purchased before the company may operate ("floats").
* The map is usually a [[hex grid]] that depicts cities and [[terrain]] features. Hexagonal "track" tiles (representing available land-rights) are laid on top of this map to represent the growth of railroad networks, and tokens are placed on the board to represent stations (as well as special abilities from private companies). Cities have values which can vary based on which tiles have been laid on the city, the phase of the game, or even which type of train is used to reach them. Different color tiles are available in succession, and in phases. These phases are typically determined by the first purchase of a more advanced type of train.
* A company's stock price is adjusted based on the revenues earned and whether the president chose to pay dividends or to withhold the earnings in the company treasury. Stock prices are usually also affected by actions in the stock round, and some games have other mechanisms that affect the stock price.
* Scarcity (forcing future-turn planning by players) of available corporations, shares thereof, train types and track tiles.
* Trains become [[Obsolescence|obsolete]], and must be replaced by ever more expensive trains that also have greater capacity for earning revenue. Purchase of a new type of train usually triggers other events in the game, such as when older trains become obsolete, the availability of different sets of tiles, closure of private companies, etc.
* Game end is usually determined when the bank runs out of money, and also by player [[bankruptcy]] (when a player cannot pay the debt of a company he controls). Some games do not end when a player goes bankrupt, while others add other conditions for ending the game such as when a stock reaches a certain value on the stock market, or the most advanced type of train has been purchased. Other games do not feature bankruptcy at all, and enable a player to place a moribund company in "receivership", or be incorporated into a government railway, and walk away from debts.
===Differences===
A new ''18XX'' game is usually different in significant ways from predecessors. As with games in general, each individual mechanic has probably been used before, but a new game can put together a set of mechanics which provide a new and interesting challenge. Some typical areas of difference are:<ref name="differencelist"/>
* '''Initial Auction''' - there are many different ways to distribute the initial privates and corporations.
* '''Private Companies''' - most ''18XX'' games have [[private company|private companies]] which are entirely owned by one player, and represent the earliest companies in the game or provide special abilities. "Privates", as they are called, generally do little other than provide revenue, but in some games they control access to hexes on the map. Some games have very similar private companies, some have very different private companies, and some dispense with having private companies at all. Some titles (e.g., ''1835'' and ''1861'') also have '''Minor Companies''', which are again owned entirely by one player but play a more dynamic role than Privates.
* '''Corporation Funding''' - some games have full funding for a corporatio18Xxxn as soon as it floats, while others have the company receiving money only as each share is sold. Some games require the corporation to reach a historically relevant destination in order to receive some of its capital.
* '''Company Types''' - some games have multiple company types. These types may vary based on how many shares are available for purchase, the funding model for the company, the number of station tokens available, or which types of trains may be purchased by the company.
* '''Corporate mergers and demergers''' - some games feature optional, or forced, mergers or splits of one or more companies.
* '''Corporate stock-ownership''' - some games enable companies to hold their own stock, purchase private corporations, and/or own the stock of other companies (even to the point of owning or as prelude to merger).
* '''Train Types''' - some games may offer multiple types of trains with distinct capabilities or lifetimes.
** Some trains may "degrade" into other train types upon certain events (for example, delayed obsolescence of 4-trains in ''[[18MEX]]'', or normal trains becoming H-trains in ''[[1844 (board game)|1844]]'').
** Trains may become available in unusual sequences. For example, in ''[[1830 (board game)|1830]]'', [[diesel engine]]s are available as soon as the first 6-train is purchased — all the 6-trains are not required to be purchased first. In ''[[1824 (board game)|1824]]'', G-train availability is controlled by when normal trains are purchased.
** Certain trains may be restricted in terms of which locations they may run to or may count revenue from, or they may provide bonuses for running to certain locations. For example, in ''1844'', H-trains are prohibited from running to off-board locations. In ''[[1854 (board game)|1854]]'', only [[Orient Express]] trains may run to certain off-board areas. In ''[[1889 (board game)|1889]]'', diesels get special bonuses for off-board locations. In ''[[1826 (board game)|1826]]'', E-trains and TGVs ignore dot-towns. TGVs in 1826 and 4D-trains in ''18MEX'' double the value of cities they count. In ''1824'', only G-trains may run to mines and the corporation always gets the value of the mine rather than it being potentially paid to stockholders.
* '''Theme''' - a few titles eschew the common railroad/stock-market theme. For example, ''2038'' involves space exploration of the [[asteroid belt]], while ''Ur, 1830 BC'' involves building dams and canals in ancient [[Mesopotamia]] (in the latter game, "corporations", "presidents" and stock "shares" are represented by kingdoms, rulers and parcels of land).
== Conventions and Tournaments ==
A number of conventions have at least some emphasis on 18XX games, including the Chattanooga Rail Gaming Challenge, held in January or February in [[Chattanooga, Tennessee]] and run by Mark Derrick.<ref>{{Citation
| last = Galletta
| first = Jan
| title = Tracks lead to rail-gamers tournament
| newspaper = [[Chattanooga Times Free Press]]
| pages = 12
| date = 2006-01-13
| url = }}</ref><ref>{{Citation
| title = Rail Gamers Compete
| newspaper = [[Chattanooga Times Free Press]]
| date = 2005-01-17
| url = }}</ref> 18XX games also figure prominently in various "RailCon" and "[[Puffing Billy (locomotive)|Puffing Billy]]" tournaments at many conventions.<ref>[http://www.denvergamers.com/tacticon/puffingbilly.asp TactiCon 2006-7 schedule]</ref><ref>[http://www.ucon-gaming.org/events/tracks/puffingbilly.php U*Con 2008 schedule]</ref>
== References ==
<references/>
== External links ==
*{{Bgg wiki|18xx|''18xx''}}
*{{dmoz|Games/Board_Games/Railroad_Games/18XX_Series/|''18xx'' Games}}
*[http://www.boardgameswithscott.com/?p=82 Boardgames With Scott 046], a video introduction to the 18xx family of games
{{DEFAULTSORT:18xx}}
[[Category:18XX| ]]
[[Category:Placeholder names]]
[[Category:Auction board games]]
[[Category:Railroad board games]]
[[Category:Economic simulation board games]]
[[de:18XX-Reihe]]
giptfrpxj2itpeq2j2kpnzq80vocfke
6 Nimmt!
0
2277
4388
2009-11-07T23:53:40Z
121.44.85.218
/* Rules of the Game */
4388
wikitext
text/x-wiki
{{Infobox Game
| title = Take 5! / 6 Nimmt!
| subtitle =
| image_link = [[File:Take_6.jpg]]
| image_caption =
| designer = Wolfgang Kramer
| illustrator = Franz Vohwinkel
| publisher = [[Amigo Spiele]]
| players = 2-10
| ages = 10+
| setup_time = approx. 5 min.
| playing_time = 45 minutes
| footnotes =
| bggid = 3955
| bggxrefs =
}}
{{Frenchtrans|6 qui prend !|December 2008}}
{{Italian|Sei (gioco di carte)|December 2008}}
'''''6 Nimmt! / Take 5!''''' is a counting [[card game]] by designed by [[Wolfgang Kramer]] in 1994 and published by [[Amigo Spiele]], the French version is distributed by [[Gigamic]]. This game allow 2-10 players each start with ten random number cards. These are played in turns onto four card rows, each players attempt to play all their cards without laying the 6th card in a row, as this results in a penalty of collecting all cards in the row. Each card indicates penalty points with the number of bull heads on top of the card. Over a predetermined number of rounds the player with the least penalty points wins.
The game is sometimes called '''6 who loses!''', '''Take 6!''', '''Category 5''', or the original German name, '''6 nimmt!'''. The game can take from 2 to 10 players. The game's minimal age is 10 years, and lasts on average about 45 minutes.
== Rules of the Game ==
[[Image:6_nimmt!.jpg|thumb|A typical ''6 Nimmt!'' game]]
The goal is to be the player with the least amount of points. To do this, you should not collect cards, especially the ones with more cattle heads.
''6 Nimmt!'' is played using a special card deck that in the original version has a cattle head in the center of the card and a variable number of small cattle heads on the top. The cards are numbered 1 to 104, each giving 1, 2, 3, 5 or 7 points (i.e. cattle heads) to the person who picks it up.
In the deck there are:
* 76 cards with 1 cattle head
* 10 cards with 2 cattle heads
* 9 cards with 3 cattle heads
* 8 cards with 5 cattle heads
* 1 cards with 7 cattle heads
=== Preparation ===
Ten cards are dealt to each player.
Four uncovered cards are arranged on the table to form a vertical line.
=== Gameplay ===
At each turn, all the players select a card to play, an put the card covered on the table. When all the players has selected a card, the cards are uncovered.
Starting with the player with the lowest played card, up to the highest one, each player must put his/her card following one of the four rows on the table, following these rules:
* The card must be put on a row where the latest card is lower than the played card.
* If more rows has the latest card lower to the played card, the card must be put on the row where the latest card is the closest to the played card (the highest of the lower cards).
* If the row where the played card must be put already contains 5 cards (the player card is the 6th), the player must gather the 5 cards present in the row, leaving on the row only the played card. The gathered cards must be taken separated and never mixed with the hand cards. The sum of the number of cattle head on the gathered cards will be calculated at the end of the round.
* If the played card is lower to all the latest cards present on the four rows, the player must choose one of the row and gather the cards on that row (usually the row with less cattle heads), leaving on the row the played card.
The cards of all the players are played following these rules, from the lowest player card to the highest one.
At the end of the turn, the players select a new card to play, this is repeated for 10 turns until all the card in the hand are played.
=== End of the game ===
After the 10 turns, each player count the cattle heads on the cards gathered from the table during the round. The score of each player is collected on the paper and a new hand starts.
The game ends when a player collects a total of 66 cattle heads. The winner is the player that has collected the fewest cattle heads.
== Variations ==
To make the game more complex, if there are fewer than 10 players, before starting, remove from the deck the cards higher than 10n + 4 (where n is the number of players). E.g. with 5 player you will use only the cards from 1 to 54, excluding the cards from 55 to 104, with 7 player only the cards from 1 to 74 are used. The other rules are unchanged.
This variation is clearly more strategic than the basic rules since it's possible to know which cards has been already played and which one are available to other players.
== External links ==
* [http://www.amigo-spiele.de/upload/6nimmt_Int_1140.pdf Official rules from Amigo]
* [http://www.onlinebrettspiele.de/6nimmt/Default.asp?l=en Online version of the game]
[[Category:Dedicated deck card games]]
[[Category:Wolfgang Kramer games]]
[[cs:6 bere!]]
[[de:6 nimmt!]]
[[fr:6 qui prend !]]
[[it:Sei (gioco di carte)]]
[[ja:6ニムト!]]
[[fi:Ota 6!]]
[[zh:谁是牛头王]]
45yifmsxtw40gfosotirxdy4kuzyb95
4389
4388
2009-12-09T23:30:52Z
Kingstonlee
1735031
1 revision
4389
wikitext
text/x-wiki
{{Infobox Game
| title = Take 5! / 6 Nimmt!
| subtitle =
| image_link = [[File:Take_6.jpg]]
| image_caption =
| designer = Wolfgang Kramer
| illustrator = Franz Vohwinkel
| publisher = [[Amigo Spiele]]
| players = 2-10
| ages = 10+
| setup_time = approx. 5 min.
| playing_time = 45 minutes
| footnotes =
| bggid = 3955
| bggxrefs =
}}
{{Frenchtrans|6 qui prend !|December 2008}}
{{Italian|Sei (gioco di carte)|December 2008}}
'''''6 Nimmt! / Take 5!''''' is a counting [[card game]] by designed by [[Wolfgang Kramer]] in 1994 and published by [[Amigo Spiele]], the French version is distributed by [[Gigamic]]. This game allow 2-10 players each start with ten random number cards. These are played in turns onto four card rows, each players attempt to play all their cards without laying the 6th card in a row, as this results in a penalty of collecting all cards in the row. Each card indicates penalty points with the number of bull heads on top of the card. Over a predetermined number of rounds the player with the least penalty points wins.
The game is sometimes called '''6 who loses!''', '''Take 6!''', '''Category 5''', or the original German name, '''6 nimmt!'''. The game can take from 2 to 10 players. The game's minimal age is 10 years, and lasts on average about 45 minutes.
== Rules of the Game ==
[[Image:6_nimmt!.jpg|thumb|A typical ''6 Nimmt!'' game]]
The goal is to be the player with the least amount of points. To do this, you should not collect cards, especially the ones with more cattle heads.
''6 Nimmt!'' is played using a special card deck that in the original version has a cattle head in the center of the card and a variable number of small cattle heads on the top. The cards are numbered 1 to 104, each giving 1, 2, 3, 5 or 7 points (i.e. cattle heads) to the person who picks it up.
In the deck there are:
* 76 cards with 1 cattle head
* 10 cards with 2 cattle heads
* 9 cards with 3 cattle heads
* 8 cards with 5 cattle heads
* 1 cards with 7 cattle heads
=== Preparation ===
Ten cards are dealt to each player.
Four uncovered cards are arranged on the table to form a vertical line.
=== Gameplay ===
At each turn, all the players select a card to play, an put the card covered on the table. When all the players has selected a card, the cards are uncovered.
Starting with the player with the lowest played card, up to the highest one, each player must put his/her card following one of the four rows on the table, following these rules:
* The card must be put on a row where the latest card is lower than the played card.
* If more rows has the latest card lower to the played card, the card must be put on the row where the latest card is the closest to the played card (the highest of the lower cards).
* If the row where the played card must be put already contains 5 cards (the player card is the 6th), the player must gather the 5 cards present in the row, leaving on the row only the played card. The gathered cards must be taken separated and never mixed with the hand cards. The sum of the number of cattle head on the gathered cards will be calculated at the end of the round.
* If the played card is lower to all the latest cards present on the four rows, the player must choose one of the row and gather the cards on that row (usually the row with less cattle heads), leaving on the row the played card.
The cards of all the players are played following these rules, from the lowest player card to the highest one.
At the end of the turn, the players select a new card to play, this is repeated for 10 turns until all the card in the hand are played.
=== End of the game ===
After the 10 turns, each player count the cattle heads on the cards gathered from the table during the round. The score of each player is collected on the paper and a new hand starts.
The game ends when a player collects a total of 66 cattle heads. The winner is the player that has collected the fewest cattle heads.
== Variations ==
To make the game more complex, if there are fewer than 10 players, before starting, remove from the deck the cards higher than 10n + 4 (where n is the number of players). E.g. with 5 player you will use only the cards from 1 to 54, excluding the cards from 55 to 104, with 7 player only the cards from 1 to 74 are used. The other rules are unchanged.
This variation is clearly more strategic than the basic rules since it's possible to know which cards has been already played and which one are available to other players.
== External links ==
* [http://www.amigo-spiele.de/upload/6nimmt_Int_1140.pdf Official rules from Amigo]
* [http://www.onlinebrettspiele.de/6nimmt/Default.asp?l=en Online version of the game]
[[Category:Dedicated deck card games]]
[[Category:Wolfgang Kramer games]]
[[cs:6 bere!]]
[[de:6 nimmt!]]
[[fr:6 qui prend !]]
[[it:Sei (gioco di carte)]]
[[ja:6ニムト!]]
[[fi:Ota 6!]]
[[zh:谁是牛头王]]
45yifmsxtw40gfosotirxdy4kuzyb95
A House Divided (board game)
0
2311
4458
2009-08-25T16:37:55Z
Im>Norm mit
0
Italicize title; clarify.
4458
wikitext
text/x-wiki
'''''A House Divided''''' is a strategic level [[board wargame]] about the [[American Civil War]] for two players, featuring point-to-point movement, low-complexity rules, and relatively few counters to maneuver. It was designed by [[Frank Chadwick]] and released in 1981 by [[Game Designers Workshop]]. ''A House Divided'' won the [[Charles S. Roberts Award|Charles S. Roberts]]/[[Origins Award]]s for ''Best Pre-20th Century Boardgame of 1981''<ref>{{cite web| url=http://www.originsgamefair.com/awards/1981/list-of-winners| title=Origins/Charles S. Roberts Award Winners (1981)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-16}}</ref> and ''Best Pre-20th Century Boardgame of 1989''.<ref>{{cite web| url=http://www.originsgamefair.com/awards/1989/list-of-winners| title=Origins Award Winners (1989)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-16}}</ref>
==Background==
The name of the game refers to [[Abraham Lincoln|Lincoln]]'s [[Lincoln's House Divided Speech|"A House Divided" speech]], where Lincoln said:
<blockquote>
“A house divided against itself cannot stand.<br />
I believe this government cannot endure permanently half slave and half free.<br />
I do not expect the Union to be dissolved – I do not expect the house to fall – but I do expect it to cease to be divided.<br />
It will become all one thing, or all the other.<br />
Either the opponents of slavery will arrest the further spread of it, and place it where the public mind shall rest in the belief that it is in the course of ultimate extinction; or its advocates will push it forward, until it shall become alike lawful in all states, old as well as new, North as well as South.”<br />
</blockquote>
==Versions==
The game has been released in three versions, the first version in 1981, second version in 1989, and the third version in 2001. The first two versions were published by GDW, while the third edition was released by Mayfair Games, featuring new design, updated rules, and larger playing pieces.
The changes between the first and second versions were few, but important. Most notably, some rules were changed, some new optional rules were added, and also the map came as four puzzle-like pieces, instead of as one large, foldable map, as in the first edition. In addition, some piece designs were altered. The third edition adopted a foldable cardboard plate as seen in other games, such as ''[[Axis & Allies]]'', and also featured a brand new design for the pieces. The rules, however, remain virtually unchanged from the second edition.
The second edition was edited by [[Alan Emrich]]. At his [http://www.alanemrich.com/Games_Archive_pages/AHD_pages/ahd.htm website] you can read more about his thoughts on the game, as well as his "living" version of rules edition 3.1, which is based on changes he'd like to see.
==Gameplay==
''A House Divided'' owes much of its popularity to its relatively simple rules, with more advanced rules for experienced players, and features a playing board covering most of the United States mainland. Play is turnbased, and the players play the Union and Confederacy armies respectively. The game is played over a series of up to 40 game turns, each game turn being divided in two player turns. The Union player has the first player turn every turn. The first game turn is July 1861, and the game culminates in June 1865.
The pieces represent infantry and cavalry units, each unit comprising of from 10,000 to 15,000 infantry or from 7,000 to 10,000 cavalry. Each game turn represents one or two months, depending on the time of year. In all versions, the pieces are represented with three ranks; Militia, Veteran and Crack. All new units are Militia units, and promotions happen at the end of victorious battle, as well as during the promotion phase of a players turn. No unit may be promoted twice in any single player turn, i.e.; if a unit has gotten a battlefield (post-combat) promotion, it may not receive a regular promotion in the same player turn.
The map comprises the eastern United States, and contains boxes for each city, as well as roads, railroads and rivers.
The turns comprise four phases, conducted in this exact order:
#Movement
#Combat
#Promotions
#Recruitment
There is no stack(ing) limit, and players are free to inspect their opponent's forces at any time. In the advanced game, there is a combat limit in each combat round of 8 units. The original game included a short-game, in addition to the full game, where only the first two rounds are played. In later versions, rules are included for shorter campaigns starting in 1862, 1863 and 1864.
==Victory==
In the long-game, the Union player wins when and if he controls all Confederacy cities with a recruitment value of 2 and 3, these being New Orleans, Charleston, Mobile, Wilmington, Richmond, Atlanta and Memphis. When the last of these cities has been captured, play stops immediately, and the Union player has won. The Confederacy player wins if he does one out of three:
#Captures Washington (immediate victory)
#Captures enough recruitment cities to make the Confederacy Army Maximum greater than the Union Army Maximum (immediate victory)
#Avoids a Union victory (victory at the end of the game)
==References==
{{reflist}}
==External links==
*[http://www.mayfairgames.com/shop/product/phalanx/pages/pha0180.htm A House Divided (3rd edition) product website]
*[http://www.alanemrich.com/Games_Archive_pages/AHD_pages/ahd.htm Alan Emrich's page on A House Divided]
*{{bgg|701|''A House Divided''}}
[[Category:American Civil War games]]
[[Category:American Civil War wargames]]
[[Category:Charles S. Roberts Award winners]]
[[Category:Origins Award winners]]
[[Category:1981 introductions]]
[[Category:Frank Chadwick games]]
[[Category:Game Designers' Workshop games]]
[[Category:Mayfair Games games]]
[[it:A House Divided]]
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2009-12-09T23:45:54Z
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'''''A House Divided''''' is a strategic level [[board wargame]] about the [[American Civil War]] for two players, featuring point-to-point movement, low-complexity rules, and relatively few counters to maneuver. It was designed by [[Frank Chadwick]] and released in 1981 by [[Game Designers Workshop]]. ''A House Divided'' won the [[Charles S. Roberts Award|Charles S. Roberts]]/[[Origins Award]]s for ''Best Pre-20th Century Boardgame of 1981''<ref>{{cite web| url=http://www.originsgamefair.com/awards/1981/list-of-winners| title=Origins/Charles S. Roberts Award Winners (1981)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-16}}</ref> and ''Best Pre-20th Century Boardgame of 1989''.<ref>{{cite web| url=http://www.originsgamefair.com/awards/1989/list-of-winners| title=Origins Award Winners (1989)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-16}}</ref>
==Background==
The name of the game refers to [[Abraham Lincoln|Lincoln]]'s [[Lincoln's House Divided Speech|"A House Divided" speech]], where Lincoln said:
<blockquote>
“A house divided against itself cannot stand.<br />
I believe this government cannot endure permanently half slave and half free.<br />
I do not expect the Union to be dissolved – I do not expect the house to fall – but I do expect it to cease to be divided.<br />
It will become all one thing, or all the other.<br />
Either the opponents of slavery will arrest the further spread of it, and place it where the public mind shall rest in the belief that it is in the course of ultimate extinction; or its advocates will push it forward, until it shall become alike lawful in all states, old as well as new, North as well as South.”<br />
</blockquote>
==Versions==
The game has been released in three versions, the first version in 1981, second version in 1989, and the third version in 2001. The first two versions were published by GDW, while the third edition was released by Mayfair Games, featuring new design, updated rules, and larger playing pieces.
The changes between the first and second versions were few, but important. Most notably, some rules were changed, some new optional rules were added, and also the map came as four puzzle-like pieces, instead of as one large, foldable map, as in the first edition. In addition, some piece designs were altered. The third edition adopted a foldable cardboard plate as seen in other games, such as ''[[Axis & Allies]]'', and also featured a brand new design for the pieces. The rules, however, remain virtually unchanged from the second edition.
The second edition was edited by [[Alan Emrich]]. At his [http://www.alanemrich.com/Games_Archive_pages/AHD_pages/ahd.htm website] you can read more about his thoughts on the game, as well as his "living" version of rules edition 3.1, which is based on changes he'd like to see.
==Gameplay==
''A House Divided'' owes much of its popularity to its relatively simple rules, with more advanced rules for experienced players, and features a playing board covering most of the United States mainland. Play is turnbased, and the players play the Union and Confederacy armies respectively. The game is played over a series of up to 40 game turns, each game turn being divided in two player turns. The Union player has the first player turn every turn. The first game turn is July 1861, and the game culminates in June 1865.
The pieces represent infantry and cavalry units, each unit comprising of from 10,000 to 15,000 infantry or from 7,000 to 10,000 cavalry. Each game turn represents one or two months, depending on the time of year. In all versions, the pieces are represented with three ranks; Militia, Veteran and Crack. All new units are Militia units, and promotions happen at the end of victorious battle, as well as during the promotion phase of a players turn. No unit may be promoted twice in any single player turn, i.e.; if a unit has gotten a battlefield (post-combat) promotion, it may not receive a regular promotion in the same player turn.
The map comprises the eastern United States, and contains boxes for each city, as well as roads, railroads and rivers.
The turns comprise four phases, conducted in this exact order:
#Movement
#Combat
#Promotions
#Recruitment
There is no stack(ing) limit, and players are free to inspect their opponent's forces at any time. In the advanced game, there is a combat limit in each combat round of 8 units. The original game included a short-game, in addition to the full game, where only the first two rounds are played. In later versions, rules are included for shorter campaigns starting in 1862, 1863 and 1864.
==Victory==
In the long-game, the Union player wins when and if he controls all Confederacy cities with a recruitment value of 2 and 3, these being New Orleans, Charleston, Mobile, Wilmington, Richmond, Atlanta and Memphis. When the last of these cities has been captured, play stops immediately, and the Union player has won. The Confederacy player wins if he does one out of three:
#Captures Washington (immediate victory)
#Captures enough recruitment cities to make the Confederacy Army Maximum greater than the Union Army Maximum (immediate victory)
#Avoids a Union victory (victory at the end of the game)
==References==
{{reflist}}
==External links==
*[http://www.mayfairgames.com/shop/product/phalanx/pages/pha0180.htm A House Divided (3rd edition) product website]
*[http://www.alanemrich.com/Games_Archive_pages/AHD_pages/ahd.htm Alan Emrich's page on A House Divided]
*{{bgg|701|''A House Divided''}}
[[Category:American Civil War games]]
[[Category:American Civil War wargames]]
[[Category:Charles S. Roberts Award winners]]
[[Category:Origins Award winners]]
[[Category:1981 introductions]]
[[Category:Frank Chadwick games]]
[[Category:Game Designers' Workshop games]]
[[Category:Mayfair Games games]]
[[it:A House Divided]]
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Ace Trumps
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2009-09-28T03:38:27Z
222.153.76.107
/* Variations */
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{{For|Top Trumps|Top Trumps}}
[[Image:Ace Trumps Logo.jpg|thumb|The Ace Trumps logo found on many of the packs.]]
'''Ace Trumps''' is an early version of the popular card game [[Top Trumps]], released from 1976-1984, by [[Germany|German]] company [[Altenburg-Stralsunder]]. Before releasing Ace Trumps, Ace also released many [[Quartets (card game)|Quartet]] games. These packs had 32 cards in each as opposed to [[Winning Moves]]' [[Top Trumps]] which usually had 30 cards.
There was also Special Trump Cards versions of Ace Trumps. These were a yellow and red card. If the yellow card was the next card for a player, everyone must give the owner of that card their next card. If they get the red card, everyone has to give them the top card from their pile. <ref>http://www.ultimate-top-trumps.co.uk/ace_trumps.htm</ref>
==Gameplay==
{{seemain|Top Trumps#Gameplay}}
Each pack of Ace Trumps is based on a theme, such as cars, aircraft, animals or boats. Unlike the modern [[Top Trumps]], Ace Trumps didn't release any packs requiring a license, such as TV and Film shows. One exception though is a pack of [[Muppet Show]] Quartets.
Each card in the pack shows a list of numerical data about the item. For example, in a pack based on cars, each card shows a different model of car, and the stats and data may include its engine size, its weight, its length, and its top speed.
All the cards are dealt among the players. There must be at least two players, and at least one card for each player. The starting player (normally the player sitting on the dealer's left) selects a category from his or her topmost card and reads out its value. Each other player then reads out the value of the same category from their cards. The best (usually the largest) value wins the "trick", and the winner takes all the cards of the trick and places them at the bottom of his or her pile. That player then looks at their new topmost card, and chooses the category for the next round.
Ace introduced the Super Trump, a card that beats all other cards except “A” cards regardless of its data.
In the event of a draw, the cards are placed in the centre and a new category is chosen from the next card by the same person as in the previous round. The winner of that round obtains all of the cards in the centre as well as the top card from each player.
The game ends when one player has won all of the card off the other players.
==Variations==
Many different variations of Ace have been released. These include:
*Ace Quartet
*Rummy
*Top Ace
*Ace Maxi Mini Quartets
*Ace Fact Pack
*NFL Fact Pack
*Ace Trump Game
*Power Trumps
*Ace Maxi Mini Trumps
*Ace Trumps
*Ace Sporting Aces
*Ace Supertrump <ref>http://www.ultimate-top-trumps.co.uk/ace_index.html</ref>
==Promotions==
Ace held some competitions, where cards were collected and then redeemed. They were:
*In 1976 a competition to win a flight on [[Concorde]] (offer expires 31 January 1977) and/or an offer to receive a 60 X 80 cm colour poster of Concorde in exchange for 4 Credit Cards (10 points each, one per pack) and 18p to cover post and packing.
*In 1977 a competition to see the 1977 [[Italian Grand Prix]] live in [[Monza]] (offer expires 1 August 1977) by answering 5 multiple choice questions and then design a space age [[Formula One]] race car on a sheet of paper no bigger than 25 X 20 cm and/or an offer to receive one of 3 80 X 60 cm posters (Great Formula One Cars, Great Formula One Drivers, Great Formula One Races) in exchange for 4 Credit Cards (10 points each, one per pack) and 18p to cover post and packing.
*In 1978 an offer to receive 1 of 8 60 X 80 cm posters ([[Concorde]],Great [[Formula One]] Cars, Great Formula One Drivers, Great Formula One Races, Famous [[Tanks]], Famous [[Warship]]s of [[World War II]], Famous [[fixed-wing aircraft|Plane]]s of [[World War II]] and Famous British Steam [[Locomotive]]s). <ref>http://www.ultimate-top-trumps.co.uk/game_rules.htm</ref>
==See also==
*[[Top Trumps]]
*[[Safari Pals]]
*[[Quartets (card game)]]
==References==
{{reflist}}
==External links==
*[http://www.ultimate-top-trumps.co.uk Top Trumps Reference Site]
[[Category:Accumulating-type card games]]
[[Category:Anglo-American playing card games]]
[[Category:Dedicated deck card games]]
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{{For|Top Trumps|Top Trumps}}
[[Image:Ace Trumps Logo.jpg|thumb|The Ace Trumps logo found on many of the packs.]]
'''Ace Trumps''' is an early version of the popular card game [[Top Trumps]], released from 1976-1984, by [[Germany|German]] company [[Altenburg-Stralsunder]]. Before releasing Ace Trumps, Ace also released many [[Quartets (card game)|Quartet]] games. These packs had 32 cards in each as opposed to [[Winning Moves]]' [[Top Trumps]] which usually had 30 cards.
There was also Special Trump Cards versions of Ace Trumps. These were a yellow and red card. If the yellow card was the next card for a player, everyone must give the owner of that card their next card. If they get the red card, everyone has to give them the top card from their pile. <ref>http://www.ultimate-top-trumps.co.uk/ace_trumps.htm</ref>
==Gameplay==
{{seemain|Top Trumps#Gameplay}}
Each pack of Ace Trumps is based on a theme, such as cars, aircraft, animals or boats. Unlike the modern [[Top Trumps]], Ace Trumps didn't release any packs requiring a license, such as TV and Film shows. One exception though is a pack of [[Muppet Show]] Quartets.
Each card in the pack shows a list of numerical data about the item. For example, in a pack based on cars, each card shows a different model of car, and the stats and data may include its engine size, its weight, its length, and its top speed.
All the cards are dealt among the players. There must be at least two players, and at least one card for each player. The starting player (normally the player sitting on the dealer's left) selects a category from his or her topmost card and reads out its value. Each other player then reads out the value of the same category from their cards. The best (usually the largest) value wins the "trick", and the winner takes all the cards of the trick and places them at the bottom of his or her pile. That player then looks at their new topmost card, and chooses the category for the next round.
Ace introduced the Super Trump, a card that beats all other cards except “A” cards regardless of its data.
In the event of a draw, the cards are placed in the centre and a new category is chosen from the next card by the same person as in the previous round. The winner of that round obtains all of the cards in the centre as well as the top card from each player.
The game ends when one player has won all of the card off the other players.
==Variations==
Many different variations of Ace have been released. These include:
*Ace Quartet
*Rummy
*Top Ace
*Ace Maxi Mini Quartets
*Ace Fact Pack
*NFL Fact Pack
*Ace Trump Game
*Power Trumps
*Ace Maxi Mini Trumps
*Ace Trumps
*Ace Sporting Aces
*Ace Supertrump <ref>http://www.ultimate-top-trumps.co.uk/ace_index.html</ref>
==Promotions==
Ace held some competitions, where cards were collected and then redeemed. They were:
*In 1976 a competition to win a flight on [[Concorde]] (offer expires 31 January 1977) and/or an offer to receive a 60 X 80 cm colour poster of Concorde in exchange for 4 Credit Cards (10 points each, one per pack) and 18p to cover post and packing.
*In 1977 a competition to see the 1977 [[Italian Grand Prix]] live in [[Monza]] (offer expires 1 August 1977) by answering 5 multiple choice questions and then design a space age [[Formula One]] race car on a sheet of paper no bigger than 25 X 20 cm and/or an offer to receive one of 3 80 X 60 cm posters (Great Formula One Cars, Great Formula One Drivers, Great Formula One Races) in exchange for 4 Credit Cards (10 points each, one per pack) and 18p to cover post and packing.
*In 1978 an offer to receive 1 of 8 60 X 80 cm posters ([[Concorde]],Great [[Formula One]] Cars, Great Formula One Drivers, Great Formula One Races, Famous [[Tanks]], Famous [[Warship]]s of [[World War II]], Famous [[fixed-wing aircraft|Plane]]s of [[World War II]] and Famous British Steam [[Locomotive]]s). <ref>http://www.ultimate-top-trumps.co.uk/game_rules.htm</ref>
==See also==
*[[Top Trumps]]
*[[Safari Pals]]
*[[Quartets (card game)]]
==References==
{{reflist}}
==External links==
*[http://www.ultimate-top-trumps.co.uk Top Trumps Reference Site]
[[Category:Accumulating-type card games]]
[[Category:Anglo-American playing card games]]
[[Category:Dedicated deck card games]]
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Acquire
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2009-11-25T17:55:30Z
Swaq
25497418
[[Help:Reverting|Reverted]] edits by [[Special:Contributions/64.8.142.50|64.8.142.50]] ([[User talk:64.8.142.50|talk]]) to last version by JamesMLane
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{{See Wiktionary}}
{{Infobox Game
| title = Acquire
| subtitle =
| image_link = [[Image:Acquire game.JPG|300px]]
| image_caption = The 1999 Hasbro version of ''Acquire''
| designer = Sid Sackson
| illustrator =
| publisher = Various
| players = 3-6
| ages = 12+
| setup_time = 5 minutes
| playing_time = 90 minutes
| random_chance = Tile drawing
| skills = Tile laying, resource management
| footnotes =
| bggid = 5
| bggxrefs =
}}
'''''Acquire''''' is a [[board game]] designed by [[Sid Sackson]].<ref name="HG">{{citation
| contribution=Acquire
| last=Shelley
| first=Bruce C.
| author-link=Bruce Shelley
| title=Hobby Games: The 100 Best
| editor-first=James
| editor-last=Lowder
| editor-link=James Lowder
| publisher=[[Green Ronin Publishing]]
| pages=1–4
| year =2007
| isbn=978-1-932442-96-0
}}</ref>
The game was originally published in 1962 by [[3M]] as a part of their [[3M bookshelf game series|bookshelf games series]]. In most versions, the theme of the game is investing in [[hotel]] chains. In the 1990s [[Hasbro]] edition, the hotel chains were replaced by generic corporations, though the actual gameplay was unchanged. The game is currently published by [[Avalon Hill]], and the companies are once again hotel chains.
The object of the game is to earn the most money by developing and merging hotel chains. When a chain in which a player owns stock is acquired by a larger chain, players earn money based on the size of the acquired chain. At the end of the game, all players liquidate their stock in order to determine which player has the most money.
==Components==
The components of the game have varied over the years. In particular, the tiles have been made from wood, plastic, and cardboard in various editions of the game. In the current 2008 version, the tiles are cardboard. The following components are included in all versions:
* Game board with 108 spaces arranged in a 12 by 9 array
* 108 tiles corresponding to the squares in the array
* 7 markers, one for each of the hotel chains: American, Continental, Festival, Imperial, Luxor (or Sackson in the 2008 version), Tower, and Worldwide.
* 25 shares of stock for each of the seven hotel chains
* A supply of play money, in denominations of $100, $500, $1000, and $5000
* 6 charts listing the prices of shares of the chains
The array on the game board is arranged with lettered rows (A through I) and numbered columns (1 through 12). The 108 tiles correspond to each of the squares: 5E, 10B, and so forth.
==Rules==
''Acquire'' is a game for three to six players, though earlier editions included special rules for two players. Standard tournament games are played with four players.
===Setup===
At the beginning of the game, each player receives $6000 in cash. Each player draws a tile and places it on the board. The player whose tile is in the topmost row (closest to row A) goes first. If more than one player selects a tile in that row, then the player whose tile is in the leftmost column (closest to 1) goes first. All players place these tiles on the board. Then, starting with the first player, each player draws six tiles.
===Play of the game===
A turn consists of three steps:
# placing a tile
# buying stock
# drawing a replacement tile
Tile placement falls in one of four categories. The tile placed could be an orphan, adjacent to no other tile on the board. The tile could create a new chain of tiles, and the player who placed it on the board would have the opportunity to found a new chain. The tile could increase the length of an existing chain already on the board. Or the tile could link two chains, causing a merger of two or more chains. Since there are only seven hotel chains in the game, placing a tile that would create an eighth chain is not permitted.
When a player founds a chain, he receives one free share of stock in that chain. If, however, there are no shares left when the chain is founded, then the founding player does not receive the free share.
Chains are deemed "safe" if they have 11 or more links; placing a tile that would cause such a chain to be acquired by a larger chain is also not permitted.
After a player places a tile, and the results of that placement have been handled, he may purchase up to three shares of stock. A player may only purchase shares of stock in chains that have already been founded. The price of a share depends on the size of the chain, according to a chart that lists prices according to size. A player may purchase shares in one, two, or three existing chains (assuming at least three chains are currently in play), in any combination up to a total of three shares.
Finally, the player replaces the tile he played, ensuring that he has six tiles at the end of his turn.
===Growing and merging chains===
A chain is a conglomeration of tiles that are linked to each other either horizontally or vertically but not diagonally. For example, adjacent to square 5F are squares 4F, 6F, 5E, and 5G, but not 6E or 4G. If there is a tile in 5F, then placing either tile 4F or 5G would result in founding a new hotel chain. A chain grows when a player increases the length of a chain. Suppose a chain consists of squares 8D, 8E, and 8F. Playing tile 9F would add to the length of the chain. Playing tile 9E would not.
Chains merge when a player places the tile that eliminates the empty space between them. Suppose there is a chain at 1A, 2A, 3A, and 4A, along with another chain at 6A and 7A. Placing tile 5A would cause these two chains to merge. When a merger occurs, the larger hotel chain always acquires the smaller hotel chain. That is, the hotel chain with more tiles will continue to exist and now grows to include the smaller hotel chain (after bonuses have been calculated according to the steps outlined below). If a tile is placed between two hotel chains of the same size, the individual player who places the tile decides which hotel chain remains on the board and which is acquired. In this situation, there are a number of strategic reasons why an individual player might select one hotel chain over another to be the one that remains on the board. However, often it is most advantageous for the player selecting to choose to let the more expensive chains remain on the board (and trade in their stock of the less expensive chain at the 2-to-1 ratio described below).
===Mergers===
The merger is the mechanism by which the players compete. Mergers yield bonuses for the two shareholders who hold, respectively, the largest and second-largest interests in a chain. Mergers also give each player who holds any interest at all in a chain a chance to sell his stock or to trade it in for shares of the acquiring chain. A merger takes place in three steps:
# '''Bonuses for majority and minority shareholders.''' Each player counts his or her stock in the acquired chain. The player with the largest number of shares is the "majority" shareholder, and the player with the second-largest number of shares is the "minority" shareholder. If two players tie for majority, they will share both shareholder bonuses. If two players tie for minority, they will share the minority shareholder bonus.<br>Suppose Festival is the chain being acquired. Alex owns 10 shares, Betty owns 8, and Carla owns 6. Alex is the majority shareholder, and Betty is the minority shareholder.<br>Suppose now that Worldwide is the chain being acquired. Alex owns 8 shares, Betty owns 8 shares, and Carla owns 7. Alex and Betty would share the majority and minority bonuses, and Carla would get no bonus. If instead Betty and Carla both owned 7 shares, then Alex would keep the majority bonus for herself, while Betty and Carla would split the minority bonus.
# '''Sell, trade, or hold shares.''' Starting with the player who caused the merger to happen, each player may either sell his shares in the acquired chain, trade in two shares of the acquired chain for one share of the acquiring chain, or hold onto his shares of the acquired chain. Shares are sold at the same price as the current cost of one share of stock in the acquired chain. A player may trade in as many shares as he owns, but may not trade in one share of the acquired chain for half a share of the acquiring chain. If a player holds onto his stock, he runs the risk that the acquired chain may not reemerge before the game ends. If that happens, then he will be holding worthless stock at the end of the game.
# '''Defunct chain.''' The acquired chain then becomes defunct. It is eligible to be founded again if another player founds a chain again in a later turn.
If placing a tile causes three or four chains to merge, then the merger steps are handled between the largest and second-largest chain, then with the third-largest chain, and finally with the smallest chain.
===Rules issues===
The rules do not specify whether a player should hold his shares of stock face up or face down. That is, the rules do not say whether one player may ask another how many shares of stock he or she owns in a particular chain. Whether this is public or private information should be agreed upon between players before the game begins.
In the 1999 rules for ''Acquire'', players could remove one or more permanently unplayable tiles from the game (tiles that would merge safe corporations) and replace them with new tiles at the end of their turn. According to the 2008 rules, players that have no legal plays because their hands are full of unplayable tiles may reveal their hands, set aside their unplayable tiles, and draw six new tiles at the beginning of their turn. Some players have criticized the new rule because it requires them to hold onto bad tiles longer.<ref>[http://www.boardgamegeek.com/thread/324890 2008 Acquire Rule change on invalid tiles, BoardGameGeek] Retrieved November 16, 2008.</ref>
The current rules do not provide for a two-player game. However, the stock market was used as a "third shareholder" in previous versions of the game. By this rule, a tile is drawn whenever a merger is declared. The number on the tile indicates how many shares the stock market owns in the company that is being acquired. The players must compete with the market as well as with each other in order to receive bonuses.
==Ending the game==
The game ends when either all existing chains are safe -- that is, they cannot be acquired because they are at least 11 tiles in size -- or when one chain reaches 41 tiles in size. A player must determine on his or her turn that the game is over and then declare that fact to the other players; he may, of course, keep that information to himself, hope that other players do not notice, and attempt to leverage further play to his advantage. Once the game ends, the minority and majority bonuses are paid to the minority and majority holders in each of the remaining chains; each player sells his or her shares of stock in each of the remaining chains; and the player with the most money wins.
==Awards==
[[GAMES Magazine|''GAMES'']] magazine has inducted ''Acquire'' into their buyers' guide [[GAMES 100#Hall of Fame|Hall of Fame]].
==References==
<references/>
==External links==
* [http://www.wizards.com/default.asp?x=ah/prod/acquire ''Acquire''] Wizards of the Coast page
* [http://www.webnoir.com/bob/sid/acquire.htm ''Acquire''] Webnoir page
{{3M bookshelf games}}
[[Category:3M Bookshelf games]]
[[Category:Avalon Hill games]]
[[Category:Economic simulation board games]]
[[Category:Tile-laying board games]]
[[Category:Sid Sackson games]]
[[da:Acquire]]
[[de:Acquire]]
[[fr:Acquire]]
[[ja:アクワイア]]
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{{See Wiktionary}}
{{Infobox Game
| title = Acquire
| subtitle =
| image_link = [[Image:Acquire game.JPG|300px]]
| image_caption = The 1999 Hasbro version of ''Acquire''
| designer = Sid Sackson
| illustrator =
| publisher = Various
| players = 3-6
| ages = 12+
| setup_time = 5 minutes
| playing_time = 90 minutes
| random_chance = Tile drawing
| skills = Tile laying, resource management
| footnotes =
| bggid = 5
| bggxrefs =
}}
'''''Acquire''''' is a [[board game]] designed by [[Sid Sackson]].<ref name="HG">{{citation
| contribution=Acquire
| last=Shelley
| first=Bruce C.
| author-link=Bruce Shelley
| title=Hobby Games: The 100 Best
| editor-first=James
| editor-last=Lowder
| editor-link=James Lowder
| publisher=[[Green Ronin Publishing]]
| pages=1–4
| year =2007
| isbn=978-1-932442-96-0
}}</ref>
The game was originally published in 1962 by [[3M]] as a part of their [[3M bookshelf game series|bookshelf games series]]. In most versions, the theme of the game is investing in [[hotel]] chains. In the 1990s [[Hasbro]] edition, the hotel chains were replaced by generic corporations, though the actual gameplay was unchanged. The game is currently published by [[Avalon Hill]], and the companies are once again hotel chains.
The object of the game is to earn the most money by developing and merging hotel chains. When a chain in which a player owns stock is acquired by a larger chain, players earn money based on the size of the acquired chain. At the end of the game, all players liquidate their stock in order to determine which player has the most money.
==Components==
The components of the game have varied over the years. In particular, the tiles have been made from wood, plastic, and cardboard in various editions of the game. In the current 2008 version, the tiles are cardboard. The following components are included in all versions:
* Game board with 108 spaces arranged in a 12 by 9 array
* 108 tiles corresponding to the squares in the array
* 7 markers, one for each of the hotel chains: American, Continental, Festival, Imperial, Luxor (or Sackson in the 2008 version), Tower, and Worldwide.
* 25 shares of stock for each of the seven hotel chains
* A supply of play money, in denominations of $100, $500, $1000, and $5000
* 6 charts listing the prices of shares of the chains
The array on the game board is arranged with lettered rows (A through I) and numbered columns (1 through 12). The 108 tiles correspond to each of the squares: 5E, 10B, and so forth.
==Rules==
''Acquire'' is a game for three to six players, though earlier editions included special rules for two players. Standard tournament games are played with four players.
===Setup===
At the beginning of the game, each player receives $6000 in cash. Each player draws a tile and places it on the board. The player whose tile is in the topmost row (closest to row A) goes first. If more than one player selects a tile in that row, then the player whose tile is in the leftmost column (closest to 1) goes first. All players place these tiles on the board. Then, starting with the first player, each player draws six tiles.
===Play of the game===
A turn consists of three steps:
# placing a tile
# buying stock
# drawing a replacement tile
Tile placement falls in one of four categories. The tile placed could be an orphan, adjacent to no other tile on the board. The tile could create a new chain of tiles, and the player who placed it on the board would have the opportunity to found a new chain. The tile could increase the length of an existing chain already on the board. Or the tile could link two chains, causing a merger of two or more chains. Since there are only seven hotel chains in the game, placing a tile that would create an eighth chain is not permitted.
When a player founds a chain, he receives one free share of stock in that chain. If, however, there are no shares left when the chain is founded, then the founding player does not receive the free share.
Chains are deemed "safe" if they have 11 or more links; placing a tile that would cause such a chain to be acquired by a larger chain is also not permitted.
After a player places a tile, and the results of that placement have been handled, he may purchase up to three shares of stock. A player may only purchase shares of stock in chains that have already been founded. The price of a share depends on the size of the chain, according to a chart that lists prices according to size. A player may purchase shares in one, two, or three existing chains (assuming at least three chains are currently in play), in any combination up to a total of three shares.
Finally, the player replaces the tile he played, ensuring that he has six tiles at the end of his turn.
===Growing and merging chains===
A chain is a conglomeration of tiles that are linked to each other either horizontally or vertically but not diagonally. For example, adjacent to square 5F are squares 4F, 6F, 5E, and 5G, but not 6E or 4G. If there is a tile in 5F, then placing either tile 4F or 5G would result in founding a new hotel chain. A chain grows when a player increases the length of a chain. Suppose a chain consists of squares 8D, 8E, and 8F. Playing tile 9F would add to the length of the chain. Playing tile 9E would not.
Chains merge when a player places the tile that eliminates the empty space between them. Suppose there is a chain at 1A, 2A, 3A, and 4A, along with another chain at 6A and 7A. Placing tile 5A would cause these two chains to merge. When a merger occurs, the larger hotel chain always acquires the smaller hotel chain. That is, the hotel chain with more tiles will continue to exist and now grows to include the smaller hotel chain (after bonuses have been calculated according to the steps outlined below). If a tile is placed between two hotel chains of the same size, the individual player who places the tile decides which hotel chain remains on the board and which is acquired. In this situation, there are a number of strategic reasons why an individual player might select one hotel chain over another to be the one that remains on the board. However, often it is most advantageous for the player selecting to choose to let the more expensive chains remain on the board (and trade in their stock of the less expensive chain at the 2-to-1 ratio described below).
===Mergers===
The merger is the mechanism by which the players compete. Mergers yield bonuses for the two shareholders who hold, respectively, the largest and second-largest interests in a chain. Mergers also give each player who holds any interest at all in a chain a chance to sell his stock or to trade it in for shares of the acquiring chain. A merger takes place in three steps:
# '''Bonuses for majority and minority shareholders.''' Each player counts his or her stock in the acquired chain. The player with the largest number of shares is the "majority" shareholder, and the player with the second-largest number of shares is the "minority" shareholder. If two players tie for majority, they will share both shareholder bonuses. If two players tie for minority, they will share the minority shareholder bonus.<br>Suppose Festival is the chain being acquired. Alex owns 10 shares, Betty owns 8, and Carla owns 6. Alex is the majority shareholder, and Betty is the minority shareholder.<br>Suppose now that Worldwide is the chain being acquired. Alex owns 8 shares, Betty owns 8 shares, and Carla owns 7. Alex and Betty would share the majority and minority bonuses, and Carla would get no bonus. If instead Betty and Carla both owned 7 shares, then Alex would keep the majority bonus for herself, while Betty and Carla would split the minority bonus.
# '''Sell, trade, or hold shares.''' Starting with the player who caused the merger to happen, each player may either sell his shares in the acquired chain, trade in two shares of the acquired chain for one share of the acquiring chain, or hold onto his shares of the acquired chain. Shares are sold at the same price as the current cost of one share of stock in the acquired chain. A player may trade in as many shares as he owns, but may not trade in one share of the acquired chain for half a share of the acquiring chain. If a player holds onto his stock, he runs the risk that the acquired chain may not reemerge before the game ends. If that happens, then he will be holding worthless stock at the end of the game.
# '''Defunct chain.''' The acquired chain then becomes defunct. It is eligible to be founded again if another player founds a chain again in a later turn.
If placing a tile causes three or four chains to merge, then the merger steps are handled between the largest and second-largest chain, then with the third-largest chain, and finally with the smallest chain.
===Rules issues===
The rules do not specify whether a player should hold his shares of stock face up or face down. That is, the rules do not say whether one player may ask another how many shares of stock he or she owns in a particular chain. Whether this is public or private information should be agreed upon between players before the game begins.
In the 1999 rules for ''Acquire'', players could remove one or more permanently unplayable tiles from the game (tiles that would merge safe corporations) and replace them with new tiles at the end of their turn. According to the 2008 rules, players that have no legal plays because their hands are full of unplayable tiles may reveal their hands, set aside their unplayable tiles, and draw six new tiles at the beginning of their turn. Some players have criticized the new rule because it requires them to hold onto bad tiles longer.<ref>[http://www.boardgamegeek.com/thread/324890 2008 Acquire Rule change on invalid tiles, BoardGameGeek] Retrieved November 16, 2008.</ref>
The current rules do not provide for a two-player game. However, the stock market was used as a "third shareholder" in previous versions of the game. By this rule, a tile is drawn whenever a merger is declared. The number on the tile indicates how many shares the stock market owns in the company that is being acquired. The players must compete with the market as well as with each other in order to receive bonuses.
==Ending the game==
The game ends when either all existing chains are safe -- that is, they cannot be acquired because they are at least 11 tiles in size -- or when one chain reaches 41 tiles in size. A player must determine on his or her turn that the game is over and then declare that fact to the other players; he may, of course, keep that information to himself, hope that other players do not notice, and attempt to leverage further play to his advantage. Once the game ends, the minority and majority bonuses are paid to the minority and majority holders in each of the remaining chains; each player sells his or her shares of stock in each of the remaining chains; and the player with the most money wins.
==Awards==
[[GAMES Magazine|''GAMES'']] magazine has inducted ''Acquire'' into their buyers' guide [[GAMES 100#Hall of Fame|Hall of Fame]].
==References==
<references/>
==External links==
* [http://www.wizards.com/default.asp?x=ah/prod/acquire ''Acquire''] Wizards of the Coast page
* [http://www.webnoir.com/bob/sid/acquire.htm ''Acquire''] Webnoir page
{{3M bookshelf games}}
[[Category:3M Bookshelf games]]
[[Category:Avalon Hill games]]
[[Category:Economic simulation board games]]
[[Category:Tile-laying board games]]
[[Category:Sid Sackson games]]
[[da:Acquire]]
[[de:Acquire]]
[[fr:Acquire]]
[[ja:アクワイア]]
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Agricola
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[[File:Placeholder|thumb|300px]]
Replace this text by writing your article here!
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Air Baron
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Im>RussBot
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{{Infobox_Game|
subject_name=Air Baron |
image_link=[[Image:Air Baron cover.jpg|none|Box art for ''Air Baron'']] |
image_caption=Cover art for ''Air Baron''|
players=2-6|
ages=10 and up |
setup_time= 10 minutes |
playing_time=1 to 2 hours |
complexity=Average |
strategy=Medium |
random_chance=Medium |
skills=Money Management, Tactics |
footnotes=
}}
'''''Air Baron''''' is an economic [[strategy game]] published by [[Avalon Hill]] in 1996. Despite its family-oriented marketing, ''Air Baron'' plays far more like a [[wargame]] than a typical family money-driven game like ''[[Monopoly (game)|Monopoly]]''. ''Air Baron'' is for two to six players, adjusting the playable area and victory conditions accordingly.
==Gameplay==
''Air Baron'' challenges players to build an airline empire in the [[United States]] by amassing a plurality of [[market share]] and [[cash|liquid assets]].
Players seek to gain ''dominance'' or ''control'' of hubs in order to amass market share. Dominance of a hub is gained by controlling the majority of associated domestic spokes; it carries a moderate income potential and market share gain. Control of a hub is gained by controlling ''all'' of the associated domestic spokes; it doubles the income potential and market share gain of dominance.
Any uncontrolled domestic spoke may be purchased at face value. Takeovers of controlled spokes require a higher fee and an opposed dice roll versus the controlling player. Several factors contribute both positively and negatively to each player's dice total.
If, at the end of his turn, a player has a combined total of market share and cash equal to or greater than the victory margin, he wins.
===Play order===
At the start of each round, one color-coded chit per player is placed in a cup. The [[Chit (board wargames)|chits]] are drawn sequentially to determine the current order of play. While the order of play in an individual round is generally unimportant, the interval between turns for a single player is a significant consideration.
===Starting cash on hand===
Starting cash is determined by die roll. To offset the advantage of first play, each player receives cumulatively more money during the initial turn.
===Income===
Every purchased spoke, plus all hubs, have a unique chit placed in a cup. At the start of every turn, the player randomly draws two chits, paying the owner appropriately. Chits are replaced at the end of each round.
===Additional purchases===
Beyond the primary domestic spokes, players can also purchase foreign spokes and [[Boeing 747|jumbo jets]]. Foreign spokes benefit opposed takeovers at the associated hubs. Jumbo jets provide similar bonuses on the domestic spoke where deployed, or they can be held in reserve for later use in an opposed takeover. Additionally, spokes with jumbos pay double the usual rate.
===Offensive operations===
Normally players are limited to one purchase or takeover attempt per turn. However, players can declare a state of ''Fare Wars'' that allow an indefinite number of domestic takeover attempts provided:
*The player has sufficient funds
*The player does not fail an attempt
While in Fare Wars, players receive an additional takeover dice roll bonus. Profits, however, are not earned while in Fare Wars. Since the state can only be entered or exited at the beginning of a player's turn, the randomized play order has a major impact on the potential for income loss.
===Optional rules===
Several optional rules, including strikes, crashes, government loans, and bidding, are provided as part of an ''advanced version''. These rules may be added to the basic game collectively or individually as desired.
==External links==
*{{bgg|76|''Air Baron''}}
[[Category:Avalon Hill games]]
[[Category:Economic simulation board games]]
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{{Infobox_Game|
subject_name=Air Baron |
image_link=[[Image:Air Baron cover.jpg|none|Box art for ''Air Baron'']] |
image_caption=Cover art for ''Air Baron''|
players=2-6|
ages=10 and up |
setup_time= 10 minutes |
playing_time=1 to 2 hours |
complexity=Average |
strategy=Medium |
random_chance=Medium |
skills=Money Management, Tactics |
footnotes=
}}
'''''Air Baron''''' is an economic [[strategy game]] published by [[Avalon Hill]] in 1996. Despite its family-oriented marketing, ''Air Baron'' plays far more like a [[wargame]] than a typical family money-driven game like ''[[Monopoly (game)|Monopoly]]''. ''Air Baron'' is for two to six players, adjusting the playable area and victory conditions accordingly.
==Gameplay==
''Air Baron'' challenges players to build an airline empire in the [[United States]] by amassing a plurality of [[market share]] and [[cash|liquid assets]].
Players seek to gain ''dominance'' or ''control'' of hubs in order to amass market share. Dominance of a hub is gained by controlling the majority of associated domestic spokes; it carries a moderate income potential and market share gain. Control of a hub is gained by controlling ''all'' of the associated domestic spokes; it doubles the income potential and market share gain of dominance.
Any uncontrolled domestic spoke may be purchased at face value. Takeovers of controlled spokes require a higher fee and an opposed dice roll versus the controlling player. Several factors contribute both positively and negatively to each player's dice total.
If, at the end of his turn, a player has a combined total of market share and cash equal to or greater than the victory margin, he wins.
===Play order===
At the start of each round, one color-coded chit per player is placed in a cup. The [[Chit (board wargames)|chits]] are drawn sequentially to determine the current order of play. While the order of play in an individual round is generally unimportant, the interval between turns for a single player is a significant consideration.
===Starting cash on hand===
Starting cash is determined by die roll. To offset the advantage of first play, each player receives cumulatively more money during the initial turn.
===Income===
Every purchased spoke, plus all hubs, have a unique chit placed in a cup. At the start of every turn, the player randomly draws two chits, paying the owner appropriately. Chits are replaced at the end of each round.
===Additional purchases===
Beyond the primary domestic spokes, players can also purchase foreign spokes and [[Boeing 747|jumbo jets]]. Foreign spokes benefit opposed takeovers at the associated hubs. Jumbo jets provide similar bonuses on the domestic spoke where deployed, or they can be held in reserve for later use in an opposed takeover. Additionally, spokes with jumbos pay double the usual rate.
===Offensive operations===
Normally players are limited to one purchase or takeover attempt per turn. However, players can declare a state of ''Fare Wars'' that allow an indefinite number of domestic takeover attempts provided:
*The player has sufficient funds
*The player does not fail an attempt
While in Fare Wars, players receive an additional takeover dice roll bonus. Profits, however, are not earned while in Fare Wars. Since the state can only be entered or exited at the beginning of a player's turn, the randomized play order has a major impact on the potential for income loss.
===Optional rules===
Several optional rules, including strikes, crashes, government loans, and bidding, are provided as part of an ''advanced version''. These rules may be added to the basic game collectively or individually as desired.
==External links==
*{{bgg|76|''Air Baron''}}
[[Category:Avalon Hill games]]
[[Category:Economic simulation board games]]
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Alhambra (board game)
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{{dablink|This article is about the [[board game]]. For other uses of the word '''Alhambra''', see [[Alhambra (disambiguation)]].}}
{{Infobox_Game|
subject_name=Alhambra |
image_link= [[File:Spiel Alhambra.jpg|200px]]|
image_caption= Players trade [[Currency|currencies]] and place tiles to build an [[Arab world|Arabian]] [[city]] |
designer=[[Dirk Henn]] |
publisher=[[Queen Games]]<br />[[Überplay]] |
players=2–6 |
ages=8+ |
setup_time= 10 minutes |
playing_time= 60 minutes |
complexity=Medium |
strategy=High |
random_chance=Medium |
skills=[[Exchange rate|Currency trading]] |
footnotes =
}}
'''''Alhambra''''' ([[German language|German]]: '''''Der Palast von Alhambra''''', literally "
The Palace of the Alhambra") is a [[2003 in games|2003]] [[Tile-based game|tile-based]] [[German-style board game]] [[Game designer|designed]] by [[Dirk Henn]]. It was originally published in [[Germany]] by [[Queen Games]] in a language-interdependent version; an English-specific version was released in [[North America]] by the now-defunct [[Überplay]]. The game is an [[Arab World|Arabian]]-themed update, set during the construction of the [[Alhambra]] palace in [[14th century]] [[Granada]], of the 1998 [[Stock exchange|stock trading]] board game ''Stimmt So!'', which in turn was an update of the 1992 [[mafia]] influence board game ''Al Capone''.
''Alhambra'' won the [[Spiel des Jahres]] award, the [[Schweizer Spielepreis]] for Family Games, the [[As d'Or]] and the [[Essen Feather]] for the year of its release and placed second in the [[Deutscher Spiele Preis]]. Its success has led to the release of numerous [[expansion pack]]s and [[Spin-off (media)|spin-off]] games, and is becoming Queen Games' flagship franchise.
==Gameplay==
The game consists of a deck of "currency cards" of various values in four [[Currency|currencies]] ([[Suit (cards)|suits]]) and a bag of "building tiles" of various prices, as well as a number of boards (a currency market, a building market, a reserve board for each player and a scoring track). Six of the building tiles are "Alhambra tiles;" these are taken out of the bag and one is given to each player. Each player is then dealt currency cards until the total value of cards in their hand is greater than or equal to twenty. The currency cards are shuffled into five piles, and the two special scoring cards are inserted into the second and fourth piles. The five piles are then placed in order to form the currency deck. Four currency cards are drawn and placed on the currency market, and four building tiles are drawn and placed on the four spaces of the building market. The set of tiles connected to a player's Alhambra tile is called their "Alhambra."
Players then take turns, during which they may perform one of the following actions:
*'''Draw currency cards''' – either one card of any value or multiple cards totalling five or less.
*'''Buy building tiles''' – by discarding currency cards totalling the value of the tile or greater. Each space on the building market has a currency type next to it; all cards discarded must be of that suit. If the value of cards discarded exactly equals the price of the tile, the player gets another action. Tiles must be placed in the reserve board or attached to their Alhambra (players do not have to place tiles in the order they were purchased however).
*'''Move a building tile''' - either from their reserve board to their Alhambra, from their Alhambra to their reserve board, or swap two tiles (one from their reserve and one currently in their Alhambra).
Currency cards and Building tiles are then added to any spaces on the Currency market or the Building market.
Some tiles have walls along one or more edges. When players add tiles to their Alhambra, it must be possible to trace a path from the new tile to the fountain that was their start tile, remaining within tiles and without crossing any walls. It is also not permitted to create "holes" such that all four sides of a gap are closed in.
When the scoring cards are drawn from the Currency deck, or when the there are fewer than four buildings remaining to be sold, scoring occurs. Each player scores one point for each wall segment in their longest wall. The player with the most of a given building card type scores points according to that type; in case of a tie, points are split between players. More common building types are worth more points, and building types are worth more points in later scoring rounds. In the final scoring round, the player with the most of a given currency type takes the tile of that currency type and may add it to their Alhambra before scoring.
==Extensions==
Due to the original game's popularity, there are, as of April 2009, five expansion packs, termed "extensions," to ''Alhambra'', each of which adds four "modules" to the game. These modules may be played together or separately and modules may be combined from different expansions. The extensions are designed by both [[Dirk Henn]] and [[Wolfgang Panning]] and are named for one of its modules. These are, in order of release:
# '''''The Vizier's Favor''''' (''Die Gunst des Wesirs,'' 2004)
#*''Winning the Vizier's Favor'' introduces a [[vizier]] for each player. The vizier may be used to play out of turn. A player's vizier may be brought back into play by skipping their turn.
#*''The [[Bureau de Change]]'' introduces special cards to the deck. These special cards allow players to mix currencies when buying tiles.
#*''The Bonus Cards'' introduces cards which are given out to each player at the start of the game. The cards grant its player a bonus if they possess the tile on the card in their Alhambra.
#*''The Worker's Hut'' introduces worker hut tiles. Worker hut tiles are free for the taking, but ends a player's turn. They score only if other tiles of the same colour are adjacent.
# '''''The City Gates''''' (''Die Tore der Stadt,'' 2004)
#*''The City Gates'' introduces six [[city gate]]s and six city gate cards to the deck. A player may during their turn pick up a city gate card, which allows them to, at a later point in time, place a city gate. City gates, which are placed on walls, allow buildings to be separated by walls while still being accessible - as if the wall did not exist.
#*''The Diamonds'' introduces a new currency into the game: diamonds. Diamonds may be used in place of any currency when buying tiles but may not be combined with other currencies when doing so.
#*''The Camps'' introduces eight camp tiles, which are bought as with other buildings. However, camps must be separated from the city by a wall, and may not be adjacent to each other if there is a wall in the way. Camps score points for every building tile in the direction of its walls.
#*''The Characters'' adds ten character cards representing persons. These character cards, once uncovered, are immediately auctioned off to the highest bidder and grant the winning player different abilities, some of which are used once, some of which may be used repeatedly.
# '''''The Thief's Turn''''' (''Die Stunde der Diebe'', 2005)
#*''The City Walls'' adds eight city wall cards to the deck, which allows the player to add wall segments to tiles without them. Walls added in this manner, however, cannot be removed for the remainder of the game, and may not have city gates built on them.
#*''The Thieves'' adds 12 thief cards, which are given to the players at the start of the game. A player may play a thief card between turns (except before their own turn) and take a currency card matching the type of thief card played.
#*''The Change'' adds coins to the game. Whenever a player overpays for a building, half of the difference is refunded in coins of random currencies. Coins are worth one unit of their particular currency, and may be used with cards to buy buildings.
#*''The Street Trader'' adds traders and circular trader tiles. Trader tiles are given to each player at the start of the game, and are placed adjacent to any tile. If a player builds in the location of the trader tile, they may place a trader of a matching colour from the trader tile to the building (or exchange a trader for one of another color), and the trader tile is moved. There are three traders on the trader tile at any given time. Points are awarded based on the number of traders in building tiles.
# '''''The Treasure Chamber''''' (''Die Schatzkammer des Kalifen'', literally "The Caliphs' Treasury," 2006)
#*''The Treasure Chamber'' adds treasure chests to the game. There are three treasure chambers, each containing four chests. At any point in the game players may buy the chests in one chamber, and place the chests on buildings in their Alhambra matching the colour of the chests. Players gain additional points for the number of chests in their Alhambra.
#*''The Master Builders'' adds Master Builder cards, which are given to players at the start of the game. Master Builder cards may be used either as currency or may be discarded to move a building tile.
#*''The Invaders'' adds invasion cards and scout cards to the game. Whenever scoring occurs, an invasion card is drawn. Players lose points for each building tile on the edge of their Alhambra without a wall in the direction specified by the invasion card. Scout cards may be used to look into the next invasion card, and may be taken whenever a building of the same type is bought.
#*''The Bazaars'' adds [[bazaar]] tiles to the game. Bazaars, when drawn, are placed next to the building market, and may be bought (with exact change only) for the same price as the building of the corresponding currency type being sold. Bazaars score only in the final round of play, and score a point for each adjacent or diagonal building matching the colours on the bazaar.
# '''''The Power of Sultan''''' (''Die Macht des Sultans'', 2008)
#*''The Caravanserai'' adds special Caravanserai cards to the game. Each player may buy up to two Caravanserai (which cost less if their Alhambra is more diverse). Caravanserai cards provide income to the player, and appreciates in value the longer they are unused.
#*''The Art of the Moorish'' adds culture counters to the game. Culture counters are obtained when a player builds at least two buildings of the same cost. During a player's turn, a player may choose to develop culture, in addition to the existing actions. Victory points are awarded during normal scoring based on the number of times that culture was developed as well as the number of buildings of the same cost that has been built.
#*''The new Score Cards'' changes the relative score values of the six basic types of buildings in each of the three scoring phases.
#*''The Power of Sultan'' adds Sultan cards to the game. Sultan cards may be bought as with any other building. Once bought, a special die is rolled, and the building type corresponding to the rolled value (or the building type opposite to this value) is marked. When a new building is drawn, players who have marked the particular type of building may use the Sultan card to immediately claim the tile and use it.
== Spin-offs ==
The success of ''Alhambra'' has also led Henn to release or re-release some other games under the ''Alhambra'' name and [[Moors|Moorish]] theme:
*''The Gardens of the Alhambra'' (''Die Gärten der Alhambra'', 2004) is an updated version of the tile-laying board game ''[[Carat (board game)|Carat]]'', originally released in a more abstract form by db Spiele in 1993.
*''Troisdorf'' (2005) is a limited, re-themed edition of ''Alhambra'', with identical rules, set in and only sold in [[Troisdorf]], the town in which Queen Games is based.
*''Alhambra: The Dice Game'' (''Alhambra: Das Würfelspiel'', 2006) is a [[Dice game|die-rolling game]], broadly similar in play to ''[[Yahtzee]]''.
<!-- Image with inadequate rationale removed: [[Image:Alhambra360.jpg|right|thumb|Xbox 360 version of ''Alhambra''.]]-->
== Xbox Live Arcade ==
{{main|Alhambra (video game)}}
A [[Alhambra (video game)|video game version]] was being developed by [[Vivendi Games]] for the [[Xbox 360]] console system via [[Xbox Live Arcade]], but has been indefinitely postponed.
== External links ==
* Queen Games' [http://www.queen-games.de/index.php?option=com_content&task=view&id=26&Itemid=58 ''Alhambra'' Web page] (German)
* Überplay's [http://www.uberplay.com/games/alhambra ''Alhambra'' Web page]
* {{bgg par
|section1=game|id1=6249|name1=''Alhambra''
|section2=geeklist|id2=15608|name2=the ''Alhambra'' series
}}
* http://www.boiteajeux.net French site at which one can play online in a turn-based format
{{start box}}
{{succession box
| before = [[Villa Paletti]]
| title = [[Spiel des Jahres]]<br>German "Game of the Year" Award
| years = 2003
| after = [[Ticket to Ride (board game)|Ticket to Ride]]
}}
{{end box}}
[[Category:Economic simulation board games]]
[[Category:German games]]
[[Category:Historical board games]]
[[Category:Spiel des Jahres winners]]
[[Category:Tile-based board games]]
[[de:Alhambra (Spiel)]]
[[fr:Alhambra (jeu)]]
[[fi:Alhambra (lautapeli)]]
[[pt:Alhambra (jogo)]]
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{{dablink|This article is about the [[board game]]. For other uses of the word '''Alhambra''', see [[Alhambra (disambiguation)]].}}
{{Infobox_Game|
subject_name=Alhambra |
image_link= [[File:Spiel Alhambra.jpg|200px]]|
image_caption= Players trade [[Currency|currencies]] and place tiles to build an [[Arab world|Arabian]] [[city]] |
designer=[[Dirk Henn]] |
publisher=[[Queen Games]]<br />[[Überplay]] |
players=2–6 |
ages=8+ |
setup_time= 10 minutes |
playing_time= 60 minutes |
complexity=Medium |
strategy=High |
random_chance=Medium |
skills=[[Exchange rate|Currency trading]] |
footnotes =
}}
'''''Alhambra''''' ([[German language|German]]: '''''Der Palast von Alhambra''''', literally "
The Palace of the Alhambra") is a [[2003 in games|2003]] [[Tile-based game|tile-based]] [[German-style board game]] [[Game designer|designed]] by [[Dirk Henn]]. It was originally published in [[Germany]] by [[Queen Games]] in a language-interdependent version; an English-specific version was released in [[North America]] by the now-defunct [[Überplay]]. The game is an [[Arab World|Arabian]]-themed update, set during the construction of the [[Alhambra]] palace in [[14th century]] [[Granada]], of the 1998 [[Stock exchange|stock trading]] board game ''Stimmt So!'', which in turn was an update of the 1992 [[mafia]] influence board game ''Al Capone''.
''Alhambra'' won the [[Spiel des Jahres]] award, the [[Schweizer Spielepreis]] for Family Games, the [[As d'Or]] and the [[Essen Feather]] for the year of its release and placed second in the [[Deutscher Spiele Preis]]. Its success has led to the release of numerous [[expansion pack]]s and [[Spin-off (media)|spin-off]] games, and is becoming Queen Games' flagship franchise.
==Gameplay==
The game consists of a deck of "currency cards" of various values in four [[Currency|currencies]] ([[Suit (cards)|suits]]) and a bag of "building tiles" of various prices, as well as a number of boards (a currency market, a building market, a reserve board for each player and a scoring track). Six of the building tiles are "Alhambra tiles;" these are taken out of the bag and one is given to each player. Each player is then dealt currency cards until the total value of cards in their hand is greater than or equal to twenty. The currency cards are shuffled into five piles, and the two special scoring cards are inserted into the second and fourth piles. The five piles are then placed in order to form the currency deck. Four currency cards are drawn and placed on the currency market, and four building tiles are drawn and placed on the four spaces of the building market. The set of tiles connected to a player's Alhambra tile is called their "Alhambra."
Players then take turns, during which they may perform one of the following actions:
*'''Draw currency cards''' – either one card of any value or multiple cards totalling five or less.
*'''Buy building tiles''' – by discarding currency cards totalling the value of the tile or greater. Each space on the building market has a currency type next to it; all cards discarded must be of that suit. If the value of cards discarded exactly equals the price of the tile, the player gets another action. Tiles must be placed in the reserve board or attached to their Alhambra (players do not have to place tiles in the order they were purchased however).
*'''Move a building tile''' - either from their reserve board to their Alhambra, from their Alhambra to their reserve board, or swap two tiles (one from their reserve and one currently in their Alhambra).
Currency cards and Building tiles are then added to any spaces on the Currency market or the Building market.
Some tiles have walls along one or more edges. When players add tiles to their Alhambra, it must be possible to trace a path from the new tile to the fountain that was their start tile, remaining within tiles and without crossing any walls. It is also not permitted to create "holes" such that all four sides of a gap are closed in.
When the scoring cards are drawn from the Currency deck, or when the there are fewer than four buildings remaining to be sold, scoring occurs. Each player scores one point for each wall segment in their longest wall. The player with the most of a given building card type scores points according to that type; in case of a tie, points are split between players. More common building types are worth more points, and building types are worth more points in later scoring rounds. In the final scoring round, the player with the most of a given currency type takes the tile of that currency type and may add it to their Alhambra before scoring.
==Extensions==
Due to the original game's popularity, there are, as of April 2009, five expansion packs, termed "extensions," to ''Alhambra'', each of which adds four "modules" to the game. These modules may be played together or separately and modules may be combined from different expansions. The extensions are designed by both [[Dirk Henn]] and [[Wolfgang Panning]] and are named for one of its modules. These are, in order of release:
# '''''The Vizier's Favor''''' (''Die Gunst des Wesirs,'' 2004)
#*''Winning the Vizier's Favor'' introduces a [[vizier]] for each player. The vizier may be used to play out of turn. A player's vizier may be brought back into play by skipping their turn.
#*''The [[Bureau de Change]]'' introduces special cards to the deck. These special cards allow players to mix currencies when buying tiles.
#*''The Bonus Cards'' introduces cards which are given out to each player at the start of the game. The cards grant its player a bonus if they possess the tile on the card in their Alhambra.
#*''The Worker's Hut'' introduces worker hut tiles. Worker hut tiles are free for the taking, but ends a player's turn. They score only if other tiles of the same colour are adjacent.
# '''''The City Gates''''' (''Die Tore der Stadt,'' 2004)
#*''The City Gates'' introduces six [[city gate]]s and six city gate cards to the deck. A player may during their turn pick up a city gate card, which allows them to, at a later point in time, place a city gate. City gates, which are placed on walls, allow buildings to be separated by walls while still being accessible - as if the wall did not exist.
#*''The Diamonds'' introduces a new currency into the game: diamonds. Diamonds may be used in place of any currency when buying tiles but may not be combined with other currencies when doing so.
#*''The Camps'' introduces eight camp tiles, which are bought as with other buildings. However, camps must be separated from the city by a wall, and may not be adjacent to each other if there is a wall in the way. Camps score points for every building tile in the direction of its walls.
#*''The Characters'' adds ten character cards representing persons. These character cards, once uncovered, are immediately auctioned off to the highest bidder and grant the winning player different abilities, some of which are used once, some of which may be used repeatedly.
# '''''The Thief's Turn''''' (''Die Stunde der Diebe'', 2005)
#*''The City Walls'' adds eight city wall cards to the deck, which allows the player to add wall segments to tiles without them. Walls added in this manner, however, cannot be removed for the remainder of the game, and may not have city gates built on them.
#*''The Thieves'' adds 12 thief cards, which are given to the players at the start of the game. A player may play a thief card between turns (except before their own turn) and take a currency card matching the type of thief card played.
#*''The Change'' adds coins to the game. Whenever a player overpays for a building, half of the difference is refunded in coins of random currencies. Coins are worth one unit of their particular currency, and may be used with cards to buy buildings.
#*''The Street Trader'' adds traders and circular trader tiles. Trader tiles are given to each player at the start of the game, and are placed adjacent to any tile. If a player builds in the location of the trader tile, they may place a trader of a matching colour from the trader tile to the building (or exchange a trader for one of another color), and the trader tile is moved. There are three traders on the trader tile at any given time. Points are awarded based on the number of traders in building tiles.
# '''''The Treasure Chamber''''' (''Die Schatzkammer des Kalifen'', literally "The Caliphs' Treasury," 2006)
#*''The Treasure Chamber'' adds treasure chests to the game. There are three treasure chambers, each containing four chests. At any point in the game players may buy the chests in one chamber, and place the chests on buildings in their Alhambra matching the colour of the chests. Players gain additional points for the number of chests in their Alhambra.
#*''The Master Builders'' adds Master Builder cards, which are given to players at the start of the game. Master Builder cards may be used either as currency or may be discarded to move a building tile.
#*''The Invaders'' adds invasion cards and scout cards to the game. Whenever scoring occurs, an invasion card is drawn. Players lose points for each building tile on the edge of their Alhambra without a wall in the direction specified by the invasion card. Scout cards may be used to look into the next invasion card, and may be taken whenever a building of the same type is bought.
#*''The Bazaars'' adds [[bazaar]] tiles to the game. Bazaars, when drawn, are placed next to the building market, and may be bought (with exact change only) for the same price as the building of the corresponding currency type being sold. Bazaars score only in the final round of play, and score a point for each adjacent or diagonal building matching the colours on the bazaar.
# '''''The Power of Sultan''''' (''Die Macht des Sultans'', 2008)
#*''The Caravanserai'' adds special Caravanserai cards to the game. Each player may buy up to two Caravanserai (which cost less if their Alhambra is more diverse). Caravanserai cards provide income to the player, and appreciates in value the longer they are unused.
#*''The Art of the Moorish'' adds culture counters to the game. Culture counters are obtained when a player builds at least two buildings of the same cost. During a player's turn, a player may choose to develop culture, in addition to the existing actions. Victory points are awarded during normal scoring based on the number of times that culture was developed as well as the number of buildings of the same cost that has been built.
#*''The new Score Cards'' changes the relative score values of the six basic types of buildings in each of the three scoring phases.
#*''The Power of Sultan'' adds Sultan cards to the game. Sultan cards may be bought as with any other building. Once bought, a special die is rolled, and the building type corresponding to the rolled value (or the building type opposite to this value) is marked. When a new building is drawn, players who have marked the particular type of building may use the Sultan card to immediately claim the tile and use it.
== Spin-offs ==
The success of ''Alhambra'' has also led Henn to release or re-release some other games under the ''Alhambra'' name and [[Moors|Moorish]] theme:
*''The Gardens of the Alhambra'' (''Die Gärten der Alhambra'', 2004) is an updated version of the tile-laying board game ''[[Carat (board game)|Carat]]'', originally released in a more abstract form by db Spiele in 1993.
*''Troisdorf'' (2005) is a limited, re-themed edition of ''Alhambra'', with identical rules, set in and only sold in [[Troisdorf]], the town in which Queen Games is based.
*''Alhambra: The Dice Game'' (''Alhambra: Das Würfelspiel'', 2006) is a [[Dice game|die-rolling game]], broadly similar in play to ''[[Yahtzee]]''.
<!-- Image with inadequate rationale removed: [[Image:Alhambra360.jpg|right|thumb|Xbox 360 version of ''Alhambra''.]]-->
== Xbox Live Arcade ==
{{main|Alhambra (video game)}}
A [[Alhambra (video game)|video game version]] was being developed by [[Vivendi Games]] for the [[Xbox 360]] console system via [[Xbox Live Arcade]], but has been indefinitely postponed.
== External links ==
* Queen Games' [http://www.queen-games.de/index.php?option=com_content&task=view&id=26&Itemid=58 ''Alhambra'' Web page] (German)
* Überplay's [http://www.uberplay.com/games/alhambra ''Alhambra'' Web page]
* {{bgg par
|section1=game|id1=6249|name1=''Alhambra''
|section2=geeklist|id2=15608|name2=the ''Alhambra'' series
}}
* http://www.boiteajeux.net French site at which one can play online in a turn-based format
{{start box}}
{{succession box
| before = [[Villa Paletti]]
| title = [[Spiel des Jahres]]<br>German "Game of the Year" Award
| years = 2003
| after = [[Ticket to Ride (board game)|Ticket to Ride]]
}}
{{end box}}
[[Category:Economic simulation board games]]
[[Category:German games]]
[[Category:Historical board games]]
[[Category:Spiel des Jahres winners]]
[[Category:Tile-based board games]]
[[de:Alhambra (Spiel)]]
[[fr:Alhambra (jeu)]]
[[fi:Alhambra (lautapeli)]]
[[pt:Alhambra (jogo)]]
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Alpha Blitz
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'''''Alpha Blitz''''' is a [[word game]] designed by [[Mike Selinker]] and published by [[Wizards of the Coast]]. ''Alpha Blitz'' is based on the concept of a [[letter bank]], as players make words using the letter cards on the table as many times as they like (e.g., LENS can become SENSELESSNESS). The game contains 98 letter cards and 10 "blitzes" (lightning bolt cards) that destroy letters and bring the game toward conclusion.
The game is really two games in one: ''Alpha'' and ''Blitz''. ''Alpha'' is the more methodical game, where players take turns replacing one of the letters on the table with one from their hand or destroying a letter with a Blitz, then making the longest word they can. Players score 1 point for making a word, plus 1 point for each letter in the word that is greater than the number of letters on the table. The four red-bordered letters (J, Qu, X, and Z) also score an extra point each time they're used. The game ends when there are only two letter piles left on the table.
''Blitz'' is played in rounds, with all players playing simultaneously. Each player is in control of two letter piles. The first player to call out a word gets 1 point (plus bonuses for red-bordered letters), and then is out of the hand. The next player to call out a word must make a word that is at least one letter longer than the previous word, and gets 2 points plus bonuses. The next player must make a longer word, and so on. The last player in a round to make a word gets another bonus point, so sometimes players hold back until the last possible instant to make their words. Once a player blitzes both of his or her letter piles, the game ends and the highest scoring player wins.
''Alpha Blitz'' was ''[[Games Magazine]]'''s 1998 Word Game of the Year.
==External links==
*{{bgg|1443|''Alpha Blitz''}}
[[Category:Dedicated deck card games]]
[[Category:Word games]]
[[Category:Mike Selinker games]]
[[Category:Wizards of the Coast games]]
{{card-game-stub}}
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'''''Alpha Blitz''''' is a [[word game]] designed by [[Mike Selinker]] and published by [[Wizards of the Coast]]. ''Alpha Blitz'' is based on the concept of a [[letter bank]], as players make words using the letter cards on the table as many times as they like (e.g., LENS can become SENSELESSNESS). The game contains 98 letter cards and 10 "blitzes" (lightning bolt cards) that destroy letters and bring the game toward conclusion.
The game is really two games in one: ''Alpha'' and ''Blitz''. ''Alpha'' is the more methodical game, where players take turns replacing one of the letters on the table with one from their hand or destroying a letter with a Blitz, then making the longest word they can. Players score 1 point for making a word, plus 1 point for each letter in the word that is greater than the number of letters on the table. The four red-bordered letters (J, Qu, X, and Z) also score an extra point each time they're used. The game ends when there are only two letter piles left on the table.
''Blitz'' is played in rounds, with all players playing simultaneously. Each player is in control of two letter piles. The first player to call out a word gets 1 point (plus bonuses for red-bordered letters), and then is out of the hand. The next player to call out a word must make a word that is at least one letter longer than the previous word, and gets 2 points plus bonuses. The next player must make a longer word, and so on. The last player in a round to make a word gets another bonus point, so sometimes players hold back until the last possible instant to make their words. Once a player blitzes both of his or her letter piles, the game ends and the highest scoring player wins.
''Alpha Blitz'' was ''[[Games Magazine]]'''s 1998 Word Game of the Year.
==External links==
*{{bgg|1443|''Alpha Blitz''}}
[[Category:Dedicated deck card games]]
[[Category:Word games]]
[[Category:Mike Selinker games]]
[[Category:Wizards of the Coast games]]
{{card-game-stub}}
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American board games, 1843–1935
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[[File:District Messenger Boy Box Cover 1886.jpg|thumb|225px|''Game of the [[telegraph boys|District Messenger Boy]]'' (1886) was one of the first board games based on materialism and capitalism published in the United States.]]
'''American board games published between 1843 and 1935''' were principally of two distinct thematic types: didactic games based on [[Christianity|Christian morality]] which prevailed in the middle years of the nineteenth century, and games based on [[materialism]] and [[capitalism]] which were published in abundance in the last decades of the nineteenth century and the early years of the twentieth.
==Colonial America==
In seventeenth and eighteenth century colonial America, the agrarian life of the country left little time for game playing though [[draughts]] ([[checkers]]), [[bowling]], and card games were not unknown. The Pilgrims and Puritans of New England frowned on game playing and viewed dice as instruments of the devil. When the Governor William Bradford discovered a group of non-Puritans playing stool-ball, pitching the bar, and pursuing other sports in the streets on Christmas Day, 1622, he confiscated their implements, reprimanded them, and told them their devotion for the day should be confined to their homes.
==Early United States==
In ''Thoughts on Lotteries'' (1826) Thomas Jefferson wrote, "Almost all these pursuits of chance [i.e., of human industry] produce something useful to society. But there are some which produce nothing, and endanger the well-being of the individuals engaged in them or of others depending on them. Such are games with cards, dice, billiards, etc. And although the pursuit of them is a matter of natural right, yet society, perceiving the irresistible bent of some of its members to pursue them, and the ruin produced by them to the families depending on these individuals, consider it as a case of insanity, quoad hoc, step in to protect the family and the party himself, as in other cases of insanity, infancy, imbecility, etc., and suppress the pursuit altogether, and the natural right of following it. There are some other games of chance, useful on certain occasions, and injurious only when carried beyond their useful bounds. Such are insurances, lotteries, raffles, etc. These they do not suppress, but take their regulation under their own discretion."
The board game, ''Traveller's Tour Through the United States'' was published by New York City bookseller F. Lockwood in 1822 and today claims the distinction of being the first board game published in the United States.
As the United States shifted from [[agrarian]] to [[Urban area|urban]] living in the nineteenth century, greater leisure time and a rise in income became available to the middles class. The American home, once the center of economic production, became the [[wikt:locus|locus]] of entertainment, enlightenment, and education under the supervision of mothers. Children were encouraged to play board games that developed literacy skills and provided moral instruction.<ref name="Jensen">{{cite web |url=http://findarticles.com/p/articles/mi_m1026/is_6_160/ai_80864307/pg_1?tag=content;col1 |last=Jensen |first=Jennifer |title=Teaching Success Through Play: American Board and Table Games, 1840-1900 |work=Magazine Antiques |publisher=bnet |date=2003 |accessdate=2009-02-07}}</ref>
The earliest board games published in the United States were based upon Christian morality. ''[[The Mansion of Happiness]]'' (1843), for example, sent players along a path of virtues and vices that led to the Mansion of Happiness (Heaven).<ref name="Jensen" /> ''The Game of Pope or Pagan, or The Siege of the Stronghold of Satan by the Christian Army'' (1844) pitted an image on its board of a [[Hindu]] woman committing ''[[suttee]]'' against missionaries landing on a foreign shore. The missionaries are cast in white as "the symbol of innocence, temperance, and hope" while the pope and pagan are cast in black, the color of "gloom of error, and...grief at the daily loss of empire".<ref>{{cite web |url=http://books.google.com/books?id=2pitMiJJLX8C&pg=PA261&dq=Fessenden+Culture+and+Religion+Pope+and+Pagan&ie=ISO-8859-1&output=html |last=Fessenden |first=Tracy |title=Culture and Redemption: Religion, the Secular, and American Literature |publisher=Princeton University Press |date=2007 |pages=271 |accessdate=2009-02-07}}</ref>
Commercially-produced board games in the middle nineteenth century were monochrome prints laboriously hand-colored by teams of low paid young factory women. Advances in paper making and printmaking during the period enabled the commercial production of relatively inexpensive board games. The most significant advance was the development of [[chromolithography]], a technological achievement that made bold, richly colored images available at affordable prices. Games cost as little as US$.25 for a small boxed card game to $3.00 for more elaborate games.
American Protestants believed a virtuous life led to success, but the belief was challenged mid-century when Americans embraced materialism and capitalism. The accumulation of material goods was viewed as a divine blessing. In 1860, ''[[The Checkered Game of Life]]'' rewarded players for mundane activities such as attending college, marrying, and getting rich. Daily life rather than eternal life became the focus of board games.The game was the first to focus on secular virtues rather than religious virtues,<ref name="Jensen" /> and sold 40,000 copies its first year.<ref name="Hofer">{{cite web |url=http://books.google.com/books?id=icYtGRUZrZUC&pg=PP1&dq=Margaret+Hofer+The+Games+We+Played&lr=&num=50&as_brr=3&as_pt=BOOKS&ie=ISO-8859-1&output=html |last=Hofer |first=Margaret K. |title=The Games We Played: The Golden Age of Board & Table Games |publisher=Princeton Architectural Press |date=2003 |accessdate=2009-02-07}}</ref>
''Game of the District Messenger Boy, or Merit Rewarded'' is a board game published in 1886 by the New York City firm of [[McLoughlin Brothers]]. The game is a typical roll-and-move track board game. Players move their tokens along the track at the spin of the arrow toward the goal at track's end. Some spaces on the track will advance the player while others will send him back.
In the affluent 1880s, Americans witnessed the publication of [[Horatio Alger, Jr.|Algeresque]] [[rags to riches]] games that permitted players to emulate the capitalist heroes of the age. One of the first such games, ''The Game of the District Messenger Boy'', encouraged the idea that the lowliest messenger boy could ascend the corporate ladder to its topmost rung. Such games insinuated that the accumulation of wealth brought increased social status.<ref name="Jensen" /> Competitive capitalistic games culminated in 1935 with ''Monopoly,'' the most commercially successful board game in United States history.<ref>{{cite web |url=http://boardgames.lovetoknow.com/History_of_the_Game_Monopoly |author=Weber, Susan, and Susie McGee |title=History of the Game Monopoly |date=n.d. |accessdate=2009-02-03}}</ref>
McLoughlin Brothers published similar games based on the telegraph boy theme including ''Game of the Telegraph Boy, or Merit Rewarded'' (1888). Greg Downey notes in his essay, "Information Networks and Urban Spaces: The Case of the Telegraph Messenger Boy" that families who could afford the deluxe version of the game in its [[chromolithography|chromolithographed]], wood-sided box would not "have sent their sons out for such a rough apprenticeship in the working world."<ref>{{cite web |url=http://www.mercurians.org/Nov_99/info_networks.html |author=Downey, Greg |title=Information Networks and Urban Spaces: The Case of the Telegraph Messenger Boy |publisher=Mercurians |work=Antenna |date=1999-11 |accessdate=2009-02-07}}</ref>
==References==
{{reflist}}
[[Category:Children's board games]]
[[Category:History of board games]]
[[Category:McLoughlin Brothers games]]
[[Category:Race games]]
[[Category:Roll-and-move board games]]
[[Category:Tabletop games]]
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[[File:District Messenger Boy Box Cover 1886.jpg|thumb|225px|''Game of the [[telegraph boys|District Messenger Boy]]'' (1886) was one of the first board games based on materialism and capitalism published in the United States.]]
'''American board games published between 1843 and 1935''' were principally of two distinct thematic types: didactic games based on [[Christianity|Christian morality]] which prevailed in the middle years of the nineteenth century, and games based on [[materialism]] and [[capitalism]] which were published in abundance in the last decades of the nineteenth century and the early years of the twentieth.
==Colonial America==
In seventeenth and eighteenth century colonial America, the agrarian life of the country left little time for game playing though [[draughts]] ([[checkers]]), [[bowling]], and card games were not unknown. The Pilgrims and Puritans of New England frowned on game playing and viewed dice as instruments of the devil. When the Governor William Bradford discovered a group of non-Puritans playing stool-ball, pitching the bar, and pursuing other sports in the streets on Christmas Day, 1622, he confiscated their implements, reprimanded them, and told them their devotion for the day should be confined to their homes.
==Early United States==
In ''Thoughts on Lotteries'' (1826) Thomas Jefferson wrote, "Almost all these pursuits of chance [i.e., of human industry] produce something useful to society. But there are some which produce nothing, and endanger the well-being of the individuals engaged in them or of others depending on them. Such are games with cards, dice, billiards, etc. And although the pursuit of them is a matter of natural right, yet society, perceiving the irresistible bent of some of its members to pursue them, and the ruin produced by them to the families depending on these individuals, consider it as a case of insanity, quoad hoc, step in to protect the family and the party himself, as in other cases of insanity, infancy, imbecility, etc., and suppress the pursuit altogether, and the natural right of following it. There are some other games of chance, useful on certain occasions, and injurious only when carried beyond their useful bounds. Such are insurances, lotteries, raffles, etc. These they do not suppress, but take their regulation under their own discretion."
The board game, ''Traveller's Tour Through the United States'' was published by New York City bookseller F. Lockwood in 1822 and today claims the distinction of being the first board game published in the United States.
As the United States shifted from [[agrarian]] to [[Urban area|urban]] living in the nineteenth century, greater leisure time and a rise in income became available to the middles class. The American home, once the center of economic production, became the [[wikt:locus|locus]] of entertainment, enlightenment, and education under the supervision of mothers. Children were encouraged to play board games that developed literacy skills and provided moral instruction.<ref name="Jensen">{{cite web |url=http://findarticles.com/p/articles/mi_m1026/is_6_160/ai_80864307/pg_1?tag=content;col1 |last=Jensen |first=Jennifer |title=Teaching Success Through Play: American Board and Table Games, 1840-1900 |work=Magazine Antiques |publisher=bnet |date=2003 |accessdate=2009-02-07}}</ref>
The earliest board games published in the United States were based upon Christian morality. ''[[The Mansion of Happiness]]'' (1843), for example, sent players along a path of virtues and vices that led to the Mansion of Happiness (Heaven).<ref name="Jensen" /> ''The Game of Pope or Pagan, or The Siege of the Stronghold of Satan by the Christian Army'' (1844) pitted an image on its board of a [[Hindu]] woman committing ''[[suttee]]'' against missionaries landing on a foreign shore. The missionaries are cast in white as "the symbol of innocence, temperance, and hope" while the pope and pagan are cast in black, the color of "gloom of error, and...grief at the daily loss of empire".<ref>{{cite web |url=http://books.google.com/books?id=2pitMiJJLX8C&pg=PA261&dq=Fessenden+Culture+and+Religion+Pope+and+Pagan&ie=ISO-8859-1&output=html |last=Fessenden |first=Tracy |title=Culture and Redemption: Religion, the Secular, and American Literature |publisher=Princeton University Press |date=2007 |pages=271 |accessdate=2009-02-07}}</ref>
Commercially-produced board games in the middle nineteenth century were monochrome prints laboriously hand-colored by teams of low paid young factory women. Advances in paper making and printmaking during the period enabled the commercial production of relatively inexpensive board games. The most significant advance was the development of [[chromolithography]], a technological achievement that made bold, richly colored images available at affordable prices. Games cost as little as US$.25 for a small boxed card game to $3.00 for more elaborate games.
American Protestants believed a virtuous life led to success, but the belief was challenged mid-century when Americans embraced materialism and capitalism. The accumulation of material goods was viewed as a divine blessing. In 1860, ''[[The Checkered Game of Life]]'' rewarded players for mundane activities such as attending college, marrying, and getting rich. Daily life rather than eternal life became the focus of board games.The game was the first to focus on secular virtues rather than religious virtues,<ref name="Jensen" /> and sold 40,000 copies its first year.<ref name="Hofer">{{cite web |url=http://books.google.com/books?id=icYtGRUZrZUC&pg=PP1&dq=Margaret+Hofer+The+Games+We+Played&lr=&num=50&as_brr=3&as_pt=BOOKS&ie=ISO-8859-1&output=html |last=Hofer |first=Margaret K. |title=The Games We Played: The Golden Age of Board & Table Games |publisher=Princeton Architectural Press |date=2003 |accessdate=2009-02-07}}</ref>
''Game of the District Messenger Boy, or Merit Rewarded'' is a board game published in 1886 by the New York City firm of [[McLoughlin Brothers]]. The game is a typical roll-and-move track board game. Players move their tokens along the track at the spin of the arrow toward the goal at track's end. Some spaces on the track will advance the player while others will send him back.
In the affluent 1880s, Americans witnessed the publication of [[Horatio Alger, Jr.|Algeresque]] [[rags to riches]] games that permitted players to emulate the capitalist heroes of the age. One of the first such games, ''The Game of the District Messenger Boy'', encouraged the idea that the lowliest messenger boy could ascend the corporate ladder to its topmost rung. Such games insinuated that the accumulation of wealth brought increased social status.<ref name="Jensen" /> Competitive capitalistic games culminated in 1935 with ''Monopoly,'' the most commercially successful board game in United States history.<ref>{{cite web |url=http://boardgames.lovetoknow.com/History_of_the_Game_Monopoly |author=Weber, Susan, and Susie McGee |title=History of the Game Monopoly |date=n.d. |accessdate=2009-02-03}}</ref>
McLoughlin Brothers published similar games based on the telegraph boy theme including ''Game of the Telegraph Boy, or Merit Rewarded'' (1888). Greg Downey notes in his essay, "Information Networks and Urban Spaces: The Case of the Telegraph Messenger Boy" that families who could afford the deluxe version of the game in its [[chromolithography|chromolithographed]], wood-sided box would not "have sent their sons out for such a rough apprenticeship in the working world."<ref>{{cite web |url=http://www.mercurians.org/Nov_99/info_networks.html |author=Downey, Greg |title=Information Networks and Urban Spaces: The Case of the Telegraph Messenger Boy |publisher=Mercurians |work=Antenna |date=1999-11 |accessdate=2009-02-07}}</ref>
==References==
{{reflist}}
[[Category:Children's board games]]
[[Category:History of board games]]
[[Category:McLoughlin Brothers games]]
[[Category:Race games]]
[[Category:Roll-and-move board games]]
[[Category:Tabletop games]]
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[[Image:Anti-Monopoly 2005 Edition cover.jpg|thumb|right|Cover of the 2005 Edition.]]
'''''Anti-Monopoly''''' is a [[board game]] made by [[San Francisco State University]] Professor [[Ralph Anspach]], in response to ''[[Monopoly (game)|Monopoly]]''. The game was originally to be produced in 1973 as ''Bust the Trust'' but the title was changed to ''Anti-Monopoly''. In the original 1973 version the board is "[[monopoly|monopolized]]" at the beginning of the game, and players compete to return the state of the board to a [[free market]] system. The game has seen multiple printings and revisions since 1973. A 1984 version appeared as ''Anti-Monopoly II''. In the 2005 version individual players choose at the beginning of the game to play either by monopolistic or competitive rules.
Anspach's game was subject to challenges in the courts. In 1982, after nine years of legal battles, Anspach won a [[trademark]] [[lawsuit]] in the [[United States Court of Appeals for the Ninth Circuit]]. The lawsuit had been brought over the use of the word "Monopoly" in the game's title. A later act of Congress allowed [[Kenner]]'s [[Parker Brothers]] division to re-register the ''MONOPOLY'' trademark; both companies were subsequently acquired by [[Hasbro]] in 1991, which owns the trademark and rights to the game today. Anspach uses the ''Anti-Monopoly'' name under a license from Hasbro (as is stated in his website's legal disclaimers); he assigned the trademark to Parker Brothers at the conclusion of the ''Anti-Monopoly'' case and its appeals.
The game is currently in print, and is produced and distributed worldwide by [[University Games]].
==Trivia==
{{Trivia|date=January 2008}}
A similar game (in that it inverts the objective of ''Monopoly'', but with the aim of giving away money and property) was described/invented by [[science fiction]] author [[Philip K. Dick]]<ref>([Manuscript "Diversion" 10-30-1958] "War Game" published in ''Galaxy'', Dec 1959)</ref>. Selchow & Righter published the game ''Go for Broke'' in 1965. In the same vein, ''[[Mad (magazine)|Mad]]'' magazine published a [[The Mad Magazine Game|similar (albeit much more absurd) game]] in 1979.
In [[Germany]], where the original game was and is very popular, two more versions of ''Anti-Monopoly'' were created and popular in the late 1970s and 1980s: ''Provopoli - Wem gehört die Stadt'', where [[squatters]] take over parts of the town, and ''Ökopoli'' where the objective is to take over the town from polluters.
==References==
{{reflist}}
*{{cite book | author=[[Ralph Anspach|Anspach, Ralph]] | title=The Billion Dollar Monopoly Swindle |edition=Second edition|publisher=Xlibris Corporation|year=2000|isbn=0-7388-3139-5}}
==See also==
*[[History of the board game Monopoly|History of the board game ''Monopoly'']]
==External links==
* [http://www.antimonopoly.com ''Anti-Monopoly'' Home Page]
* [http://www.universitygames.com/ugitem.asp?itemno=01851&brand=UG ''Anti-Monopoly''] on University Games' website
* [http://www.wafreepress.org/36/court.html Go to Court, Go Directly to Court] - article from the Washington Free Press
* [http://online.wsj.com/article/SB125599860004295449.html How a Fight Over a Board Game Monopolized an Economist's Life], Wall Street Journal
{{Monopoly}}
[[Category:Monopoly (game)]]
[[Category:Economic simulation board games]]
{{board-game-stub}}
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[[Image:Anti-Monopoly 2005 Edition cover.jpg|thumb|right|Cover of the 2005 Edition.]]
'''''Anti-Monopoly''''' is a [[board game]] made by [[San Francisco State University]] Professor [[Ralph Anspach]], in response to ''[[Monopoly (game)|Monopoly]]''. The game was originally to be produced in 1973 as ''Bust the Trust'' but the title was changed to ''Anti-Monopoly''. In the original 1973 version the board is "[[monopoly|monopolized]]" at the beginning of the game, and players compete to return the state of the board to a [[free market]] system. The game has seen multiple printings and revisions since 1973. A 1984 version appeared as ''Anti-Monopoly II''. In the 2005 version individual players choose at the beginning of the game to play either by monopolistic or competitive rules.
Anspach's game was subject to challenges in the courts. In 1982, after nine years of legal battles, Anspach won a [[trademark]] [[lawsuit]] in the [[United States Court of Appeals for the Ninth Circuit]]. The lawsuit had been brought over the use of the word "Monopoly" in the game's title. A later act of Congress allowed [[Kenner]]'s [[Parker Brothers]] division to re-register the ''MONOPOLY'' trademark; both companies were subsequently acquired by [[Hasbro]] in 1991, which owns the trademark and rights to the game today. Anspach uses the ''Anti-Monopoly'' name under a license from Hasbro (as is stated in his website's legal disclaimers); he assigned the trademark to Parker Brothers at the conclusion of the ''Anti-Monopoly'' case and its appeals.
The game is currently in print, and is produced and distributed worldwide by [[University Games]].
==Trivia==
{{Trivia|date=January 2008}}
A similar game (in that it inverts the objective of ''Monopoly'', but with the aim of giving away money and property) was described/invented by [[science fiction]] author [[Philip K. Dick]]<ref>([Manuscript "Diversion" 10-30-1958] "War Game" published in ''Galaxy'', Dec 1959)</ref>. Selchow & Righter published the game ''Go for Broke'' in 1965. In the same vein, ''[[Mad (magazine)|Mad]]'' magazine published a [[The Mad Magazine Game|similar (albeit much more absurd) game]] in 1979.
In [[Germany]], where the original game was and is very popular, two more versions of ''Anti-Monopoly'' were created and popular in the late 1970s and 1980s: ''Provopoli - Wem gehört die Stadt'', where [[squatters]] take over parts of the town, and ''Ökopoli'' where the objective is to take over the town from polluters.
==References==
{{reflist}}
*{{cite book | author=[[Ralph Anspach|Anspach, Ralph]] | title=The Billion Dollar Monopoly Swindle |edition=Second edition|publisher=Xlibris Corporation|year=2000|isbn=0-7388-3139-5}}
==See also==
*[[History of the board game Monopoly|History of the board game ''Monopoly'']]
==External links==
* [http://www.antimonopoly.com ''Anti-Monopoly'' Home Page]
* [http://www.universitygames.com/ugitem.asp?itemno=01851&brand=UG ''Anti-Monopoly''] on University Games' website
* [http://www.wafreepress.org/36/court.html Go to Court, Go Directly to Court] - article from the Washington Free Press
* [http://online.wsj.com/article/SB125599860004295449.html How a Fight Over a Board Game Monopolized an Economist's Life], Wall Street Journal
{{Monopoly}}
[[Category:Monopoly (game)]]
[[Category:Economic simulation board games]]
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Apples to Apples
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Reverted [[WP:AGF|good faith]] edits by [[Special:Contributions/72.185.238.237|72.185.238.237]]. ([[WP:TW|TW]])
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{{Infobox Game
| title = Apples to Apples
| subtitle = "The Game of Hilarious Comparisons!"
| image_link = [[Image:Obg7720.jpg|200px|center]]
| image_caption = The cover of the ''Apples to Apples Party Box''
| game design = Mark Alan Osterhaus, Matthew Kirby
| illustrator =
| publisher = Pegasus Spiele, [[Out of the Box Publishing|Out of the Box]], [[Mattel]]
| players = 4-10
| ages = 12 and up
| setup_time = 1 minute
| playing_time = 30-60 minutes
| complexity = Easy
| strategy = Medium
| random_chance = Medium
| skills = [[Social interaction|Social skills]]
| footnotes =
| bggid = 74
| bggxrefs =
}}
'''''Apples to Apples''''' is a [[party game]] originally published by [[Out of the Box Publishing]], and now published by [[Mattel]]. It is designed for four to ten players.
There are several versions of ''Apples to Apples'' including: ''Apples to Apples'' (2001){{Citation needed|date=May 2009}}, ''Apples to Apples Junior 9+'' (2002){{Citation needed|date=May 2009}}, ''Apples to Apples Kids'', ''Apples to Apples: Jewish Edition'', and ''Apples to Apples: Bible Edition''.
The game was chosen by [[Mensa International]] in 1999 as a "[[List of Mensa Select recipients|Mensa Select]]" prizewinner, an award given to five games each year.<ref>{{cite web
| url=http://mindgames.us.mensa.org/participant/past_winners.php
| title=Mind Games (select year in menu)
| publisher=American Mensa Ltd
| accessdate=2008-03-11}}</ref>
''Apples to Apples'' was named "Party Game of the Year" in the December 1999 issue of ''[[Games (magazine)|Games]]'' magazine<ref>{{cite journal
| title=Industry News: Apples to Apples Named Party Game of the Year
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| publisher=[[Steve Jackson Games]]
| date=1999-10-07
| accessdate=2008-03-11}}</ref> and received the National Parenting Center's seal of approval in May 1999.<ref>{{cite web
| url=http://www.tnpc.com/soa/spr99soa_d.html
| title=1999 Seal of Approval: Spring 1999 Seal of Approval Product Testing Report
| publisher=The National Parenting Center
| accessdate=2008-03-11}}</ref>
==Rules==
Each player is dealt seven "red apple" cards; on each is printed a [[noun]] or noun phrase (such as "[[Madonna (entertainer)|Madonna]]", "[[Canada]]", "[[The Spanish Inquisition]]", "[[Michael Jackson]]", etc.).
The judge (a chosen player) draws a "green apple" card on which is printed an [[adjective]] ("scary", "frightening", "patriotic", etc.), and places it face-up on the table for everybody to see. Then each player (except the judge) chooses a card that they think is the best match for the green apple card, and places it face-down. The judge shuffles the red apple cards, reads them (often aloud), and decides which noun is the best match for the adjective. This decision is subjective; the official rules encourage the judge to pick the match that is "most creative, humorous or interesting". Some might think it humorous if "mud" is played for ''delicious'', and might give that player the point.
The player who submitted the chosen red apple card wins the round, and takes the green apple card to signify the win. All players then draw red cards until they have seven again, and the role of "judge" may pass to another person (generally going to the next player in line, though some rules have the round's winner becoming "judge"). Some editions of the game suggest discounting the last red-apple card played, to encourage players to place their cards down more quickly.
Each player is allowed a one-time only "switch-a-roo", which allows the player to discard their entire hand of red cards for a new set of red cards.
The winner is the first player to accumulate a pre-designated number of green apple cards; the more players, the lower the total.
===Variations===
*'''Apple Potpourri''': Each player selects a red apple card from his or her hand before the judge turns over the green apple card. After the red apple cards are played, the judge turns over a green apple card. As usual, the judge then selects the winning red apple card.
*'''Apple Traders''': To stir things up, on each turn, each player selects one red apple card from his or her hand to pass on to the player on his or her left. Players pass the cards after drawing their seventh card but before the judge selects a green apple card.
*'''Apple Turnovers''': The roles of red and green cards are reversed, with players using adjectives to describe the given noun. This can be stymied by the relatively low number of green cards in the box (a third as many as reds).
*'''Apples Eye View''': The Judge must pick a red apple card based upon the point of view of somebody, or something else (a house cat, Rush Limbaugh, Bill Clinton, a speck of dust, etc). The player to the left of the Judge determines which point of view the Judge must use for that round.
*'''Baked Apples''': After each player plays one card, the judge lays them face up and, instead of announcing the winner, identifies the non-winning cards first, each time explaining why it was not selected. The role of judge passes on to the winner of each round.
*'''Big Apples''': Two or more players boasting that the judge will pick their card can agree to each wager one of their green apple cards. If the judge selects one of their red apple cards, that player wins the green apple card and all of the wagered green apple cards. If the judge does not pick one of their red apple cards, the wagered cards are forfeited to the bottom of the card stack.
*'''Crab Apples''': The red apple cards are judged on how unlike they are to the green apple card. The card least like the green apple card wins.
*'''2 for 1 Apples''': The judge turns over two green apple cards to start the round. Each player selects the red apple card from his or her hand that is best described by both green apple cards. After the judge selects a red apple card, both of the green apple cards are awarded to the winner.
*'''Infinite Apples''': Rather than playing to a set number of green apple cards, play stops whenever the players feel like stopping. The winner is the one with the greatest quantity of green apple cards.
*'''Apple Timers''': Rather than playing to a set number of green apple cards, play stops when a certain time limit has been reached. This is sometimes coupled with time limits on each round, for both submissions and judging of red apple cards. The winner is the player with the most green apple cards.
==Equipment==
[[File:Apples to apples cards.jpg|thumb|left|200 px|Seven red cards with one backwards showing the logo]]
The original boxed set contained:
*108 green cards (green apples) each of which has an adjective printed on one side.
*324 red cards (red apples) each of which has a noun printed on one side.
*A tray for holding the cards.
Four expansion sets were available adding 72 extra green apple cards and 216 extra red apple cards each. In 2002, ''Expansion Set 3'' won the [[Origins Award]] for ''Best Card Game Expansion or Supplement of 2002''.
{{As of|2005}}, the original set and its expansions have been retired and replaced by a ''Party Box'' with the combined contents of the basic set and its first two expansions, and ''Party Box Expansion 1'' set with the combined contents of the third and fourth expansions, and a ''Party Box Expansion 2'', which contains new cards.
On September 7, 2007, Out of the Box Publishing sold the rights for ''Apples to Apples'' to Mattel.<ref>[http://www.otb-games.com/listmanager/archive_about.asp?id=661 Out Of The Box Publishing<!-- Bot generated title -->]</ref>{{clr}}
==Official Distributions==
Below is a list of currently available distributions of Apples to Apples:
*'''Party Box''': a combination of earlier "Expansion Sets"
*'''Party Crate''': a premium version of the Party Box, which contains the same cards packaged in a wooden box
*'''Party Box Expansion One'''
*'''Party Box Expansion Two'''
*'''Junior'''
*'''Kids'''
*'''Bible Edition'''
*'''Jewish Edition'''
*'''Junior Jewish Edition'''
*'''German Edition'''
*'''Yiddish Edition'''
*'''Disney Edition'''
*'''British Isles Edition'''
*'''To Go''': a portable version of Apples to Apples for use while traveling
==Online Version==
[[Image:Apples.png|thumb|alt=Screenshot of Online Apples to Apples|Screenshot of Online Apples to Apples|400px|right|Screenshot of Online Apples to Apples]]An online version of ''Apples to Apples'' was created using the [[VASSAL Engine]].<ref>[http://www.sandyapples.com sandyapples.com - Online Apples to Apples]</ref> Because VASSAL is available for multiple [[operating systems]], Apples to Apples can be played on Windows, Mac, or Linux.
The online version allows players to compete against one another using an ''Apples to Apples'' "module," which can be downloaded for free from the author's website at [http://www.sandyapples.com/index.php?p=1_2_Downloads sandyapples.com]. The module contains the official Party Box as well as Expansions One and Two, released by Out of the Box Publishing. Two optional upgrades are available to add the official Kids version of ''Apples to Apples'' as well a set of custom cards to the game. In all, the online version offers a total of approximately 2,700 different ''Apples to Apples'' cards.{{clr}}
==References==
{{Reflist}}
==External links==
*[http://www.otb-games.com/apples/apples_partybox.html Official site]
*[http://www.sandyapples.com/ Online Apples to Apples]
*{{bgg|74|''Apples to Apples''}}
{{DEFAULTSORT:Apples To Apples}}
[[Category:Dedicated deck card games]]
[[Category:Party games]]
[[Category:Mensa Select winners]]
[[Category:Origins Award winners]]
[[Category:Mattel games]]
[[ja:アップルトゥアップル]]
9zre48msa2ovtjj83yl6f9twqxayjwi
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{{Infobox Game
| title = Apples to Apples
| subtitle = "The Game of Hilarious Comparisons!"
| image_link = [[Image:Obg7720.jpg|200px|center]]
| image_caption = The cover of the ''Apples to Apples Party Box''
| game design = Mark Alan Osterhaus, Matthew Kirby
| illustrator =
| publisher = Pegasus Spiele, [[Out of the Box Publishing|Out of the Box]], [[Mattel]]
| players = 4-10
| ages = 12 and up
| setup_time = 1 minute
| playing_time = 30-60 minutes
| complexity = Easy
| strategy = Medium
| random_chance = Medium
| skills = [[Social interaction|Social skills]]
| footnotes =
| bggid = 74
| bggxrefs =
}}
'''''Apples to Apples''''' is a [[party game]] originally published by [[Out of the Box Publishing]], and now published by [[Mattel]]. It is designed for four to ten players.
There are several versions of ''Apples to Apples'' including: ''Apples to Apples'' (2001){{Citation needed|date=May 2009}}, ''Apples to Apples Junior 9+'' (2002){{Citation needed|date=May 2009}}, ''Apples to Apples Kids'', ''Apples to Apples: Jewish Edition'', and ''Apples to Apples: Bible Edition''.
The game was chosen by [[Mensa International]] in 1999 as a "[[List of Mensa Select recipients|Mensa Select]]" prizewinner, an award given to five games each year.<ref>{{cite web
| url=http://mindgames.us.mensa.org/participant/past_winners.php
| title=Mind Games (select year in menu)
| publisher=American Mensa Ltd
| accessdate=2008-03-11}}</ref>
''Apples to Apples'' was named "Party Game of the Year" in the December 1999 issue of ''[[Games (magazine)|Games]]'' magazine<ref>{{cite journal
| title=Industry News: Apples to Apples Named Party Game of the Year
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| publisher=[[Steve Jackson Games]]
| date=1999-10-07
| accessdate=2008-03-11}}</ref> and received the National Parenting Center's seal of approval in May 1999.<ref>{{cite web
| url=http://www.tnpc.com/soa/spr99soa_d.html
| title=1999 Seal of Approval: Spring 1999 Seal of Approval Product Testing Report
| publisher=The National Parenting Center
| accessdate=2008-03-11}}</ref>
==Rules==
Each player is dealt seven "red apple" cards; on each is printed a [[noun]] or noun phrase (such as "[[Madonna (entertainer)|Madonna]]", "[[Canada]]", "[[The Spanish Inquisition]]", "[[Michael Jackson]]", etc.).
The judge (a chosen player) draws a "green apple" card on which is printed an [[adjective]] ("scary", "frightening", "patriotic", etc.), and places it face-up on the table for everybody to see. Then each player (except the judge) chooses a card that they think is the best match for the green apple card, and places it face-down. The judge shuffles the red apple cards, reads them (often aloud), and decides which noun is the best match for the adjective. This decision is subjective; the official rules encourage the judge to pick the match that is "most creative, humorous or interesting". Some might think it humorous if "mud" is played for ''delicious'', and might give that player the point.
The player who submitted the chosen red apple card wins the round, and takes the green apple card to signify the win. All players then draw red cards until they have seven again, and the role of "judge" may pass to another person (generally going to the next player in line, though some rules have the round's winner becoming "judge"). Some editions of the game suggest discounting the last red-apple card played, to encourage players to place their cards down more quickly.
Each player is allowed a one-time only "switch-a-roo", which allows the player to discard their entire hand of red cards for a new set of red cards.
The winner is the first player to accumulate a pre-designated number of green apple cards; the more players, the lower the total.
===Variations===
*'''Apple Potpourri''': Each player selects a red apple card from his or her hand before the judge turns over the green apple card. After the red apple cards are played, the judge turns over a green apple card. As usual, the judge then selects the winning red apple card.
*'''Apple Traders''': To stir things up, on each turn, each player selects one red apple card from his or her hand to pass on to the player on his or her left. Players pass the cards after drawing their seventh card but before the judge selects a green apple card.
*'''Apple Turnovers''': The roles of red and green cards are reversed, with players using adjectives to describe the given noun. This can be stymied by the relatively low number of green cards in the box (a third as many as reds).
*'''Apples Eye View''': The Judge must pick a red apple card based upon the point of view of somebody, or something else (a house cat, Rush Limbaugh, Bill Clinton, a speck of dust, etc). The player to the left of the Judge determines which point of view the Judge must use for that round.
*'''Baked Apples''': After each player plays one card, the judge lays them face up and, instead of announcing the winner, identifies the non-winning cards first, each time explaining why it was not selected. The role of judge passes on to the winner of each round.
*'''Big Apples''': Two or more players boasting that the judge will pick their card can agree to each wager one of their green apple cards. If the judge selects one of their red apple cards, that player wins the green apple card and all of the wagered green apple cards. If the judge does not pick one of their red apple cards, the wagered cards are forfeited to the bottom of the card stack.
*'''Crab Apples''': The red apple cards are judged on how unlike they are to the green apple card. The card least like the green apple card wins.
*'''2 for 1 Apples''': The judge turns over two green apple cards to start the round. Each player selects the red apple card from his or her hand that is best described by both green apple cards. After the judge selects a red apple card, both of the green apple cards are awarded to the winner.
*'''Infinite Apples''': Rather than playing to a set number of green apple cards, play stops whenever the players feel like stopping. The winner is the one with the greatest quantity of green apple cards.
*'''Apple Timers''': Rather than playing to a set number of green apple cards, play stops when a certain time limit has been reached. This is sometimes coupled with time limits on each round, for both submissions and judging of red apple cards. The winner is the player with the most green apple cards.
==Equipment==
[[File:Apples to apples cards.jpg|thumb|left|200 px|Seven red cards with one backwards showing the logo]]
The original boxed set contained:
*108 green cards (green apples) each of which has an adjective printed on one side.
*324 red cards (red apples) each of which has a noun printed on one side.
*A tray for holding the cards.
Four expansion sets were available adding 72 extra green apple cards and 216 extra red apple cards each. In 2002, ''Expansion Set 3'' won the [[Origins Award]] for ''Best Card Game Expansion or Supplement of 2002''.
{{As of|2005}}, the original set and its expansions have been retired and replaced by a ''Party Box'' with the combined contents of the basic set and its first two expansions, and ''Party Box Expansion 1'' set with the combined contents of the third and fourth expansions, and a ''Party Box Expansion 2'', which contains new cards.
On September 7, 2007, Out of the Box Publishing sold the rights for ''Apples to Apples'' to Mattel.<ref>[http://www.otb-games.com/listmanager/archive_about.asp?id=661 Out Of The Box Publishing<!-- Bot generated title -->]</ref>{{clr}}
==Official Distributions==
Below is a list of currently available distributions of Apples to Apples:
*'''Party Box''': a combination of earlier "Expansion Sets"
*'''Party Crate''': a premium version of the Party Box, which contains the same cards packaged in a wooden box
*'''Party Box Expansion One'''
*'''Party Box Expansion Two'''
*'''Junior'''
*'''Kids'''
*'''Bible Edition'''
*'''Jewish Edition'''
*'''Junior Jewish Edition'''
*'''German Edition'''
*'''Yiddish Edition'''
*'''Disney Edition'''
*'''British Isles Edition'''
*'''To Go''': a portable version of Apples to Apples for use while traveling
==Online Version==
[[Image:Apples.png|thumb|alt=Screenshot of Online Apples to Apples|Screenshot of Online Apples to Apples|400px|right|Screenshot of Online Apples to Apples]]An online version of ''Apples to Apples'' was created using the [[VASSAL Engine]].<ref>[http://www.sandyapples.com sandyapples.com - Online Apples to Apples]</ref> Because VASSAL is available for multiple [[operating systems]], Apples to Apples can be played on Windows, Mac, or Linux.
The online version allows players to compete against one another using an ''Apples to Apples'' "module," which can be downloaded for free from the author's website at [http://www.sandyapples.com/index.php?p=1_2_Downloads sandyapples.com]. The module contains the official Party Box as well as Expansions One and Two, released by Out of the Box Publishing. Two optional upgrades are available to add the official Kids version of ''Apples to Apples'' as well a set of custom cards to the game. In all, the online version offers a total of approximately 2,700 different ''Apples to Apples'' cards.{{clr}}
==References==
{{Reflist}}
==External links==
*[http://www.otb-games.com/apples/apples_partybox.html Official site]
*[http://www.sandyapples.com/ Online Apples to Apples]
*{{bgg|74|''Apples to Apples''}}
{{DEFAULTSORT:Apples To Apples}}
[[Category:Dedicated deck card games]]
[[Category:Party games]]
[[Category:Mensa Select winners]]
[[Category:Origins Award winners]]
[[Category:Mattel games]]
[[ja:アップルトゥアップル]]
9zre48msa2ovtjj83yl6f9twqxayjwi
Aquarius (game)
0
2215
4264
2009-10-13T06:02:59Z
Njr75003
14858
Added references to 2nd Edition "Preschooler" Rule Variants
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text/x-wiki
{{Infobox_Game|
subject_name=Aquarius |
image_link= |
image_caption=''Aquarius'' is a colourful tabletop card game.|
players= 2–5 |
ages=First Edition: 5 and up<br>Second Edition: 6 and up, with special "preschooler" rules for ages 3-6 |
setup_time= 2 minutes |
playing_time= 20–30 minutes |
complexity=Low |
strategy=Basic |
random_chance=Some |
skills= [[Strategy]] |
bggid= 814 |
footnotes =
}}
'''''Aquarius''''' is a [[card game]] created by [[Andrew Looney]] and published by [[Looney Labs]]. The game play has some similarity to the game of [[dominoes]]. The card design and feel of the game is influenced by the [[Hippie]] movement and the art of [[Peter Max]]. The game has been released in two editions. The First Edition deck contained 5 Goal cards, 15 Action cards and 40 Element cards. The current Second Edition deck has 5 Goal cards, 18 Action cards, 55 Element cards and 1 "Wild" card.
==Rules and Gameplay==
Each player is dealt a hand of three cards, plus one of five Goal cards, depicting one of the five elements; Earth, Air, Fire, Water or Space (called "Ether" in the First Edition). Then one card is placed face up on the table to start the layout. The player with the longest hair goes first. The objective is to connect seven cards with your goal element. The goal cards are kept secret during the game play, so you must bluff and block the other players in order to win.
On your turn, you draw a card, then play a card next to one of the other cards in the layout in a standard grid-style format. You can only play a card if it one or more elements on the new card touches the matching element on adjacent cards. In addition, cards can only be matched on equal sides (short side-to-short side, or long-to-long; no short side-to-long side plays) and cannot be offset in any way.
The Element cards have one, two or four of the five elements displayed on them. In the First Edition game, the elements were layed out only in vertical or horizontal blocks. The Second Edition added 15 new two-Element cards with the blocks aligned diagonally (corner-to-corner).
Other cards in the deck allow you to swap Goals, or alter the layout in some way. These cards are known as "Action Cards". In the First Edition Game, there were 3 each of 5 different types of Action Cards:
*'''Trade Goals''': This card allows you to switch Goal cars with the player of your choice.
*'''Shuffle Goals''': This card allows you to gather up all of the goal cards, including those not in play, and deal a new one to each player.
*'''Trade Hands''': This card allows you to swap hands with the player of your choice.
*'''Zap A Card''': Select a card in play on the table, pick it up and place it in your hand. (When you use this card you are allowed to have 4 cards in your hand rather than the customary 3.)
*'''Move A Card''': Select a card in play on the table and move it to a new legal location.
In the Second Edition, '''Shuffle Goals''' has been replaced by two new Action types (again, 3 of each in the deck):
*'''Rotate Goals''': Players pass their Goal cards one player over in the direction chosen by the player playing the card.
*'''Shuffle Hands''': The player playing the card gathers all the cards in the players' hands, shuffles them and redeals them evenly, starting with themselves.
Also in the Second Editon, special simplified "Preschooler" variant rules have been included at three levels of play:
* '''Elemental Connections''': for ages 3-4; no Goal or Action cards used; last player to legally play a card wins.
* '''Basic Aquarius''': for ages 5-6; no Action Cards used; play otherwise regular with suggested rule that anyone under age 7 need only match as many Element cards as their age.
* '''Single-Action/Reduced-Action Aquarius''': for ages 6 and up; use only one type of Action card to start ('''Trade Goals''' is suggested); once players are familiar with that Action, future games gradually add additional Actions until all Action cards are in play.
==Expansions==
Looney Labs has produced only one promo card for ''Aquarius'', the Wild card.[http://www.boardgamegeek.com/image/60943] It behaves like a single panel card of all five elements at once. The Wild card was originally only available as part of the now out-of-print ''Nanoblanks'' expansion for ''[[Nanofictionary]]''. The Second Edition game includes one Wild card in the regular set.
==Variants==
Looney Labs has also licensed the ''Aquarius'' format to '''Covenant Communications, Inc.''' to produce a [[Mormon]]-themed version of the game called '''''[[Search, Ponder & Play!]]''''' Based on the First Edition of ''Aquarius'', the five Elements in the regular game have been replaced with 5 photos representing Mormon concepts: the [[Old Testament]], the [[New Testament]], the [[Pearl of Great Price]], [[Doctrine]] & [[Covenants]], and the [[Book of Mormon]]. In addition, the 5 actions have been renamed (in order listed above) '''Swap''', '''Stir''', '''Shake''', '''Fetch''' & '''Flip'''. The only major change to gameplay is the inclusion of a score pad and rules instructing the players to keep score through multiple rounds until someone wins with one of each of the five victory elements.[http://www.wunderland.com/LooneyLabs/Aquarius/SearchPonderPlay.html] The game is available through both Looney Labs' online store and through Covenant Communications' own site.[http://www.covenant-lds.com/osb2/itemdetails.cfm?ID=2042]
==Links to Game Play Variations==
*[http://www.wunderland.com/LooneyLabs/Aquarius/Solitaire.html Aquarius [[Solitaire]]]
*[http://www.wunderland.com/WTS/Kory/Games/Pantopia/ Pantopia] (a game played using two Aqauarius decks and an [[Icehouse (game)]] set)
*[http://www.wunderland.com/WTS/Ginohn/games/Aqua-Chicken.html Aqua-Chicken]
*[http://www.wunderland.com/WTS/Kory/JavaGames/Javaquarius/ Online version] (free)
==Sources==
*{{bgg|814|''Aquarius''}}
*[http://www.wunderland.com/LooneyLabs/Aquarius/Default.html "The Official Aquarius Home Page"]
[[Category:Dedicated deck card games]]
[[Category:Andrew Looney games]]
9nc8pz7tcpy2944ce1omxlfys8t4xyk
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4264
2009-12-09T23:30:40Z
Kingstonlee
1735031
1 revision
4265
wikitext
text/x-wiki
{{Infobox_Game|
subject_name=Aquarius |
image_link= |
image_caption=''Aquarius'' is a colourful tabletop card game.|
players= 2–5 |
ages=First Edition: 5 and up<br>Second Edition: 6 and up, with special "preschooler" rules for ages 3-6 |
setup_time= 2 minutes |
playing_time= 20–30 minutes |
complexity=Low |
strategy=Basic |
random_chance=Some |
skills= [[Strategy]] |
bggid= 814 |
footnotes =
}}
'''''Aquarius''''' is a [[card game]] created by [[Andrew Looney]] and published by [[Looney Labs]]. The game play has some similarity to the game of [[dominoes]]. The card design and feel of the game is influenced by the [[Hippie]] movement and the art of [[Peter Max]]. The game has been released in two editions. The First Edition deck contained 5 Goal cards, 15 Action cards and 40 Element cards. The current Second Edition deck has 5 Goal cards, 18 Action cards, 55 Element cards and 1 "Wild" card.
==Rules and Gameplay==
Each player is dealt a hand of three cards, plus one of five Goal cards, depicting one of the five elements; Earth, Air, Fire, Water or Space (called "Ether" in the First Edition). Then one card is placed face up on the table to start the layout. The player with the longest hair goes first. The objective is to connect seven cards with your goal element. The goal cards are kept secret during the game play, so you must bluff and block the other players in order to win.
On your turn, you draw a card, then play a card next to one of the other cards in the layout in a standard grid-style format. You can only play a card if it one or more elements on the new card touches the matching element on adjacent cards. In addition, cards can only be matched on equal sides (short side-to-short side, or long-to-long; no short side-to-long side plays) and cannot be offset in any way.
The Element cards have one, two or four of the five elements displayed on them. In the First Edition game, the elements were layed out only in vertical or horizontal blocks. The Second Edition added 15 new two-Element cards with the blocks aligned diagonally (corner-to-corner).
Other cards in the deck allow you to swap Goals, or alter the layout in some way. These cards are known as "Action Cards". In the First Edition Game, there were 3 each of 5 different types of Action Cards:
*'''Trade Goals''': This card allows you to switch Goal cars with the player of your choice.
*'''Shuffle Goals''': This card allows you to gather up all of the goal cards, including those not in play, and deal a new one to each player.
*'''Trade Hands''': This card allows you to swap hands with the player of your choice.
*'''Zap A Card''': Select a card in play on the table, pick it up and place it in your hand. (When you use this card you are allowed to have 4 cards in your hand rather than the customary 3.)
*'''Move A Card''': Select a card in play on the table and move it to a new legal location.
In the Second Edition, '''Shuffle Goals''' has been replaced by two new Action types (again, 3 of each in the deck):
*'''Rotate Goals''': Players pass their Goal cards one player over in the direction chosen by the player playing the card.
*'''Shuffle Hands''': The player playing the card gathers all the cards in the players' hands, shuffles them and redeals them evenly, starting with themselves.
Also in the Second Editon, special simplified "Preschooler" variant rules have been included at three levels of play:
* '''Elemental Connections''': for ages 3-4; no Goal or Action cards used; last player to legally play a card wins.
* '''Basic Aquarius''': for ages 5-6; no Action Cards used; play otherwise regular with suggested rule that anyone under age 7 need only match as many Element cards as their age.
* '''Single-Action/Reduced-Action Aquarius''': for ages 6 and up; use only one type of Action card to start ('''Trade Goals''' is suggested); once players are familiar with that Action, future games gradually add additional Actions until all Action cards are in play.
==Expansions==
Looney Labs has produced only one promo card for ''Aquarius'', the Wild card.[http://www.boardgamegeek.com/image/60943] It behaves like a single panel card of all five elements at once. The Wild card was originally only available as part of the now out-of-print ''Nanoblanks'' expansion for ''[[Nanofictionary]]''. The Second Edition game includes one Wild card in the regular set.
==Variants==
Looney Labs has also licensed the ''Aquarius'' format to '''Covenant Communications, Inc.''' to produce a [[Mormon]]-themed version of the game called '''''[[Search, Ponder & Play!]]''''' Based on the First Edition of ''Aquarius'', the five Elements in the regular game have been replaced with 5 photos representing Mormon concepts: the [[Old Testament]], the [[New Testament]], the [[Pearl of Great Price]], [[Doctrine]] & [[Covenants]], and the [[Book of Mormon]]. In addition, the 5 actions have been renamed (in order listed above) '''Swap''', '''Stir''', '''Shake''', '''Fetch''' & '''Flip'''. The only major change to gameplay is the inclusion of a score pad and rules instructing the players to keep score through multiple rounds until someone wins with one of each of the five victory elements.[http://www.wunderland.com/LooneyLabs/Aquarius/SearchPonderPlay.html] The game is available through both Looney Labs' online store and through Covenant Communications' own site.[http://www.covenant-lds.com/osb2/itemdetails.cfm?ID=2042]
==Links to Game Play Variations==
*[http://www.wunderland.com/LooneyLabs/Aquarius/Solitaire.html Aquarius [[Solitaire]]]
*[http://www.wunderland.com/WTS/Kory/Games/Pantopia/ Pantopia] (a game played using two Aqauarius decks and an [[Icehouse (game)]] set)
*[http://www.wunderland.com/WTS/Ginohn/games/Aqua-Chicken.html Aqua-Chicken]
*[http://www.wunderland.com/WTS/Kory/JavaGames/Javaquarius/ Online version] (free)
==Sources==
*{{bgg|814|''Aquarius''}}
*[http://www.wunderland.com/LooneyLabs/Aquarius/Default.html "The Official Aquarius Home Page"]
[[Category:Dedicated deck card games]]
[[Category:Andrew Looney games]]
9nc8pz7tcpy2944ce1omxlfys8t4xyk
Armchair Cricket
0
2187
4208
2009-09-16T11:50:29Z
87.83.221.85
/* External links */
4208
wikitext
text/x-wiki
'''Armchair cricket''' is a [[card game]] that is inspired by the bat and ball sport [[cricket]]. It is played by either two or four people. Depending on the version of the game being played, a game can last a few minutes to several hours. It was produced commercially in [[England]] but is no longer made (although unused sets are still available for sale by private and specialist [[Merchant|traders]]).
==The Cards==
<!-- Commented out because image was deleted: [[Image:6balls.png|frame|The 6 of balls]] -->
<!-- Commented out because image was deleted: [[Image:11bats.png|frame|A beaut - the 11 of bats]] -->
<!-- Deleted image removed: [[Image:1pads.png|frame|A dolly - the 1 of pads]] -->
<!-- Commented out because image was deleted: [[Image:5stumps.png|frame|The 5 of stumps]] --><!-- Commented out because image was deleted: [[Image:9gloves.png|frame|The 9 of gloves]] -->
The game is not played with a standard [[playing cards|deck]] of [[playing cards]]. Two identical decks of 55 cards, comprising five [[Suit (cards)|suits]] of 11, are used instead (the 110 cards together are referred to as a pack). The suits are named after important pieces of cricketing equipment – bats, balls, [[stumps]], gloves and pads – and numbered simply 1 to 11. The cards numbered 1 are called ‘dollies’ (cricketing slang for an easy catch) and those numbered 11 are called ‘beauts’ (presumably referring to excellent deliveries or shots).
==Basic Gameplay==
In the two player game, both players hold six cards, unseen by their opponent (one player may hold seven or eight cards as a way of evening up the odds where there is a wide difference in ability). One player will be ‘bowling’ and the other ‘batting’. The bowler plays a card – corresponding to bowling a delivery – and the batsman (or batter) responds by playing a card – corresponding to playing a shot. Depending on the cards, the outcome may be runs for the batsman or a wicket to the bowler (or, of course, a [[List of cricket terms|dot ball]]).
==Different Versions==
There are a number of versions of the game, which allow for games of varying length and intensity to be played.
===Quicket===
This is a fast, simple version, which might be thought of as an equivalent to ‘[[French cricket]]’. Only four of the five suits are used, and once the pack has been exhausted an innings is over (since there are 88 cards in this pack and a delivery requires a card to be played by both players, the maximum length of a Quicket innings is 44 balls). The standard way to play this version is for the innings to end immediately if a wicket falls.
===Limited Overs===
Just as in cricket, with one innings per team, innings ending with the fall of ten wickets or after the allotted overs have been bowled. When a pack is exhausted, the cards that have been played (the discard pile) are turned face down, [[shuffle|shuffled]] and reused.
===Full Cricket===
Each team has two [[innings]], with scores aggregated to determine the victor. Instead of the match length being determined by counting [[overs]], it is done by counting how often packs are exhausted – players can think of a pack as representing half an hour of play. So, for instance, playing a five day [[Test cricket|Test match]] involves 30 ‘hours’ of play, and so the pack needs to be exhausted 60 times.
==Rules==
When the batsman is faced with a delivery, he or she will be out by playing a card that is different in suit and lower in value. To score runs he or she needs to play a card that is in the same suit and higher in value. (Anything else is a dot ball.) The number of [[Run (cricket)|runs]] is determined by the difference in value. Roughly, if the batsman’s card exceeds the bowler’s by 1, 2 or 3, one run is scored; if by 4 or 5, two runs; if by 6, three runs; if by 7, 8, 9, four runs; if by 10, six runs. (So the only way to score a six is to play a beaut on a dolly.) There are some complications if other rules are being played, especially the two-card shot.
The manufacturer says that with this basic rule, a game can be played but the scores will be unrealistically low (compared to real cricket). There are a number of rules, which are best introduced gradually, which make the game more and more realistic (and require more sophisticated thinking from the players).
The most important are the [[no-ball]] rule, the extras, lower-order batsmen and the two-card shot.
===No-ball rule===
Playing the basic rule only soon reveals that bowling is too easy (or batting is too difficult). The no-ball rule redresses this by reducing the number of cards that the bowler is allowed to use. Every over there is a no-ball suit, determined by the suit used by the bowler in the last delivery of the previous over. If a bowler plays a card in the no-ball suit than the batsman automatically gets a run, and is entitled to play any card without penalty. The bowler has to bowl an extra delivery. In fact, Armchair Cricket played simply with the no-ball rule is a challenging game and reasonable simulation of cricket already.
===The extras===
These are more restrictions on the bowler. If the bowler bowls a card equal in value to the last card played then a wide is called, runs added to the batsman and the ball has to be bowled again. If, instead, the bowler’s card exceeds the last card played by one, then byes are called (the number of byes or wides depends on the value of the bowler’s card). The other extra from real cricket, the leg bye, is a feature of the two card shot.
===Lower-order batsmen===
To simulate the fact that in real cricket some batsmen are worse than others, there are restrictions on the cards the batsman is allowed to use when the lower order batsmen are in play. Specifically, there are no extra restrictions on the first five batsmen, then the next three are not allowed to use dollies to defend a higher card in the same suit, and the last three batsmen cannot use dollies or twos to defend higher cards. There is no similar way of simulating different bowlers’ abilities.
===The two-card shot===
This is a relatively complicated procedure, whereby the batsman plays two cards in response to the bowler’s delivery, and forces the bowler to play another card, called the fielding card. With the two-card shot rule in place, Armchair Cricket can simulate several more features of the real game, including [[run out]]s, [[Overthrow (cricket)|overthrows]], out obstructing the field, out hit the ball twice and scrambled singles (called suicide singles).
==Four player games==
There are some differences in the four player game, where players play in pairs. The major differences are that for the batting side, each player holds seven cards not six, and represents one of the batsmen for the duration of that batsman’s innings, whereas the two players on the bowling side always alternate overs. So in the course of one over a bowler may well bowl to both his or her opponents.
==Keeping score==
Because of the game’s attempt to simulate real cricket so closely, players tend to keep score in much the same way as real cricket scorers do, performing the so-called ball by ball analysis onto a specially prepared scoring pad. In this way, individual batsmen’s and bowler’s performances can be given (eg scoring rate, number of runs conceded etc). However, this is not vital for determining the result of the game. The bare minimum is to know how many balls have been bowled in the over, how far the game has progressed (in terms of overs or packs), the team’s score, and which individual batsman is facing any particular delivery (if players are playing the lower-order batsmen rule). In the Quicket version, all that’s needed is to keep track of the team’s score, and (as suggested in the game’s documentation) players can use the unused suit to display the score.
==Skill and luck==
Although there is an element of [[luck]] in a game where you pick up cards face down from a [[shuffled deck]], Armchair Cricket is a game of [[skill]], and it is interesting to consider to what extent real cricketing knowledge and experience is useful in playing the game. Perhaps experience in how to pace an innings, especially in the limited overs version, is a relevant skill. The right time to make a declaration in the two innings version may be another example.
==Realism==
Bearing in mind the complicated nature of real cricket, in its technical details, Armchair Cricket does a remarkable job of simulating the game. There are many details which can be ignored by the players without affecting the game, or instead savoured by cricket fans who enjoy these details. For example, the precise values of the cards played allow players to distinguish between [[List of cricket terms|dot balls]] that are (i) defensive shots where the bat struck the ball, (ii) ‘leaves’ where the batsman deliberately does not strike the ball, and (iii) instances where the ball has ‘beaten the bat’ without taking a wicket. Whichever of these three possibilities is the case makes no substantial difference to the game, but the detail is there nevertheless for those who wish to know. Similarly, when a wicket falls there is a procedure for determining how the batsman was out (deciding between bowled, LBW, caught out etc), but ultimately, the nature of the dismissal is irrelevant to the outcome of the game.
==Factors that are not simulated==
There are, of course, some aspects of the real game of cricket which are not simulated in Armchair Cricket, which players may like to think about how to incorporate into their [[house rules]].
===Weather===
Rain does not stop play in Armchair Cricket, nor will [[umpires]] offer the batting team bad light!
===Pitch conditions===
Perhaps the most serious missing aspect is there is no simulation of pitch conditions. The rule book describes the act of looking at your cards at the start of the game after winning the toss as inspecting the pitch’, but unless you get to see your opponent’s hand as well, this is not that realistic. The most serious drawback is that in a long two innings game, where traditionally the team batting last suffers on a deteriorating pitch, there is no real reason why in Armchair Cricket the fourth innings is any harder for the batting team than the previous three. Perhaps you could adapt the lower-order batsmen rule to make it harder in the latter stages of a game?
===Bowler styles===
In real cricket, the bowler styles are varied and important, but there is no appreciable difference in the card game between a fast bowler, a wristy leg-spinner or a swing-and-seam merchant. (There is a very minor differentiation, which is that when a bowler takes a wicket that is caught behind, the bowler can decide it was a stumping if the bowler was a spinner.) This all ties up with earlier problems regarding weather and pitch conditions. One can imagine a complicated refinement to the rules where fast bowlers on bouncy pitches in sunny weather have the odds stacked slightly in their favour, or spinners have an advantage when bowling to left-handers in the fifth day of a test, but it would need a lot of playtesting and perhaps would not add much to the game.
===Setting the field===
An important role played by the captain of the fielding side in cricket is deciding where each of your teammates should stand - this affects the bowler's behaviour, how easy it is for the batsman to score runs, how risky certain shots are etc. There is no way of simualting this in Armchair Cricket, except to say that it falls under the general concept of how aggressively the bowler is bowling.
===Fatigue===
Similarly to how the pitch does not deteriorate in Armchair Cricket, bowlers do not get tired (although they do benefit from resting during the intervals!). Nothing stops the bowling team using the same two bowlers for the entire duration of a test match. When to deploy one’s bowlers is a crucial part of the captain’s role in real cricket, but is irrelevant in Armchair Cricket.
==External links==
[http://www.cse.wustl.edu/~legrand/accc/ download a DOS version]
[http://www.cricketweb.net/cricketgames/freeware/armchaircricket2/index.php?vo=801 download a Java version]
[[Category:Dedicated deck card games]]
5rtq2m5q2y4h1w54391m9edotei5tub
4209
4208
2009-12-09T23:30:31Z
Kingstonlee
1735031
1 revision
4209
wikitext
text/x-wiki
'''Armchair cricket''' is a [[card game]] that is inspired by the bat and ball sport [[cricket]]. It is played by either two or four people. Depending on the version of the game being played, a game can last a few minutes to several hours. It was produced commercially in [[England]] but is no longer made (although unused sets are still available for sale by private and specialist [[Merchant|traders]]).
==The Cards==
<!-- Commented out because image was deleted: [[Image:6balls.png|frame|The 6 of balls]] -->
<!-- Commented out because image was deleted: [[Image:11bats.png|frame|A beaut - the 11 of bats]] -->
<!-- Deleted image removed: [[Image:1pads.png|frame|A dolly - the 1 of pads]] -->
<!-- Commented out because image was deleted: [[Image:5stumps.png|frame|The 5 of stumps]] --><!-- Commented out because image was deleted: [[Image:9gloves.png|frame|The 9 of gloves]] -->
The game is not played with a standard [[playing cards|deck]] of [[playing cards]]. Two identical decks of 55 cards, comprising five [[Suit (cards)|suits]] of 11, are used instead (the 110 cards together are referred to as a pack). The suits are named after important pieces of cricketing equipment – bats, balls, [[stumps]], gloves and pads – and numbered simply 1 to 11. The cards numbered 1 are called ‘dollies’ (cricketing slang for an easy catch) and those numbered 11 are called ‘beauts’ (presumably referring to excellent deliveries or shots).
==Basic Gameplay==
In the two player game, both players hold six cards, unseen by their opponent (one player may hold seven or eight cards as a way of evening up the odds where there is a wide difference in ability). One player will be ‘bowling’ and the other ‘batting’. The bowler plays a card – corresponding to bowling a delivery – and the batsman (or batter) responds by playing a card – corresponding to playing a shot. Depending on the cards, the outcome may be runs for the batsman or a wicket to the bowler (or, of course, a [[List of cricket terms|dot ball]]).
==Different Versions==
There are a number of versions of the game, which allow for games of varying length and intensity to be played.
===Quicket===
This is a fast, simple version, which might be thought of as an equivalent to ‘[[French cricket]]’. Only four of the five suits are used, and once the pack has been exhausted an innings is over (since there are 88 cards in this pack and a delivery requires a card to be played by both players, the maximum length of a Quicket innings is 44 balls). The standard way to play this version is for the innings to end immediately if a wicket falls.
===Limited Overs===
Just as in cricket, with one innings per team, innings ending with the fall of ten wickets or after the allotted overs have been bowled. When a pack is exhausted, the cards that have been played (the discard pile) are turned face down, [[shuffle|shuffled]] and reused.
===Full Cricket===
Each team has two [[innings]], with scores aggregated to determine the victor. Instead of the match length being determined by counting [[overs]], it is done by counting how often packs are exhausted – players can think of a pack as representing half an hour of play. So, for instance, playing a five day [[Test cricket|Test match]] involves 30 ‘hours’ of play, and so the pack needs to be exhausted 60 times.
==Rules==
When the batsman is faced with a delivery, he or she will be out by playing a card that is different in suit and lower in value. To score runs he or she needs to play a card that is in the same suit and higher in value. (Anything else is a dot ball.) The number of [[Run (cricket)|runs]] is determined by the difference in value. Roughly, if the batsman’s card exceeds the bowler’s by 1, 2 or 3, one run is scored; if by 4 or 5, two runs; if by 6, three runs; if by 7, 8, 9, four runs; if by 10, six runs. (So the only way to score a six is to play a beaut on a dolly.) There are some complications if other rules are being played, especially the two-card shot.
The manufacturer says that with this basic rule, a game can be played but the scores will be unrealistically low (compared to real cricket). There are a number of rules, which are best introduced gradually, which make the game more and more realistic (and require more sophisticated thinking from the players).
The most important are the [[no-ball]] rule, the extras, lower-order batsmen and the two-card shot.
===No-ball rule===
Playing the basic rule only soon reveals that bowling is too easy (or batting is too difficult). The no-ball rule redresses this by reducing the number of cards that the bowler is allowed to use. Every over there is a no-ball suit, determined by the suit used by the bowler in the last delivery of the previous over. If a bowler plays a card in the no-ball suit than the batsman automatically gets a run, and is entitled to play any card without penalty. The bowler has to bowl an extra delivery. In fact, Armchair Cricket played simply with the no-ball rule is a challenging game and reasonable simulation of cricket already.
===The extras===
These are more restrictions on the bowler. If the bowler bowls a card equal in value to the last card played then a wide is called, runs added to the batsman and the ball has to be bowled again. If, instead, the bowler’s card exceeds the last card played by one, then byes are called (the number of byes or wides depends on the value of the bowler’s card). The other extra from real cricket, the leg bye, is a feature of the two card shot.
===Lower-order batsmen===
To simulate the fact that in real cricket some batsmen are worse than others, there are restrictions on the cards the batsman is allowed to use when the lower order batsmen are in play. Specifically, there are no extra restrictions on the first five batsmen, then the next three are not allowed to use dollies to defend a higher card in the same suit, and the last three batsmen cannot use dollies or twos to defend higher cards. There is no similar way of simulating different bowlers’ abilities.
===The two-card shot===
This is a relatively complicated procedure, whereby the batsman plays two cards in response to the bowler’s delivery, and forces the bowler to play another card, called the fielding card. With the two-card shot rule in place, Armchair Cricket can simulate several more features of the real game, including [[run out]]s, [[Overthrow (cricket)|overthrows]], out obstructing the field, out hit the ball twice and scrambled singles (called suicide singles).
==Four player games==
There are some differences in the four player game, where players play in pairs. The major differences are that for the batting side, each player holds seven cards not six, and represents one of the batsmen for the duration of that batsman’s innings, whereas the two players on the bowling side always alternate overs. So in the course of one over a bowler may well bowl to both his or her opponents.
==Keeping score==
Because of the game’s attempt to simulate real cricket so closely, players tend to keep score in much the same way as real cricket scorers do, performing the so-called ball by ball analysis onto a specially prepared scoring pad. In this way, individual batsmen’s and bowler’s performances can be given (eg scoring rate, number of runs conceded etc). However, this is not vital for determining the result of the game. The bare minimum is to know how many balls have been bowled in the over, how far the game has progressed (in terms of overs or packs), the team’s score, and which individual batsman is facing any particular delivery (if players are playing the lower-order batsmen rule). In the Quicket version, all that’s needed is to keep track of the team’s score, and (as suggested in the game’s documentation) players can use the unused suit to display the score.
==Skill and luck==
Although there is an element of [[luck]] in a game where you pick up cards face down from a [[shuffled deck]], Armchair Cricket is a game of [[skill]], and it is interesting to consider to what extent real cricketing knowledge and experience is useful in playing the game. Perhaps experience in how to pace an innings, especially in the limited overs version, is a relevant skill. The right time to make a declaration in the two innings version may be another example.
==Realism==
Bearing in mind the complicated nature of real cricket, in its technical details, Armchair Cricket does a remarkable job of simulating the game. There are many details which can be ignored by the players without affecting the game, or instead savoured by cricket fans who enjoy these details. For example, the precise values of the cards played allow players to distinguish between [[List of cricket terms|dot balls]] that are (i) defensive shots where the bat struck the ball, (ii) ‘leaves’ where the batsman deliberately does not strike the ball, and (iii) instances where the ball has ‘beaten the bat’ without taking a wicket. Whichever of these three possibilities is the case makes no substantial difference to the game, but the detail is there nevertheless for those who wish to know. Similarly, when a wicket falls there is a procedure for determining how the batsman was out (deciding between bowled, LBW, caught out etc), but ultimately, the nature of the dismissal is irrelevant to the outcome of the game.
==Factors that are not simulated==
There are, of course, some aspects of the real game of cricket which are not simulated in Armchair Cricket, which players may like to think about how to incorporate into their [[house rules]].
===Weather===
Rain does not stop play in Armchair Cricket, nor will [[umpires]] offer the batting team bad light!
===Pitch conditions===
Perhaps the most serious missing aspect is there is no simulation of pitch conditions. The rule book describes the act of looking at your cards at the start of the game after winning the toss as inspecting the pitch’, but unless you get to see your opponent’s hand as well, this is not that realistic. The most serious drawback is that in a long two innings game, where traditionally the team batting last suffers on a deteriorating pitch, there is no real reason why in Armchair Cricket the fourth innings is any harder for the batting team than the previous three. Perhaps you could adapt the lower-order batsmen rule to make it harder in the latter stages of a game?
===Bowler styles===
In real cricket, the bowler styles are varied and important, but there is no appreciable difference in the card game between a fast bowler, a wristy leg-spinner or a swing-and-seam merchant. (There is a very minor differentiation, which is that when a bowler takes a wicket that is caught behind, the bowler can decide it was a stumping if the bowler was a spinner.) This all ties up with earlier problems regarding weather and pitch conditions. One can imagine a complicated refinement to the rules where fast bowlers on bouncy pitches in sunny weather have the odds stacked slightly in their favour, or spinners have an advantage when bowling to left-handers in the fifth day of a test, but it would need a lot of playtesting and perhaps would not add much to the game.
===Setting the field===
An important role played by the captain of the fielding side in cricket is deciding where each of your teammates should stand - this affects the bowler's behaviour, how easy it is for the batsman to score runs, how risky certain shots are etc. There is no way of simualting this in Armchair Cricket, except to say that it falls under the general concept of how aggressively the bowler is bowling.
===Fatigue===
Similarly to how the pitch does not deteriorate in Armchair Cricket, bowlers do not get tired (although they do benefit from resting during the intervals!). Nothing stops the bowling team using the same two bowlers for the entire duration of a test match. When to deploy one’s bowlers is a crucial part of the captain’s role in real cricket, but is irrelevant in Armchair Cricket.
==External links==
[http://www.cse.wustl.edu/~legrand/accc/ download a DOS version]
[http://www.cricketweb.net/cricketgames/freeware/armchaircricket2/index.php?vo=801 download a Java version]
[[Category:Dedicated deck card games]]
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Army Of Zero
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Im>BD2412
0
Fixing [[Wikipedia:Disambiguation pages with links|links to disambiguation pages]], improving links, other minor cleanup tasks, Replaced: [[Mole]] → [[Mole (anim using [[Project:AutoWikiBrowser|AWB]]
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{{Infobox_Game|
subject_name=Army Of Zero |
image_link=[[Image:army-of-zero-box.png|250px|Army Of Zero]] |
width=250px |
designer=Point Zero Games|
publisher=Point Zero Games|
players=2 |
ages=7+ |
setup_time= 1–5 minutes |
playing_time=10-15 minutes |
complexity=Low |
strategy=Medium |
random_chance=Medium |
bggid=39836|
bggxrefs=t|
footnotes =
}}
'''Army Of Zero''' is a [[puzzle]] and two-player [[card game]], published by Point Zero Games. A cash prize is on offer to the person who can provide the best solution to the puzzle. ''Army Of Zero'' is an armchair treasure hunt, similar in concept to ''[[Masquerade (book)|Masquerade]]'' and ''The Key To The Kingdom''.
==Game Contents==
The game includes two six-sided [[dice]] and a deck of ninety-nine cards. The cards are made up of eighty-four character cards, eight attack/defend cards, six cards defining the rules and one card which acts as an entry form into the puzzle competition.
==Puzzle==
The design of the eighty-four character cards includes a series of interconnected puzzles. The objective is to work out what the objective of the puzzle is, to solve it, and to submit the answer to Point Zero Games. A prize of £1,000 is on offer to the person providing the best solution by the closing date of April 30 2010.
Point Zero Games has stated<ref>http://www.pointzerogames.com/armyofzero/faq.php</ref> that puzzle requires all eighty-four character cards, and that at least part of the solution is related to arranging the cards in a particular configuration.
==Card Game==
The cards can be used to play a two-player game. Each player receives ten character cards, dealt at random. In each round, both players put forward one of their characters, and these two characters battle each other. In each round of combat, each player can choose to attack or defend, but no character can attack for more than two rounds in a row. Players can gain an advantage by successfully predicting whether their opponent will attack or defend.
The outcome of each round is determined by the rolling of six-sided dice and adding the appropriate character statistics. Each character card has four statistics: speed, combat, weapon and armour. Each of these is an integer number, and each can range between -2 and +2.
The statistics used to resolve combat depend on whether each player chose to attack or defend.
When a character is defeated, he or she is out of the game. When all ten of a player's characters are defeated, the other player is the winner.
==Characters==
Army Of Zero has eighty-four character cards, depicting a series of odd fantasy characters. Each character is depicted as belonging to a particular "clan", each clan being named after an animal. The character designs are representative of the clans, so for example, the members of the [[Bat]] clan are all vampiric in appearance.
The various clans are as follows:
* [[Alligator]]
* [[Antelope]]
* [[Armadillo]]
* [[Badger]]
* Bat
* [[Bear]]
* [[Beetle]]
* [[bubalus|Buffalo]]
* [[Camel]]
* [[Chameleon]]
* [[Cheetah]]
* [[Crocodile]]
* [[Crow]]
* [[Dolphin]]
* [[Eagle]]
* [[Elephant]]
* [[Fox]]
* [[Frog]]
* [[Gazelle]]
* [[Gorilla]]
* [[Horse]]
* [[Hyena]]
* [[Jackal]]
* [[Jaguar]]
* [[Kangaroo]]
* [[Leopard]]
* [[Lion]]
* [[Lizard]]
* [[Mole (animal)|Mole]]
* [[Monkey]]
* [[Panda]]
* [[Panther]]
* [[Porcupine]]
* [[Rabbit]]
* [[Rat]]
* [[Rhinoceros]]
* [[Snake]]
* [[Spider]]
* [[Tiger]]
* [[Turtle]]
* [[Walrus]]
* [[Wolf]]
* [[Zebra]]
Each character also has a name and a rank, or title. Each character's name is unique, but there are only five ranks. The five ranks are:
* Thegn
* Guardian
* Commander
* General
* Lord
==Launch==
Army Of Zero was launched at Toy Fair 2009<ref>http://www.toytalk.co.uk/2009/02/battle-is-on-the-cards.html</ref>, held at ExCeL London in January 2009.
==References==
{{reflist}}
==External links==
*[http://www.pointzerogames.com/armyofzero/ Official Army Of Zero pages] at the Point Zero Games web site
*[http://www.boardgamegeek.com/boardgame/39836 Army Of Zero's entry at Board Game Geek]
*[http://iguk.co.uk/blog/2009/02/army-of-zero-review-and-interview.html Review of Army Of Zero] at IGUK
[[Category:Puzzlehunts]]
[[Category:Dedicated deck card games]]
[[Category:Dice games]]
gp7iyvbn3yd3s42qh1fvc254zzo544t
4401
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2009-12-09T23:30:53Z
Kingstonlee
1735031
1 revision
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text/x-wiki
{{Infobox_Game|
subject_name=Army Of Zero |
image_link=[[Image:army-of-zero-box.png|250px|Army Of Zero]] |
width=250px |
designer=Point Zero Games|
publisher=Point Zero Games|
players=2 |
ages=7+ |
setup_time= 1–5 minutes |
playing_time=10-15 minutes |
complexity=Low |
strategy=Medium |
random_chance=Medium |
bggid=39836|
bggxrefs=t|
footnotes =
}}
'''Army Of Zero''' is a [[puzzle]] and two-player [[card game]], published by Point Zero Games. A cash prize is on offer to the person who can provide the best solution to the puzzle. ''Army Of Zero'' is an armchair treasure hunt, similar in concept to ''[[Masquerade (book)|Masquerade]]'' and ''The Key To The Kingdom''.
==Game Contents==
The game includes two six-sided [[dice]] and a deck of ninety-nine cards. The cards are made up of eighty-four character cards, eight attack/defend cards, six cards defining the rules and one card which acts as an entry form into the puzzle competition.
==Puzzle==
The design of the eighty-four character cards includes a series of interconnected puzzles. The objective is to work out what the objective of the puzzle is, to solve it, and to submit the answer to Point Zero Games. A prize of £1,000 is on offer to the person providing the best solution by the closing date of April 30 2010.
Point Zero Games has stated<ref>http://www.pointzerogames.com/armyofzero/faq.php</ref> that puzzle requires all eighty-four character cards, and that at least part of the solution is related to arranging the cards in a particular configuration.
==Card Game==
The cards can be used to play a two-player game. Each player receives ten character cards, dealt at random. In each round, both players put forward one of their characters, and these two characters battle each other. In each round of combat, each player can choose to attack or defend, but no character can attack for more than two rounds in a row. Players can gain an advantage by successfully predicting whether their opponent will attack or defend.
The outcome of each round is determined by the rolling of six-sided dice and adding the appropriate character statistics. Each character card has four statistics: speed, combat, weapon and armour. Each of these is an integer number, and each can range between -2 and +2.
The statistics used to resolve combat depend on whether each player chose to attack or defend.
When a character is defeated, he or she is out of the game. When all ten of a player's characters are defeated, the other player is the winner.
==Characters==
Army Of Zero has eighty-four character cards, depicting a series of odd fantasy characters. Each character is depicted as belonging to a particular "clan", each clan being named after an animal. The character designs are representative of the clans, so for example, the members of the [[Bat]] clan are all vampiric in appearance.
The various clans are as follows:
* [[Alligator]]
* [[Antelope]]
* [[Armadillo]]
* [[Badger]]
* Bat
* [[Bear]]
* [[Beetle]]
* [[bubalus|Buffalo]]
* [[Camel]]
* [[Chameleon]]
* [[Cheetah]]
* [[Crocodile]]
* [[Crow]]
* [[Dolphin]]
* [[Eagle]]
* [[Elephant]]
* [[Fox]]
* [[Frog]]
* [[Gazelle]]
* [[Gorilla]]
* [[Horse]]
* [[Hyena]]
* [[Jackal]]
* [[Jaguar]]
* [[Kangaroo]]
* [[Leopard]]
* [[Lion]]
* [[Lizard]]
* [[Mole (animal)|Mole]]
* [[Monkey]]
* [[Panda]]
* [[Panther]]
* [[Porcupine]]
* [[Rabbit]]
* [[Rat]]
* [[Rhinoceros]]
* [[Snake]]
* [[Spider]]
* [[Tiger]]
* [[Turtle]]
* [[Walrus]]
* [[Wolf]]
* [[Zebra]]
Each character also has a name and a rank, or title. Each character's name is unique, but there are only five ranks. The five ranks are:
* Thegn
* Guardian
* Commander
* General
* Lord
==Launch==
Army Of Zero was launched at Toy Fair 2009<ref>http://www.toytalk.co.uk/2009/02/battle-is-on-the-cards.html</ref>, held at ExCeL London in January 2009.
==References==
{{reflist}}
==External links==
*[http://www.pointzerogames.com/armyofzero/ Official Army Of Zero pages] at the Point Zero Games web site
*[http://www.boardgamegeek.com/boardgame/39836 Army Of Zero's entry at Board Game Geek]
*[http://iguk.co.uk/blog/2009/02/army-of-zero-review-and-interview.html Review of Army Of Zero] at IGUK
[[Category:Puzzlehunts]]
[[Category:Dedicated deck card games]]
[[Category:Dice games]]
gp7iyvbn3yd3s42qh1fvc254zzo544t
BANG!
0
2017
3829
2009-12-07T08:16:31Z
Kingstonlee
1735031
Created page with '==Story== When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic! In the wild west, …'
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==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
==How to Play==
i93ce2l5reldyk2v0ftc08soomexbcf
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Kingstonlee
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wikitext
text/x-wiki
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.<ref>{{cite web| url=http://www.davincigames.it/download/Bang!_2nd_ed_rules.zip|title=daVinci Second Edition Rules (English)}}</ref>
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
3iv8fjdtsvzv81k9b71ul4imr1a5n31
3832
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Kingstonlee
1735031
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text/x-wiki
[[File:Bang01.jpg|frame|Bang!]]
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
p5l8hhe0z1xmml9f6otabao0jjqujz1
3837
3832
2009-12-07T08:42:26Z
Kingstonlee
1735031
Adding categories
3837
wikitext
text/x-wiki
[[File:Bang01.jpg|frame|Bang!]]
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
[[Category:Bang!]]
c5itudwr9dvtr7bxaco32j4qtaouzdm
3846
3837
2009-12-07T17:50:24Z
Kingstonlee
1735031
Adding categories
3846
wikitext
text/x-wiki
[[File:Bang01.jpg|frame|Bang!]]
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
[[Category:Bang!]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
170snxj02kw1unxaaebjvhthailqzpf
3861
3846
2009-12-07T23:09:30Z
Kingstonlee
1735031
Adding categories
3861
wikitext
text/x-wiki
[[File:Bang01.jpg|frame|Bang!]]
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
[[Category:Bang!]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:Card Games]]
lp7wti6m7nfqv1r1mnuepggqhz5k23u
3881
3861
2009-12-08T01:32:40Z
Kingstonlee
1735031
3881
wikitext
text/x-wiki
[[File:Bang01.jpg|frame|Bang!]]
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
===Expansion Packs===
* [[Bang! A Fistful of Cards]]
* [[Bang! Dodge City]]
[[Category:Bang!]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:Card Games]]
11at321t2floc0xi8rss0ehwla67x3s
3882
3881
2009-12-08T01:33:12Z
Kingstonlee
1735031
/* Expansion Packs */
3882
wikitext
text/x-wiki
[[File:Bang01.jpg|frame|Bang!]]
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
==Expansion Packs==
* [[Bang! A Fistful of Cards]]
* [[Bang! Dodge City]]
[[Category:Bang!]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:Card Games]]
8grs2urtepvsd5qvg7yqabatf0vdxhh
3883
3882
2009-12-08T05:01:58Z
67.116.252.52
Adding categories
3883
wikitext
text/x-wiki
[[File:Bang01.jpg|frame|Bang!]]
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
==Expansion Packs==
* [[Bang! A Fistful of Cards]]
* [[Bang! Dodge City]]
[[Category:Bang!]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:Card Games]]
[[Category:Base Game]]
gnda3dmzbiedhmzyi80684s8yh8eivs
3887
3883
2009-12-08T05:08:21Z
Kingstonlee
1735031
moved [[Bang!]] to [[BANG!]]: Official title
3887
wikitext
text/x-wiki
[[File:Bang01.jpg|frame|Bang!]]
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
==Expansion Packs==
* [[Bang! A Fistful of Cards]]
* [[Bang! Dodge City]]
[[Category:Bang!]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:Card Games]]
[[Category:Base Game]]
gnda3dmzbiedhmzyi80684s8yh8eivs
3895
3887
2009-12-08T05:38:56Z
Kingstonlee
1735031
3895
wikitext
text/x-wiki
[[File:Bang01.jpg|frame|Bang!]]
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
== Contents ==
=== Role cards ===
*Sheriff (1x) : must eliminate all the Outlaws and the Renegade, to protect law and order.
*Outlaws (3x) : they would like to kill the Sheriff, but they have no scruples about eliminating each other to gain rewards!
*Deputies (2x) : they help and protect the Sheriff, and share his same goal, at all costs!
*Renegade (1x) : he wants to be the new Sheriff; his goal is to be the last character in play.
=== '''Character cards''' ===
*[[Bart Cassidy]] = [http://en.wikipedia.org/wiki/Butch_Cassidy Butch Cassidy] - Each time he loses a life point, he immediately draws a card from the deck. (''4 life points'')ù
*[[Black Jack]] = During phase 1 of his turn, he must show the second card he draws: if it's a Heart or Diamond, he draws one additional card that turn (without revealing it). (''4 life points'')
*[[Calamity Janet]] = [http://en.wikipedia.org/wiki/Calamity_Jane Calamity Jane] - She can use "Bang!" cards as "Missed!" cards and vice versa. If she plays a Missed! card as a "Bang!", she cannot play another "Bang!" card that turn (unless she has a Volcanic in play). (''4 life points'')
*[[El Gringo]] = Each time he loses a life point due to a card played by another player, he draws a random card from the hands of that player (one card for each life). If the player has no more cards, too bad!, he does not draw. (''3 life points'')
*[[Jesse Jones]] = [http://en.wikipedia.org/wiki/Jesse_James_%28outlaw%29 Jesse James] - During phase 1 of his turn, he may choose to draw the first card from the deck, or randomly from the hand of any other player. Then he draws the second card from the deck. (''4 life points'')
*[[Jourdonnais]] = "Frenchy" Jourdonnais, the riverboat captain in ''[http://en.wikipedia.org/wiki/The_Big_Sky_%28novel%29 The Big Sky]'' novel and movie ''(Fictional person)'' - He is considered to have Barrel in play at all times; he can "draw! when he is the target of a ''BANG''!, and on a Heart he is missed. If he has another real ''Barrel'' card in play he can count both of them, giving him two chances to cancel the ''BANG''! before playing a ''Missed''! (''4 life points'')
*[[Kit Carlson]] = [http://en.wikipedia.org/wiki/Kit_Carson Kit Carson] - During the phase 1 of his turn, he looks at the top three cards of the deck: he chooses 2 to draw, and puts the other one back on the top of the deck, face down.( ''4 life points'')
*[[Lucky Duke]] = [http://en.wikipedia.org/wiki/Lucky_Luke Lucky Luke] ''(Fictional person)'' - Each time he is required to "Draw!", he flips the top two cards from the deck, and chooses the result he prefers. Discard both cards afterward. (''4 life points'')
*[[Paul Regret]] = [http://en.wikipedia.org/wiki/Paul_Revere Paul Revere] - He is considered to have a ''Mustang'' in play at all times; all other players must add 1 to the distance to him. If he has another real ''Mustang'' in play, he can count both of them, increasing all distance to him by a total of 2. (''3 life points'')
*[[Pedro Ramirez]] = During phase 1 of his turn, he may choose to draw the first card from the top of the discard pile or from the deck. Then he draws the second card from the deck. (''4 life points'')
*Rose Doolan = She is considered to have an ''Appaloosa'' in play at all times; she sees the other players at a distance decreased by 1. If she has another real ''Appaloosa'' in play, she can count both of them, reducing her distance to all other players by a total of 2. (''4 life points'')
*[[Sid Ketchum]] = [http://en.wikipedia.org/wiki/Tom_Ketchum Tom Ketchum] - At any time, he may discard 2 cards from his hand to regain one life point. If he is willing and able, he can use this ability more than once at a time. (''4 life points'')
*[[Slab the Killer]] = ''Angel Eyes'', one of the main characters of ''[http://en.wikipedia.org/wiki/The_Good,_the_Bad_and_the_Ugly The Good, the Bad and the Ugly]'' (Fictional person) ''- Players trying to cancel his'' BANG''! cards need to play 2'' Missed''!. The'' Barrel ''effect, if successfully used, only counts as one'' Missed''! (''4 life points'')''
*[[Suzy Lafayette]] = As soon as she has no cards in her hand, she draws a card from the draw pile. (''4 life points'')
*[[Vulture Sam]] = Whenever a character is eliminated from the game, Sam takes all the cards that player had in his hand and in play, and adds them to his hand. (''4 life points'')
*[[Willy the Kid]] = [http://en.wikipedia.org/wiki/Billy_the_Kid Billy the Kid] - He can play any number of "Bang!" cards. (''4 life points'')
=== '''Playing cards''' ===
==Expansion Packs==
* [[Bang! A Fistful of Cards]]
* [[Bang! Dodge City]]
== Compilation Packs ==
*[[Bang! The Bullet]]
[[Category:Bang!]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:Card Games]]
[[Category:Base Game]]
dd1dk12lgtsznz6i4krappizdckqs5z
3896
3895
2009-12-08T05:42:19Z
Kingstonlee
1735031
/* Character cards */
3896
wikitext
text/x-wiki
[[File:Bang01.jpg|frame|Bang!]]
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
== Contents ==
=== Role cards ===
*Sheriff (1x) : must eliminate all the Outlaws and the Renegade, to protect law and order.
*Outlaws (3x) : they would like to kill the Sheriff, but they have no scruples about eliminating each other to gain rewards!
*Deputies (2x) : they help and protect the Sheriff, and share his same goal, at all costs!
*Renegade (1x) : he wants to be the new Sheriff; his goal is to be the last character in play.
=== '''Character cards''' ===
*[[Bart Cassidy]] - Each time he loses a life point, he immediately draws a card from the deck. (''4 life points'')ù
*[[Black Jack]] = During phase 1 of his turn, he must show the second card he draws: if it's a Heart or Diamond, he draws one additional card that turn (without revealing it). (''4 life points'')
*[[Calamity Janet]] - She can use "Bang!" cards as "Missed!" cards and vice versa. If she plays a Missed! card as a "Bang!", she cannot play another "Bang!" card that turn (unless she has a Volcanic in play). (''4 life points'')
*[[El Gringo]] - Each time he loses a life point due to a card played by another player, he draws a random card from the hands of that player (one card for each life). If the player has no more cards, too bad!, he does not draw. (''3 life points'')
*[[Jesse Jones]] - During phase 1 of his turn, he may choose to draw the first card from the deck, or randomly from the hand of any other player. Then he draws the second card from the deck. (''4 life points'')
*[[Jourdonnais]] - He is considered to have Barrel in play at all times; he can "draw! when he is the target of a ''BANG''!, and on a Heart he is missed. If he has another real ''Barrel'' card in play he can count both of them, giving him two chances to cancel the ''BANG''! before playing a ''Missed''! (''4 life points'')
*[[Kit Carlson]] - During the phase 1 of his turn, he looks at the top three cards of the deck: he chooses 2 to draw, and puts the other one back on the top of the deck, face down.( ''4 life points'')
*[[Lucky Duke]] - Each time he is required to "Draw!", he flips the top two cards from the deck, and chooses the result he prefers. Discard both cards afterward. (''4 life points'')
*[[Paul Regret]] - He is considered to have a ''Mustang'' in play at all times; all other players must add 1 to the distance to him. If he has another real ''Mustang'' in play, he can count both of them, increasing all distance to him by a total of 2. (''3 life points'')
*[[Pedro Ramirez]] - During phase 1 of his turn, he may choose to draw the first card from the top of the discard pile or from the deck. Then he draws the second card from the deck. (''4 life points'')
*Rose Doolan - She is considered to have an ''Appaloosa'' in play at all times; she sees the other players at a distance decreased by 1. If she has another real ''Appaloosa'' in play, she can count both of them, reducing her distance to all other players by a total of 2. (''4 life points'')
*[[Sid Ketchum]] - At any time, he may discard 2 cards from his hand to regain one life point. If he is willing and able, he can use this ability more than once at a time. (''4 life points'')
*[[Slab the Killer]] ''- Players trying to cancel his'' BANG''! cards need to play 2'' Missed''!. The'' Barrel ''effect, if successfully used, only counts as one'' Missed''! (''4 life points'')''
*[[Suzy Lafayette]] - As soon as she has no cards in her hand, she draws a card from the draw pile. (''4 life points'')
*[[Vulture Sam]] - Whenever a character is eliminated from the game, Sam takes all the cards that player had in his hand and in play, and adds them to his hand. (''4 life points'')
*[[Willy the Kid]] - He can play any number of "Bang!" cards. (''4 life points'')
=== '''Playing cards''' ===
==Expansion Packs==
* [[Bang! A Fistful of Cards]]
* [[Bang! Dodge City]]
== Compilation Packs ==
*[[Bang! The Bullet]]
[[Category:Bang!]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:Card Games]]
[[Category:Base Game]]
k03n7h1ya86smeb6mggi5gmvnaqqghe
3897
3896
2009-12-08T05:42:39Z
Kingstonlee
1735031
/* Character cards */
3897
wikitext
text/x-wiki
[[File:Bang01.jpg|frame|Bang!]]
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
== Contents ==
=== Role cards ===
*Sheriff (1x) : must eliminate all the Outlaws and the Renegade, to protect law and order.
*Outlaws (3x) : they would like to kill the Sheriff, but they have no scruples about eliminating each other to gain rewards!
*Deputies (2x) : they help and protect the Sheriff, and share his same goal, at all costs!
*Renegade (1x) : he wants to be the new Sheriff; his goal is to be the last character in play.
=== '''Character cards''' ===
*[[Bart Cassidy]] - Each time he loses a life point, he immediately draws a card from the deck. (''4 life points'')ù
*[[Black Jack]] - During phase 1 of his turn, he must show the second card he draws: if it's a Heart or Diamond, he draws one additional card that turn (without revealing it). (''4 life points'')
*[[Calamity Janet]] - She can use "Bang!" cards as "Missed!" cards and vice versa. If she plays a Missed! card as a "Bang!", she cannot play another "Bang!" card that turn (unless she has a Volcanic in play). (''4 life points'')
*[[El Gringo]] - Each time he loses a life point due to a card played by another player, he draws a random card from the hands of that player (one card for each life). If the player has no more cards, too bad!, he does not draw. (''3 life points'')
*[[Jesse Jones]] - During phase 1 of his turn, he may choose to draw the first card from the deck, or randomly from the hand of any other player. Then he draws the second card from the deck. (''4 life points'')
*[[Jourdonnais]] - He is considered to have Barrel in play at all times; he can "draw! when he is the target of a ''BANG''!, and on a Heart he is missed. If he has another real ''Barrel'' card in play he can count both of them, giving him two chances to cancel the ''BANG''! before playing a ''Missed''! (''4 life points'')
*[[Kit Carlson]] - During the phase 1 of his turn, he looks at the top three cards of the deck: he chooses 2 to draw, and puts the other one back on the top of the deck, face down.( ''4 life points'')
*[[Lucky Duke]] - Each time he is required to "Draw!", he flips the top two cards from the deck, and chooses the result he prefers. Discard both cards afterward. (''4 life points'')
*[[Paul Regret]] - He is considered to have a ''Mustang'' in play at all times; all other players must add 1 to the distance to him. If he has another real ''Mustang'' in play, he can count both of them, increasing all distance to him by a total of 2. (''3 life points'')
*[[Pedro Ramirez]] - During phase 1 of his turn, he may choose to draw the first card from the top of the discard pile or from the deck. Then he draws the second card from the deck. (''4 life points'')
*Rose Doolan - She is considered to have an ''Appaloosa'' in play at all times; she sees the other players at a distance decreased by 1. If she has another real ''Appaloosa'' in play, she can count both of them, reducing her distance to all other players by a total of 2. (''4 life points'')
*[[Sid Ketchum]] - At any time, he may discard 2 cards from his hand to regain one life point. If he is willing and able, he can use this ability more than once at a time. (''4 life points'')
*[[Slab the Killer]] ''- Players trying to cancel his'' BANG''! cards need to play 2'' Missed''!. The'' Barrel ''effect, if successfully used, only counts as one'' Missed''! (''4 life points'')''
*[[Suzy Lafayette]] - As soon as she has no cards in her hand, she draws a card from the draw pile. (''4 life points'')
*[[Vulture Sam]] - Whenever a character is eliminated from the game, Sam takes all the cards that player had in his hand and in play, and adds them to his hand. (''4 life points'')
*[[Willy the Kid]] - He can play any number of "Bang!" cards. (''4 life points'')
=== '''Playing cards''' ===
==Expansion Packs==
* [[Bang! A Fistful of Cards]]
* [[Bang! Dodge City]]
== Compilation Packs ==
*[[Bang! The Bullet]]
[[Category:Bang!]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:Card Games]]
[[Category:Base Game]]
snq7wh51whg4pxungqwudnui0dhne4r
3898
3897
2009-12-08T05:51:59Z
Kingstonlee
1735031
/* Playing cards */
3898
wikitext
text/x-wiki
[[File:Bang01.jpg|frame|Bang!]]
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
== Contents ==
=== Role cards ===
*Sheriff (1x) : must eliminate all the Outlaws and the Renegade, to protect law and order.
*Outlaws (3x) : they would like to kill the Sheriff, but they have no scruples about eliminating each other to gain rewards!
*Deputies (2x) : they help and protect the Sheriff, and share his same goal, at all costs!
*Renegade (1x) : he wants to be the new Sheriff; his goal is to be the last character in play.
=== '''Character cards''' ===
*[[Bart Cassidy]] - Each time he loses a life point, he immediately draws a card from the deck. (''4 life points'')ù
*[[Black Jack]] - During phase 1 of his turn, he must show the second card he draws: if it's a Heart or Diamond, he draws one additional card that turn (without revealing it). (''4 life points'')
*[[Calamity Janet]] - She can use "Bang!" cards as "Missed!" cards and vice versa. If she plays a Missed! card as a "Bang!", she cannot play another "Bang!" card that turn (unless she has a Volcanic in play). (''4 life points'')
*[[El Gringo]] - Each time he loses a life point due to a card played by another player, he draws a random card from the hands of that player (one card for each life). If the player has no more cards, too bad!, he does not draw. (''3 life points'')
*[[Jesse Jones]] - During phase 1 of his turn, he may choose to draw the first card from the deck, or randomly from the hand of any other player. Then he draws the second card from the deck. (''4 life points'')
*[[Jourdonnais]] - He is considered to have Barrel in play at all times; he can "draw! when he is the target of a ''BANG''!, and on a Heart he is missed. If he has another real ''Barrel'' card in play he can count both of them, giving him two chances to cancel the ''BANG''! before playing a ''Missed''! (''4 life points'')
*[[Kit Carlson]] - During the phase 1 of his turn, he looks at the top three cards of the deck: he chooses 2 to draw, and puts the other one back on the top of the deck, face down.( ''4 life points'')
*[[Lucky Duke]] - Each time he is required to "Draw!", he flips the top two cards from the deck, and chooses the result he prefers. Discard both cards afterward. (''4 life points'')
*[[Paul Regret]] - He is considered to have a ''Mustang'' in play at all times; all other players must add 1 to the distance to him. If he has another real ''Mustang'' in play, he can count both of them, increasing all distance to him by a total of 2. (''3 life points'')
*[[Pedro Ramirez]] - During phase 1 of his turn, he may choose to draw the first card from the top of the discard pile or from the deck. Then he draws the second card from the deck. (''4 life points'')
*Rose Doolan - She is considered to have an ''Appaloosa'' in play at all times; she sees the other players at a distance decreased by 1. If she has another real ''Appaloosa'' in play, she can count both of them, reducing her distance to all other players by a total of 2. (''4 life points'')
*[[Sid Ketchum]] - At any time, he may discard 2 cards from his hand to regain one life point. If he is willing and able, he can use this ability more than once at a time. (''4 life points'')
*[[Slab the Killer]] ''- Players trying to cancel his'' BANG''! cards need to play 2'' Missed''!. The'' Barrel ''effect, if successfully used, only counts as one'' Missed''! (''4 life points'')''
*[[Suzy Lafayette]] - As soon as she has no cards in her hand, she draws a card from the draw pile. (''4 life points'')
*[[Vulture Sam]] - Whenever a character is eliminated from the game, Sam takes all the cards that player had in his hand and in play, and adds them to his hand. (''4 life points'')
*[[Willy the Kid]] - He can play any number of "Bang!" cards. (''4 life points'')
=== '''Playing cards''' ===
*'''BANG! - BANG! cards are the main method to reduce other players' life points. If you want to play a BANG! card to hit one of the players, determine: a) what the distance to that player is, and b) if your weapon is capable of reaching that distance.'''''''
*'''Missed! - A player hit by a BANG! card may immediately play a Missed! card - even though it is not his turn! - to cancel the shot. If he does not, he loses a life point.'''''''
*'''Beer - This card lets a player regain one life point. Beer cards can be played in two ways:'''
**''' as usual, during your turn '''
**'''* out of turn, but only if you have just received a hit that is lethal (i.e. a hit that takes away your last life point), and not if you are simply hit.'''''''
*'''Saloon - say: "Regain one life point", and this applies to "all the other players", and on the next line: "[the player playing this card] regains one life point" The overall effect is that all players in play regain a life point.'''''' ''''''
*'''Wells Fargo - The symbols say: draw 3 cards from the deck.'''''' ''''''
*'''Diligenza - The symbols say: draw 2 cards from the deck.'''''' ''''''
*'''General store - when you play this card, turn as many cards from the deck face up as the players still playing. Starting with the player who played the card, and proceeding clockwise, each player chooses one of those cards and puts it in his hands.'''''' ''''''
*'''Panic! - The symbols state: "draw a card" from "a player at distance 1"'''''' ''''''
*'''Cat Balou - The symbol say: "discard 1 card" to "1 player", from hand or table.'''''' ''''''
*'''Indians! - Each player, excluding the one who played this card, may discard a BANG! card, or lose a life point. Neither Missed! nor Barrel has effect in this case.'''''' ''''''
*'''Duel - The player playing this card challenges any other player (at any distance), staring him in the eyes. The challenged player may discard a BANG! card (even though it is not his turn!). If he does, the player who played the Duel card may discard a BANG! card, and so on: the first player failing to play a BANG! card loses one life point, and the duel is over. Note: you cannot use the Barrel or play Missed! cards during a duel, and the Duel is not considered a BANG! card.'''''' ''''''
*'''Gatling - The symbols show: "a BANG!" to "all the other players".'''''' ''''''
*'''Mustang - The distance between other players and one who has a Mustang card in play is increased by 1. However, he still sees the other players at the normal distance. In the figure, if A has a Mustang horse in play, players B and F would see him at a distance of 2, C and E at a distance of 3, and D at a distance of 4, while A would continue seeing all the other players at the normal distance.'''''' ''''''
*'''Appalossa - A player who has a prized Appaloosa in play sees all the other players at a distance decreased by 1. However, other players still see him at the normal distance. Distances less than 1 are considered to be 1. In the figure, if A has an Appaloosa in play, he would see B and F at a distance of 1, C and E at a distance of 1, D at a distance of 2, while A would be seen by other players at a normal distance.'''''' ''''''
*'''Barrel - C is the target of A's BANG!. C has a Barrel card in play: this card lets him "draw!" to cancel a BANG! card. So, C flips the top card of the deck and puts it on the discard pile: it's a 4 of Hearts. The use of the Barrel is successful and cancels the BANG! If the flipped card were of a different suit, then the Barrel would have had no effect, but C could have still tried to cancel the BANG! with a Missed! card.'''''' ''''''
*'''Dynamite - The player who plays this card puts the Dynamite in front of him, face up: the Dynamite will stay there for a whole turn. When the player starts his next turn (he has Dynamite already in play), before the first phase ("draw two cards" he must "draw!": if he draws a card showing Spades and a number between 2 and 9, the Dynamite explodes (discard it)! The player immediately loses 3 life points. Otherwise, the Dynamite is passed to the player on his left, who will "draw!" on his turn. Players keep passing the Dynamite around until it explodes (with the effect explained above) or it is removed from play by a Panic! or a Cat Balou card. If a player has both the Dynamite and a Jail card, check the Dynamite first. If a character is eliminated by a Dynamite card, his elimination is not considered to be caused by any player.'''''''
*'''Jail - This card is played in front of any player, who is now in Jail. A player in Jail must "draw!" before the beginning of his turn: if he draws a Heart card, then he escapes from Jail, discards the Jail card, and continues his turn as normal. Otherwise he discards the Jail and skips phase 1 and 2 of his turn, simply discarding exceeding cards. However, he remains a possible target for BANG! cards and can still play Missed! and Beer out of his turn. Jail cannot be played on the Sheriff.'''''''
*'''Volcanic - A player having this card in play may play any number of BANG! cards during his turn. This BANG! cards can be aimed at the same or different targets, but are limited to a distance of 1 (as shown by the number in the sight).'''''''
*'''Schofield - You can shoot to distance 2 with this weapon.'''''''
*'''Remington - You can shoot to distance 3 with this weapon.'''''' ''''''
*'''Carabina - You can shoot to distance 4 with this weapon.'''''''
*'''Winchester - You can shoot to distance 5 with this weapon. '''
==Expansion Packs==
* [[Bang! A Fistful of Cards]]
* [[Bang! Dodge City]]
== Compilation Packs ==
*[[Bang! The Bullet]]
[[Category:Bang!]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:Card Games]]
[[Category:Base Game]]
c3ojb1z1ml4o359vow5p6h8imgjd7ry
3899
3898
2009-12-08T05:55:12Z
Kingstonlee
1735031
/* Playing cards */
3899
wikitext
text/x-wiki
[[File:Bang01.jpg|frame|Bang!]]
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
== Contents ==
=== Role cards ===
*Sheriff (1x) : must eliminate all the Outlaws and the Renegade, to protect law and order.
*Outlaws (3x) : they would like to kill the Sheriff, but they have no scruples about eliminating each other to gain rewards!
*Deputies (2x) : they help and protect the Sheriff, and share his same goal, at all costs!
*Renegade (1x) : he wants to be the new Sheriff; his goal is to be the last character in play.
=== '''Character cards''' ===
*[[Bart Cassidy]] - Each time he loses a life point, he immediately draws a card from the deck. (''4 life points'')ù
*[[Black Jack]] - During phase 1 of his turn, he must show the second card he draws: if it's a Heart or Diamond, he draws one additional card that turn (without revealing it). (''4 life points'')
*[[Calamity Janet]] - She can use "Bang!" cards as "Missed!" cards and vice versa. If she plays a Missed! card as a "Bang!", she cannot play another "Bang!" card that turn (unless she has a Volcanic in play). (''4 life points'')
*[[El Gringo]] - Each time he loses a life point due to a card played by another player, he draws a random card from the hands of that player (one card for each life). If the player has no more cards, too bad!, he does not draw. (''3 life points'')
*[[Jesse Jones]] - During phase 1 of his turn, he may choose to draw the first card from the deck, or randomly from the hand of any other player. Then he draws the second card from the deck. (''4 life points'')
*[[Jourdonnais]] - He is considered to have Barrel in play at all times; he can "draw! when he is the target of a ''BANG''!, and on a Heart he is missed. If he has another real ''Barrel'' card in play he can count both of them, giving him two chances to cancel the ''BANG''! before playing a ''Missed''! (''4 life points'')
*[[Kit Carlson]] - During the phase 1 of his turn, he looks at the top three cards of the deck: he chooses 2 to draw, and puts the other one back on the top of the deck, face down.( ''4 life points'')
*[[Lucky Duke]] - Each time he is required to "Draw!", he flips the top two cards from the deck, and chooses the result he prefers. Discard both cards afterward. (''4 life points'')
*[[Paul Regret]] - He is considered to have a ''Mustang'' in play at all times; all other players must add 1 to the distance to him. If he has another real ''Mustang'' in play, he can count both of them, increasing all distance to him by a total of 2. (''3 life points'')
*[[Pedro Ramirez]] - During phase 1 of his turn, he may choose to draw the first card from the top of the discard pile or from the deck. Then he draws the second card from the deck. (''4 life points'')
*Rose Doolan - She is considered to have an ''Appaloosa'' in play at all times; she sees the other players at a distance decreased by 1. If she has another real ''Appaloosa'' in play, she can count both of them, reducing her distance to all other players by a total of 2. (''4 life points'')
*[[Sid Ketchum]] - At any time, he may discard 2 cards from his hand to regain one life point. If he is willing and able, he can use this ability more than once at a time. (''4 life points'')
*[[Slab the Killer]] ''- Players trying to cancel his'' BANG''! cards need to play 2'' Missed''!. The'' Barrel ''effect, if successfully used, only counts as one'' Missed''! (''4 life points'')''
*[[Suzy Lafayette]] - As soon as she has no cards in her hand, she draws a card from the draw pile. (''4 life points'')
*[[Vulture Sam]] - Whenever a character is eliminated from the game, Sam takes all the cards that player had in his hand and in play, and adds them to his hand. (''4 life points'')
*[[Willy the Kid]] - He can play any number of "Bang!" cards. (''4 life points'')
=== Playing cards ===
*BANG! - BANG! cards are the main method to reduce other players' life points. If you want to play a BANG! card to hit one of the players, determine:
**a) what the distance to that player is, and
**b) if your weapon is capable of reaching that distance.
*Missed! - A player hit by a BANG! card may immediately play a Missed! card - even though it is not his turn! - to cancel the shot. If he does not, he loses a life point.
*Beer - This card lets a player regain one life point. Beer cards can be played in two ways:
** as usual, during your turn
*** out of turn, but only if you have just received a hit that is lethal (i.e. a hit that takes away your last life point), and not if you are simply hit.
*Saloon - say: "Regain one life point", and this applies to "all the other players", and on the next line: "[the player playing this card] regains one life point" The overall effect is that all players in play regain a life point.
*Wells Fargo - The symbols say: draw 3 cards from the deck.
*Diligenza - The symbols say: draw 2 cards from the deck.
*General store - when you play this card, turn as many cards from the deck face up as the players still playing. Starting with the player who played the card, and proceeding clockwise, each player chooses one of those cards and puts it in his hands.
*Panic! - The symbols state: "draw a card" from "a player at distance 1"
*Cat Balou - The symbol say: "discard 1 card" to "1 player", from hand or table.
*Indians! - Each player, excluding the one who played this card, may discard a BANG! card, or lose a life point. Neither Missed! nor Barrel has effect in this case.
*Duel - The player playing this card challenges any other player (at any distance), staring him in the eyes. The challenged player may discard a BANG! card (even though it is not his turn!). If he does, the player who played the Duel card may discard a BANG! card, and so on: the first player failing to play a BANG! card loses one life point, and the duel is over. Note: you cannot use the Barrel or play Missed! cards during a duel, and the Duel is not considered a BANG! card.
*Gatling - The symbols show: "a BANG!" to "all the other players".
*Mustang - The distance between other players and one who has a Mustang card in play is increased by 1. However, he still sees the other players at the normal distance. In the figure, if A has a Mustang horse in play, players B and F would see him at a distance of 2, C and E at a distance of 3, and D at a distance of 4, while A would continue seeing all the other players at the normal distance.
*Appalossa - A player who has a prized Appaloosa in play sees all the other players at a distance decreased by 1. However, other players still see him at the normal distance. Distances less than 1 are considered to be 1. In the figure, if A has an Appaloosa in play, he would see B and F at a distance of 1, C and E at a distance of 1, D at a distance of 2, while A would be seen by other players at a normal distance.
*Barrel - C is the target of A's BANG!. C has a Barrel card in play: this card lets him "draw!" to cancel a BANG! card. So, C flips the top card of the deck and puts it on the discard pile: it's a 4 of Hearts. The use of the Barrel is successful and cancels the BANG! If the flipped card were of a different suit, then the Barrel would have had no effect, but C could have still tried to cancel the BANG! with a Missed! card.
*Dynamite - The player who plays this card puts the Dynamite in front of him, face up: the Dynamite will stay there for a whole turn. When the player starts his next turn (he has Dynamite already in play), before the first phase ("draw two cards" he must "draw!": if he draws a card showing Spades and a number between 2 and 9, the Dynamite explodes (discard it)! The player immediately loses 3 life points. Otherwise, the Dynamite is passed to the player on his left, who will "draw!" on his turn. Players keep passing the Dynamite around until it explodes (with the effect explained above) or it is removed from play by a Panic! or a Cat Balou card. If a player has both the Dynamite and a Jail card, check the Dynamite first. If a character is eliminated by a Dynamite card, his elimination is not considered to be caused by any player.
*Jail - This card is played in front of any player, who is now in Jail. A player in Jail must "draw!" before the beginning of his turn: if he draws a Heart card, then he escapes from Jail, discards the Jail card, and continues his turn as normal. Otherwise he discards the Jail and skips phase 1 and 2 of his turn, simply discarding exceeding cards. However, he remains a possible target for BANG! cards and can still play Missed! and Beer out of his turn. Jail cannot be played on the Sheriff.
*Volcanic - A player having this card in play may play any number of BANG! cards during his turn. This BANG! cards can be aimed at the same or different targets, but are limited to a distance of 1 (as shown by the number in the sight).
*Schofield - You can shoot to distance 2 with this weapon.
*Remington - You can shoot to distance 3 with this weapon.
*Carabina - You can shoot to distance 4 with this weapon.
*Winchester - You can shoot to distance 5 with this weapon.
==Expansion Packs==
* [[Bang! A Fistful of Cards]]
* [[Bang! Dodge City]]
== Compilation Packs ==
*[[Bang! The Bullet]]
[[Category:Bang!]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:Card Games]]
[[Category:Base Game]]
rxbcmeo8rn4ewxuz9vlsuo3e440dt09
3900
3899
2009-12-08T05:56:07Z
Kingstonlee
1735031
/* Playing cards */
3900
wikitext
text/x-wiki
[[File:Bang01.jpg|frame|Bang!]]
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
== Contents ==
=== Role cards ===
*Sheriff (1x) : must eliminate all the Outlaws and the Renegade, to protect law and order.
*Outlaws (3x) : they would like to kill the Sheriff, but they have no scruples about eliminating each other to gain rewards!
*Deputies (2x) : they help and protect the Sheriff, and share his same goal, at all costs!
*Renegade (1x) : he wants to be the new Sheriff; his goal is to be the last character in play.
=== '''Character cards''' ===
*[[Bart Cassidy]] - Each time he loses a life point, he immediately draws a card from the deck. (''4 life points'')ù
*[[Black Jack]] - During phase 1 of his turn, he must show the second card he draws: if it's a Heart or Diamond, he draws one additional card that turn (without revealing it). (''4 life points'')
*[[Calamity Janet]] - She can use "Bang!" cards as "Missed!" cards and vice versa. If she plays a Missed! card as a "Bang!", she cannot play another "Bang!" card that turn (unless she has a Volcanic in play). (''4 life points'')
*[[El Gringo]] - Each time he loses a life point due to a card played by another player, he draws a random card from the hands of that player (one card for each life). If the player has no more cards, too bad!, he does not draw. (''3 life points'')
*[[Jesse Jones]] - During phase 1 of his turn, he may choose to draw the first card from the deck, or randomly from the hand of any other player. Then he draws the second card from the deck. (''4 life points'')
*[[Jourdonnais]] - He is considered to have Barrel in play at all times; he can "draw! when he is the target of a ''BANG''!, and on a Heart he is missed. If he has another real ''Barrel'' card in play he can count both of them, giving him two chances to cancel the ''BANG''! before playing a ''Missed''! (''4 life points'')
*[[Kit Carlson]] - During the phase 1 of his turn, he looks at the top three cards of the deck: he chooses 2 to draw, and puts the other one back on the top of the deck, face down.( ''4 life points'')
*[[Lucky Duke]] - Each time he is required to "Draw!", he flips the top two cards from the deck, and chooses the result he prefers. Discard both cards afterward. (''4 life points'')
*[[Paul Regret]] - He is considered to have a ''Mustang'' in play at all times; all other players must add 1 to the distance to him. If he has another real ''Mustang'' in play, he can count both of them, increasing all distance to him by a total of 2. (''3 life points'')
*[[Pedro Ramirez]] - During phase 1 of his turn, he may choose to draw the first card from the top of the discard pile or from the deck. Then he draws the second card from the deck. (''4 life points'')
*Rose Doolan - She is considered to have an ''Appaloosa'' in play at all times; she sees the other players at a distance decreased by 1. If she has another real ''Appaloosa'' in play, she can count both of them, reducing her distance to all other players by a total of 2. (''4 life points'')
*[[Sid Ketchum]] - At any time, he may discard 2 cards from his hand to regain one life point. If he is willing and able, he can use this ability more than once at a time. (''4 life points'')
*[[Slab the Killer]] ''- Players trying to cancel his'' BANG''! cards need to play 2'' Missed''!. The'' Barrel ''effect, if successfully used, only counts as one'' Missed''! (''4 life points'')''
*[[Suzy Lafayette]] - As soon as she has no cards in her hand, she draws a card from the draw pile. (''4 life points'')
*[[Vulture Sam]] - Whenever a character is eliminated from the game, Sam takes all the cards that player had in his hand and in play, and adds them to his hand. (''4 life points'')
*[[Willy the Kid]] - He can play any number of "Bang!" cards. (''4 life points'')
=== Playing cards ===
*BANG! - BANG! cards are the main method to reduce other players' life points. If you want to play a BANG! card to hit one of the players, determine:
**a) what the distance to that player is, and
**b) if your weapon is capable of reaching that distance.
*Missed! - A player hit by a BANG! card may immediately play a Missed! card - even though it is not his turn! - to cancel the shot. If he does not, he loses a life point.
*Beer - This card lets a player regain one life point. Beer cards can be played in two ways:
** as usual, during your turn
** out of turn, but only if you have just received a hit that is lethal (i.e. a hit that takes away your last life point), and not if you are simply hit.
*Saloon - say: "Regain one life point", and this applies to "all the other players", and on the next line: "[the player playing this card] regains one life point" The overall effect is that all players in play regain a life point.
*Wells Fargo - The symbols say: draw 3 cards from the deck.
*Diligenza - The symbols say: draw 2 cards from the deck.
*General store - when you play this card, turn as many cards from the deck face up as the players still playing. Starting with the player who played the card, and proceeding clockwise, each player chooses one of those cards and puts it in his hands.
*Panic! - The symbols state: "draw a card" from "a player at distance 1"
*Cat Balou - The symbol say: "discard 1 card" to "1 player", from hand or table.
*Indians! - Each player, excluding the one who played this card, may discard a BANG! card, or lose a life point. Neither Missed! nor Barrel has effect in this case.
*Duel - The player playing this card challenges any other player (at any distance), staring him in the eyes. The challenged player may discard a BANG! card (even though it is not his turn!). If he does, the player who played the Duel card may discard a BANG! card, and so on: the first player failing to play a BANG! card loses one life point, and the duel is over. Note: you cannot use the Barrel or play Missed! cards during a duel, and the Duel is not considered a BANG! card.
*Gatling - The symbols show: "a BANG!" to "all the other players".
*Mustang - The distance between other players and one who has a Mustang card in play is increased by 1. However, he still sees the other players at the normal distance. In the figure, if A has a Mustang horse in play, players B and F would see him at a distance of 2, C and E at a distance of 3, and D at a distance of 4, while A would continue seeing all the other players at the normal distance.
*Appalossa - A player who has a prized Appaloosa in play sees all the other players at a distance decreased by 1. However, other players still see him at the normal distance. Distances less than 1 are considered to be 1. In the figure, if A has an Appaloosa in play, he would see B and F at a distance of 1, C and E at a distance of 1, D at a distance of 2, while A would be seen by other players at a normal distance.
*Barrel - C is the target of A's BANG!. C has a Barrel card in play: this card lets him "draw!" to cancel a BANG! card. So, C flips the top card of the deck and puts it on the discard pile: it's a 4 of Hearts. The use of the Barrel is successful and cancels the BANG! If the flipped card were of a different suit, then the Barrel would have had no effect, but C could have still tried to cancel the BANG! with a Missed! card.
*Dynamite - The player who plays this card puts the Dynamite in front of him, face up: the Dynamite will stay there for a whole turn. When the player starts his next turn (he has Dynamite already in play), before the first phase ("draw two cards" he must "draw!": if he draws a card showing Spades and a number between 2 and 9, the Dynamite explodes (discard it)! The player immediately loses 3 life points. Otherwise, the Dynamite is passed to the player on his left, who will "draw!" on his turn. Players keep passing the Dynamite around until it explodes (with the effect explained above) or it is removed from play by a Panic! or a Cat Balou card. If a player has both the Dynamite and a Jail card, check the Dynamite first. If a character is eliminated by a Dynamite card, his elimination is not considered to be caused by any player.
*Jail - This card is played in front of any player, who is now in Jail. A player in Jail must "draw!" before the beginning of his turn: if he draws a Heart card, then he escapes from Jail, discards the Jail card, and continues his turn as normal. Otherwise he discards the Jail and skips phase 1 and 2 of his turn, simply discarding exceeding cards. However, he remains a possible target for BANG! cards and can still play Missed! and Beer out of his turn. Jail cannot be played on the Sheriff.
*Volcanic - A player having this card in play may play any number of BANG! cards during his turn. This BANG! cards can be aimed at the same or different targets, but are limited to a distance of 1 (as shown by the number in the sight).
*Schofield - You can shoot to distance 2 with this weapon.
*Remington - You can shoot to distance 3 with this weapon.
*Carabina - You can shoot to distance 4 with this weapon.
*Winchester - You can shoot to distance 5 with this weapon.
==Expansion Packs==
* [[Bang! A Fistful of Cards]]
* [[Bang! Dodge City]]
== Compilation Packs ==
*[[Bang! The Bullet]]
[[Category:Bang!]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:Card Games]]
[[Category:Base Game]]
siu76diuvfa0y5t11auxvulv2cij2z3
3901
3900
2009-12-08T06:09:48Z
Kingstonlee
1735031
3901
wikitext
text/x-wiki
[[File:Bang01.jpg|frame|Bang!]]
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
== Contents ==
=== Role cards ===
*Sheriff (1x) : must eliminate all the Outlaws and the Renegade, to protect law and order.
*Outlaws (3x) : they would like to kill the Sheriff, but they have no scruples about eliminating each other to gain rewards!
*Deputies (2x) : they help and protect the Sheriff, and share his same goal, at all costs!
*Renegade (1x) : he wants to be the new Sheriff; his goal is to be the last character in play.
=== '''Character cards''' ===
*[[Bart Cassidy]] - Each time he loses a life point, he immediately draws a card from the deck. (''4 life points'')ù
*[[Black Jack]] - During phase 1 of his turn, he must show the second card he draws: if it's a Heart or Diamond, he draws one additional card that turn (without revealing it). (''4 life points'')
*[[Calamity Janet]] - She can use "Bang!" cards as "Missed!" cards and vice versa. If she plays a Missed! card as a "Bang!", she cannot play another "Bang!" card that turn (unless she has a Volcanic in play). (''4 life points'')
*[[El Gringo]] - Each time he loses a life point due to a card played by another player, he draws a random card from the hands of that player (one card for each life). If the player has no more cards, too bad!, he does not draw. (''3 life points'')
*[[Jesse Jones]] - During phase 1 of his turn, he may choose to draw the first card from the deck, or randomly from the hand of any other player. Then he draws the second card from the deck. (''4 life points'')
*[[Jourdonnais]] - He is considered to have Barrel in play at all times; he can "draw! when he is the target of a ''BANG''!, and on a Heart he is missed. If he has another real ''Barrel'' card in play he can count both of them, giving him two chances to cancel the ''BANG''! before playing a ''Missed''! (''4 life points'')
*[[Kit Carlson]] - During the phase 1 of his turn, he looks at the top three cards of the deck: he chooses 2 to draw, and puts the other one back on the top of the deck, face down.( ''4 life points'')
*[[Lucky Duke]] - Each time he is required to "Draw!", he flips the top two cards from the deck, and chooses the result he prefers. Discard both cards afterward. (''4 life points'')
*[[Paul Regret]] - He is considered to have a ''Mustang'' in play at all times; all other players must add 1 to the distance to him. If he has another real ''Mustang'' in play, he can count both of them, increasing all distance to him by a total of 2. (''3 life points'')
*[[Pedro Ramirez]] - During phase 1 of his turn, he may choose to draw the first card from the top of the discard pile or from the deck. Then he draws the second card from the deck. (''4 life points'')
*Rose Doolan - She is considered to have an ''Appaloosa'' in play at all times; she sees the other players at a distance decreased by 1. If she has another real ''Appaloosa'' in play, she can count both of them, reducing her distance to all other players by a total of 2. (''4 life points'')
*[[Sid Ketchum]] - At any time, he may discard 2 cards from his hand to regain one life point. If he is willing and able, he can use this ability more than once at a time. (''4 life points'')
*[[Slab the Killer]] ''- Players trying to cancel his'' BANG''! cards need to play 2'' Missed''!. The'' Barrel ''effect, if successfully used, only counts as one'' Missed''! (''4 life points'')''
*[[Suzy Lafayette]] - As soon as she has no cards in her hand, she draws a card from the draw pile. (''4 life points'')
*[[Vulture Sam]] - Whenever a character is eliminated from the game, Sam takes all the cards that player had in his hand and in play, and adds them to his hand. (''4 life points'')
*[[Willy the Kid]] - He can play any number of "Bang!" cards. (''4 life points'')
=== Playing cards ===
*BANG! - BANG! cards are the main method to reduce other players' life points. If you want to play a BANG! card to hit one of the players, determine:
**a) what the distance to that player is, and
**b) if your weapon is capable of reaching that distance.
*Missed! - A player hit by a BANG! card may immediately play a Missed! card - even though it is not his turn! - to cancel the shot. If he does not, he loses a life point.
*Beer - This card lets a player regain one life point. Beer cards can be played in two ways:
** as usual, during your turn
** out of turn, but only if you have just received a hit that is lethal (i.e. a hit that takes away your last life point), and not if you are simply hit.
*Saloon - say: "Regain one life point", and this applies to "all the other players", and on the next line: "[the player playing this card] regains one life point" The overall effect is that all players in play regain a life point.
*Wells Fargo - The symbols say: draw 3 cards from the deck.
*Diligenza - The symbols say: draw 2 cards from the deck.
*General store - when you play this card, turn as many cards from the deck face up as the players still playing. Starting with the player who played the card, and proceeding clockwise, each player chooses one of those cards and puts it in his hands.
*Panic! - The symbols state: "draw a card" from "a player at distance 1"
*Cat Balou - The symbol say: "discard 1 card" to "1 player", from hand or table.
*Indians! - Each player, excluding the one who played this card, may discard a BANG! card, or lose a life point. Neither Missed! nor Barrel has effect in this case.
*Duel - The player playing this card challenges any other player (at any distance), staring him in the eyes. The challenged player may discard a BANG! card (even though it is not his turn!). If he does, the player who played the Duel card may discard a BANG! card, and so on: the first player failing to play a BANG! card loses one life point, and the duel is over. Note: you cannot use the Barrel or play Missed! cards during a duel, and the Duel is not considered a BANG! card.
*Gatling - The symbols show: "a BANG!" to "all the other players".
*Mustang - The distance between other players and one who has a Mustang card in play is increased by 1. However, he still sees the other players at the normal distance. In the figure, if A has a Mustang horse in play, players B and F would see him at a distance of 2, C and E at a distance of 3, and D at a distance of 4, while A would continue seeing all the other players at the normal distance.
*Appalossa - A player who has a prized Appaloosa in play sees all the other players at a distance decreased by 1. However, other players still see him at the normal distance. Distances less than 1 are considered to be 1. In the figure, if A has an Appaloosa in play, he would see B and F at a distance of 1, C and E at a distance of 1, D at a distance of 2, while A would be seen by other players at a normal distance.
*Barrel - C is the target of A's BANG!. C has a Barrel card in play: this card lets him "draw!" to cancel a BANG! card. So, C flips the top card of the deck and puts it on the discard pile: it's a 4 of Hearts. The use of the Barrel is successful and cancels the BANG! If the flipped card were of a different suit, then the Barrel would have had no effect, but C could have still tried to cancel the BANG! with a Missed! card.
*Dynamite - The player who plays this card puts the Dynamite in front of him, face up: the Dynamite will stay there for a whole turn. When the player starts his next turn (he has Dynamite already in play), before the first phase ("draw two cards" he must "draw!": if he draws a card showing Spades and a number between 2 and 9, the Dynamite explodes (discard it)! The player immediately loses 3 life points. Otherwise, the Dynamite is passed to the player on his left, who will "draw!" on his turn. Players keep passing the Dynamite around until it explodes (with the effect explained above) or it is removed from play by a Panic! or a Cat Balou card. If a player has both the Dynamite and a Jail card, check the Dynamite first. If a character is eliminated by a Dynamite card, his elimination is not considered to be caused by any player.
*Jail - This card is played in front of any player, who is now in Jail. A player in Jail must "draw!" before the beginning of his turn: if he draws a Heart card, then he escapes from Jail, discards the Jail card, and continues his turn as normal. Otherwise he discards the Jail and skips phase 1 and 2 of his turn, simply discarding exceeding cards. However, he remains a possible target for BANG! cards and can still play Missed! and Beer out of his turn. Jail cannot be played on the Sheriff.
*Volcanic - A player having this card in play may play any number of BANG! cards during his turn. This BANG! cards can be aimed at the same or different targets, but are limited to a distance of 1 (as shown by the number in the sight).
*Schofield - You can shoot to distance 2 with this weapon.
*Remington - You can shoot to distance 3 with this weapon.
*Carabina - You can shoot to distance 4 with this weapon.
*Winchester - You can shoot to distance 5 with this weapon.
==Expansion Packs==
* [[Bang! A Fistful of Cards]]
* [[Bang! Dodge City]]
== Compilation Packs ==
*[[Bang! The Bullet]]
== External Links ==
[http://www.mayfairgames.com/shop/product/4700-4799/pages/4701.htm Mayfair Games - BANG!]
[http://www.dvgiochi.com/giochi/bang/index.cfm?id=1 dV GIOCHI - BANG!]
[http://www.bang.cz/index.php?op=bang&lang=eng Bang.cz - BANG!]
[[Category:Bang!]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:Card Games]]
[[Category:Base Game]]
t8vq08izop616uhuua0gax26o86uik3
3907
3901
2009-12-08T18:00:14Z
Kingstonlee
1735031
/* Story */
3907
wikitext
text/x-wiki
[[File:Bang01.jpg|frame|Bang!]]
==Story==
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly! Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
== Contents ==
=== Role cards ===
*Sheriff (1x) : must eliminate all the Outlaws and the Renegade, to protect law and order.
*Outlaws (3x) : they would like to kill the Sheriff, but they have no scruples about eliminating each other to gain rewards!
*Deputies (2x) : they help and protect the Sheriff, and share his same goal, at all costs!
*Renegade (1x) : he wants to be the new Sheriff; his goal is to be the last character in play.
=== '''Character cards''' ===
*[[Bart Cassidy]] - Each time he loses a life point, he immediately draws a card from the deck. (''4 life points'')ù
*[[Black Jack]] - During phase 1 of his turn, he must show the second card he draws: if it's a Heart or Diamond, he draws one additional card that turn (without revealing it). (''4 life points'')
*[[Calamity Janet]] - She can use "Bang!" cards as "Missed!" cards and vice versa. If she plays a Missed! card as a "Bang!", she cannot play another "Bang!" card that turn (unless she has a Volcanic in play). (''4 life points'')
*[[El Gringo]] - Each time he loses a life point due to a card played by another player, he draws a random card from the hands of that player (one card for each life). If the player has no more cards, too bad!, he does not draw. (''3 life points'')
*[[Jesse Jones]] - During phase 1 of his turn, he may choose to draw the first card from the deck, or randomly from the hand of any other player. Then he draws the second card from the deck. (''4 life points'')
*[[Jourdonnais]] - He is considered to have Barrel in play at all times; he can "draw! when he is the target of a ''BANG''!, and on a Heart he is missed. If he has another real ''Barrel'' card in play he can count both of them, giving him two chances to cancel the ''BANG''! before playing a ''Missed''! (''4 life points'')
*[[Kit Carlson]] - During the phase 1 of his turn, he looks at the top three cards of the deck: he chooses 2 to draw, and puts the other one back on the top of the deck, face down.( ''4 life points'')
*[[Lucky Duke]] - Each time he is required to "Draw!", he flips the top two cards from the deck, and chooses the result he prefers. Discard both cards afterward. (''4 life points'')
*[[Paul Regret]] - He is considered to have a ''Mustang'' in play at all times; all other players must add 1 to the distance to him. If he has another real ''Mustang'' in play, he can count both of them, increasing all distance to him by a total of 2. (''3 life points'')
*[[Pedro Ramirez]] - During phase 1 of his turn, he may choose to draw the first card from the top of the discard pile or from the deck. Then he draws the second card from the deck. (''4 life points'')
*Rose Doolan - She is considered to have an ''Appaloosa'' in play at all times; she sees the other players at a distance decreased by 1. If she has another real ''Appaloosa'' in play, she can count both of them, reducing her distance to all other players by a total of 2. (''4 life points'')
*[[Sid Ketchum]] - At any time, he may discard 2 cards from his hand to regain one life point. If he is willing and able, he can use this ability more than once at a time. (''4 life points'')
*[[Slab the Killer]] ''- Players trying to cancel his'' BANG''! cards need to play 2'' Missed''!. The'' Barrel ''effect, if successfully used, only counts as one'' Missed''! (''4 life points'')''
*[[Suzy Lafayette]] - As soon as she has no cards in her hand, she draws a card from the draw pile. (''4 life points'')
*[[Vulture Sam]] - Whenever a character is eliminated from the game, Sam takes all the cards that player had in his hand and in play, and adds them to his hand. (''4 life points'')
*[[Willy the Kid]] - He can play any number of "Bang!" cards. (''4 life points'')
=== Playing cards ===
*BANG! - BANG! cards are the main method to reduce other players' life points. If you want to play a BANG! card to hit one of the players, determine:
**a) what the distance to that player is, and
**b) if your weapon is capable of reaching that distance.
*Missed! - A player hit by a BANG! card may immediately play a Missed! card - even though it is not his turn! - to cancel the shot. If he does not, he loses a life point.
*Beer - This card lets a player regain one life point. Beer cards can be played in two ways:
** as usual, during your turn
** out of turn, but only if you have just received a hit that is lethal (i.e. a hit that takes away your last life point), and not if you are simply hit.
*Saloon - say: "Regain one life point", and this applies to "all the other players", and on the next line: "[the player playing this card] regains one life point" The overall effect is that all players in play regain a life point.
*Wells Fargo - The symbols say: draw 3 cards from the deck.
*Diligenza - The symbols say: draw 2 cards from the deck.
*General store - when you play this card, turn as many cards from the deck face up as the players still playing. Starting with the player who played the card, and proceeding clockwise, each player chooses one of those cards and puts it in his hands.
*Panic! - The symbols state: "draw a card" from "a player at distance 1"
*Cat Balou - The symbol say: "discard 1 card" to "1 player", from hand or table.
*Indians! - Each player, excluding the one who played this card, may discard a BANG! card, or lose a life point. Neither Missed! nor Barrel has effect in this case.
*Duel - The player playing this card challenges any other player (at any distance), staring him in the eyes. The challenged player may discard a BANG! card (even though it is not his turn!). If he does, the player who played the Duel card may discard a BANG! card, and so on: the first player failing to play a BANG! card loses one life point, and the duel is over. Note: you cannot use the Barrel or play Missed! cards during a duel, and the Duel is not considered a BANG! card.
*Gatling - The symbols show: "a BANG!" to "all the other players".
*Mustang - The distance between other players and one who has a Mustang card in play is increased by 1. However, he still sees the other players at the normal distance. In the figure, if A has a Mustang horse in play, players B and F would see him at a distance of 2, C and E at a distance of 3, and D at a distance of 4, while A would continue seeing all the other players at the normal distance.
*Appalossa - A player who has a prized Appaloosa in play sees all the other players at a distance decreased by 1. However, other players still see him at the normal distance. Distances less than 1 are considered to be 1. In the figure, if A has an Appaloosa in play, he would see B and F at a distance of 1, C and E at a distance of 1, D at a distance of 2, while A would be seen by other players at a normal distance.
*Barrel - C is the target of A's BANG!. C has a Barrel card in play: this card lets him "draw!" to cancel a BANG! card. So, C flips the top card of the deck and puts it on the discard pile: it's a 4 of Hearts. The use of the Barrel is successful and cancels the BANG! If the flipped card were of a different suit, then the Barrel would have had no effect, but C could have still tried to cancel the BANG! with a Missed! card.
*Dynamite - The player who plays this card puts the Dynamite in front of him, face up: the Dynamite will stay there for a whole turn. When the player starts his next turn (he has Dynamite already in play), before the first phase ("draw two cards" he must "draw!": if he draws a card showing Spades and a number between 2 and 9, the Dynamite explodes (discard it)! The player immediately loses 3 life points. Otherwise, the Dynamite is passed to the player on his left, who will "draw!" on his turn. Players keep passing the Dynamite around until it explodes (with the effect explained above) or it is removed from play by a Panic! or a Cat Balou card. If a player has both the Dynamite and a Jail card, check the Dynamite first. If a character is eliminated by a Dynamite card, his elimination is not considered to be caused by any player.
*Jail - This card is played in front of any player, who is now in Jail. A player in Jail must "draw!" before the beginning of his turn: if he draws a Heart card, then he escapes from Jail, discards the Jail card, and continues his turn as normal. Otherwise he discards the Jail and skips phase 1 and 2 of his turn, simply discarding exceeding cards. However, he remains a possible target for BANG! cards and can still play Missed! and Beer out of his turn. Jail cannot be played on the Sheriff.
*Volcanic - A player having this card in play may play any number of BANG! cards during his turn. This BANG! cards can be aimed at the same or different targets, but are limited to a distance of 1 (as shown by the number in the sight).
*Schofield - You can shoot to distance 2 with this weapon.
*Remington - You can shoot to distance 3 with this weapon.
*Carabina - You can shoot to distance 4 with this weapon.
*Winchester - You can shoot to distance 5 with this weapon.
==Expansion Packs==
* [[Bang! A Fistful of Cards]]
* [[Bang! Dodge City]]
== Compilation Packs ==
*[[Bang! The Bullet]]
== External Links ==
[http://www.mayfairgames.com/shop/product/4700-4799/pages/4701.htm Mayfair Games - BANG!]
[http://www.dvgiochi.com/giochi/bang/index.cfm?id=1 dV GIOCHI - BANG!]
[http://www.bang.cz/index.php?op=bang&lang=eng Bang.cz - BANG!]
[[Category:Bang!]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:Card Games]]
[[Category:Base Game]]
7as65rcjgonr6p56kg758nhpnwicy8b
BANG! A Fistful of Cards
0
2021
3835
2009-12-07T08:39:41Z
Kingstonlee
1735031
Created page with 'An explosive expansion for BANG! This packet contains 15 A Fistful of Cards cards that must be shuffled apart from the ones of the base game. At each turn, starting from the sec…'
3835
wikitext
text/x-wiki
An explosive expansion for BANG!
This packet contains 15 A Fistful of Cards cards that must be shuffled apart from the ones of the base game.
At each turn, starting from the second one, one of the cards of this deck enters the game. Each of this cards has instructions that change some rules of the game for the whole round.
The A Fistful of Cards cards can be utilized also with the Dodge City expansion.
The illustrations of the game are by Eriadan, who interpreted the BANG! style with much respect and a bit of humor.
12czdn58qt97h45z9krkr0wdclpf60m
3836
3835
2009-12-07T08:41:36Z
Kingstonlee
1735031
Adding categories
3836
wikitext
text/x-wiki
An explosive expansion for BANG!
This packet contains 15 A Fistful of Cards cards that must be shuffled apart from the ones of the base game.
At each turn, starting from the second one, one of the cards of this deck enters the game. Each of this cards has instructions that change some rules of the game for the whole round.
The A Fistful of Cards cards can be utilized also with the Dodge City expansion.
The illustrations of the game are by Eriadan, who interpreted the BANG! style with much respect and a bit of humor.
[[Category:Bang!]]
heplwi30gpebp6duxdja5kjkpmkcb96
3847
3836
2009-12-07T18:00:17Z
Kingstonlee
1735031
Adding categories
3847
wikitext
text/x-wiki
An explosive expansion for BANG!
This packet contains 15 A Fistful of Cards cards that must be shuffled apart from the ones of the base game.
At each turn, starting from the second one, one of the cards of this deck enters the game. Each of this cards has instructions that change some rules of the game for the whole round.
The A Fistful of Cards cards can be utilized also with the Dodge City expansion.
The illustrations of the game are by Eriadan, who interpreted the BANG! style with much respect and a bit of humor.
[[Category:Bang!]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:8-Players]]
foyq7sndu2tlrzc5pd6sq18abyutbsn
3884
3847
2009-12-08T05:02:34Z
67.116.252.52
Adding categories
3884
wikitext
text/x-wiki
An explosive expansion for BANG!
This packet contains 15 A Fistful of Cards cards that must be shuffled apart from the ones of the base game.
At each turn, starting from the second one, one of the cards of this deck enters the game. Each of this cards has instructions that change some rules of the game for the whole round.
The A Fistful of Cards cards can be utilized also with the Dodge City expansion.
The illustrations of the game are by Eriadan, who interpreted the BANG! style with much respect and a bit of humor.
[[Category:Bang!]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:8-Players]]
[[Category:Expansion Pack]]
dfudv01yu38dzckb66tbhgvfqb9pcux
3885
3884
2009-12-08T05:03:14Z
67.116.252.52
3885
wikitext
text/x-wiki
An explosive expansion for [[BANG!]]
This packet contains 15 A Fistful of Cards cards that must be shuffled apart from the ones of the base game.
At each turn, starting from the second one, one of the cards of this deck enters the game. Each of this cards has instructions that change some rules of the game for the whole round.
The A Fistful of Cards cards can be utilized also with the Dodge City expansion.
The illustrations of the game are by Eriadan, who interpreted the BANG! style with much respect and a bit of humor.
[[Category:Bang!]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:8-Players]]
[[Category:Expansion Pack]]
rtmgrewbyy2cf42myh780klnwziiwvn
3889
3885
2009-12-08T05:08:49Z
Kingstonlee
1735031
moved [[Bang! A Fistful of Cards]] to [[BANG! A Fistful of Cards]]
3889
wikitext
text/x-wiki
An explosive expansion for [[BANG!]]
This packet contains 15 A Fistful of Cards cards that must be shuffled apart from the ones of the base game.
At each turn, starting from the second one, one of the cards of this deck enters the game. Each of this cards has instructions that change some rules of the game for the whole round.
The A Fistful of Cards cards can be utilized also with the Dodge City expansion.
The illustrations of the game are by Eriadan, who interpreted the BANG! style with much respect and a bit of humor.
[[Category:Bang!]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:8-Players]]
[[Category:Expansion Pack]]
rtmgrewbyy2cf42myh780klnwziiwvn
BANG! Dodge City
0
2019
3833
2009-12-07T08:31:45Z
Kingstonlee
1735031
Created page with 'A bullet-proof expansion for BANG! Dodge City: a populous, chaotic, and vibrant city... and home to the worst characters from the badlands! Shootouts appear on each day’s menu…'
3833
wikitext
text/x-wiki
A bullet-proof expansion for BANG!
Dodge City: a populous, chaotic, and vibrant city... and home to the worst characters from the badlands! Shootouts appear on each day’s menu, and the metal plate you are wearing may not be enough to save your life... when High Noon comes!
in8ziituqwwgubywqwn8shrr2i5yc05
3839
3833
2009-12-07T08:43:19Z
Kingstonlee
1735031
Adding categories
3839
wikitext
text/x-wiki
A bullet-proof expansion for BANG!
Dodge City: a populous, chaotic, and vibrant city... and home to the worst characters from the badlands! Shootouts appear on each day’s menu, and the metal plate you are wearing may not be enough to save your life... when High Noon comes!
[[Category:Bang!]]
c9gnpl1c4c3mymkpfl98dbdqllpiwxm
3893
3839
2009-12-08T05:18:25Z
Kingstonlee
1735031
moved [[Bang! Dodge City]] to [[BANG! Dodge City]]
3893
wikitext
text/x-wiki
A bullet-proof expansion for BANG!
Dodge City: a populous, chaotic, and vibrant city... and home to the worst characters from the badlands! Shootouts appear on each day’s menu, and the metal plate you are wearing may not be enough to save your life... when High Noon comes!
[[Category:Bang!]]
c9gnpl1c4c3mymkpfl98dbdqllpiwxm
3902
3893
2009-12-08T06:30:38Z
Kingstonlee
1735031
3902
wikitext
text/x-wiki
A bullet-proof expansion for BANG!
Dodge City: a populous, chaotic, and vibrant city... and home to the worst characters from the badlands! Shootouts appear on each day’s menu, and the metal plate you are wearing may not be enough to save your life... when High Noon comes!
CONTENTS
* 8 "role" cards;
* 15 charactercards;
* 40 playing cards;
* 1 summary card;
* these rules.
This expansion features 15 new charactes (which are stuffled together with the original ones), and 40 new cards (to be shuffled with the basic playing cards). There are also 8 role cards, allowing you to play with 8 players. The rules of the game remain the same as the original BANG! game, with the following additions:
GREEN BORDERED CARDS
Some of the cards have a green border. These cards are played in front of you, face up, like the blue-bordered cards: however, you cannot use green bordered cards on the same turn in which you have played them.
Each green-bordered card shows the symbols which explain its effect(s). To obtain this effect, you must take the card from in front of you and discard it. Only the cards with a Missed! symbol can be used out of turn.
Green-bordered cards can be removed through the play of a Cat Balou, Panic!, Can Can, etc. just like the blue-bordered cards. Note that if you take a green card with cards like Panics! or Rag Time you cannot use it on the same turn: in fact, you must take the card into your hand, then you have to play it in front of you, and wait until the next turn to use it.
Example 1. The current player play a Sombrero card in front of him. Starting with the next player's turn, he can discard it fot the Missed! effect.
Example 2. The current player plays a Derringer card in front of her. During one of her following turns, provided she still has the card in front of her, she can choose to discard it to a BANG! on a player at a distance of 1, and also draw a card from the deck.
THE 'DISCARD ANOTHER CARD' SYMBOL
Some of the cards show this new symbol, followed by an equal sign and other symbols. In order to have the effect(s) shown after the equal sign, you must discard this card along with any other card of your choice from your hand.
Example 3. The current player plays a Brawl card, discarding another card from her hand, of her choice, in addition to the Brawl card. After doing so, the Brawl effect is to force all the other players to discard a card, either from his hand of from play, chosen by the player who played the Brawl card (she can choose differently for each player).
Example 4. The current player plays a Tequila, and discards another card too. He chooses any one player to regain one life point ( he can even choose himself).
OTHER CARDS
In this expansion you will also find cards that are identical to cards in the basic game: these are added in order to keep the ballance among different cards in the deck. You will also find cards that combine symbols you already know in different manners. Simply follow the meaning of the symbols shown to determine the card's effects.
Generally speaking, remember that:
* any card with a Missed! symbol can used to cancel the effect of a card with a symbol;
* when you are losing your last life point, you can only use a Beer card to avoid being eliminated ftom the game. You cannot use other cards with similar effects such as Saloon, Canteen, Tequila, or Whisky out of turn;
* you can only play one BANG! vard per turn, but you can play any number of other cards which show the symbol;
* if the Dynamite does not explode, it must be passed to the first player to your left who does not already have a Dynamite in front of him.
Example 5. In response to a Punch card, a player can play the Dodge card: she cancels the Punch card and then draws a card from the deck.
THE NEW CHARACTERS
Apache Kid (3 life points): he is unaffected by cards from the suit of Diamonds played by the other players. During a Duel, his ability does not work.
Belle Star (4 life points): during her turn, no card in front on any other player has any effect. This applies both to the blue-as well as to the green-bordered cards.
Bill Noface (4 life points): during phase 1 of his turn, he draws 1 card plus 1 card for each injury (lost life point) he currently suffers. So ,if he is at full life, he draws 1 card; with one life point less, he draws 2 cards; with two life points less, he draws 3 cards, and so forth.
Chuck Wengam (4 life points): during his turn, he can choose to lose 1 life point to draw 2 cards from the deck. He may also use this ability more than once in the same turn however, he cannot choose to lose his last life point this way.
Doc Holyday (4 life points): once during his turn, he can discard any twoo cards from his hand for the effect of a BANG! card against a player within range of his weapon. This ability not count towards his limit of one BANG! card per turn. To hit Apache Kid in this way, at least one of the two discarded cards must not be a Diamond.
Elena Fuente (3 life points): she can use any card in her hand as a Missed! card.
Greg Digger (4 life points): each time another character is eliminated, he regains 2 life points. As usual, he cannot exceed his initial number of life points in this way.
Herb Hunter (4 life points): each time another character is eliminated, he draws 2 extra cards from the deck.
Jos� Delgado (4 life points): during his turn he can discard a blue-bordered card from his hand to draw 2 cards from the deck. He may use this ability more than once per turn.
Molly Stark (4 life points): each time she plays or voluntarily discards a Missed!, Beer , or BANG! card when it is not her turn, she draws one card from the deck. If she discards a BANG! card during a Duel, she does not draw her replacement cards until the end of the Duel, when she would draw one card for each BANG! card she used during the Duel. Cards that she is forced to discard due to cards Cat Balou, Brawl, or Can-Can are not considered voluntarily discarded!
Pat Brennan (4 life points): during phase 1 of his turn, he may choose to draw the usual 2 cards from the deck, or, instead draw 1 card (and this one card only) from in play and add it to his hand. The card can be in front of any player, and can be either a blue-bordered card.
Pixie Pete (3 life points): during phase 1 of his turn, he draws 4 cards instead of 2.
Sean Mallory (3 life points): in phase 3 of his turn, he does not have to discard any cards if he has more cards than the number of life points he has left. He can hold any number of cards in his hand.
Tequila Joe (4 life points): each time he plays a Beer card, he regains 2 life points instead of 1. He only regains 1 life point from similar cards like Saloon, Tequila, or Canteen.
Vera Custer (3 life points): at the beginning of her turn, before drawing any cards (in phase 1), she chooses any other characters still in play. Until her next turn, she has the same ability as that character.
RULES FOR 8 PLAYERS
The expansion comes with 8 role cards which replace the original ones: 1 Sheriff, 2 Deputy, 3 Outlaw and 2 Renegade.
To play with 8 players, deal all these roles face down as usual. Each of the 2 Renegades plays on his own, and wins only if he is the last player alive. So, if in the final stages of the game the Sheriff is confronted by 2 Renegades, and the Sheriff is killed first, the Outlaws win!
SPECIAL RULES FOR 3 PLAYERS
Take these 3 role cards: Deputy, Outlaw, and Renegade. Give one of them randomly to each player, but place them face up on the table. Everyone knows the role of all 3 players.
The goal of each player is determinated by his role:
* the Deputy must kill Renegade;
* the Renegade must kill Outlaw;
* the Outlaw must kill Deputy.
The game plays as usual, beginning with deputy.
A player wins as soon as reaches his goal, if he shot the final hit to his target(e.g., the Deputy must personally kill the Renegade).
If the other player dealt the final hit, then the goal for both survivors is to be the last man standing.
Example 6. If the Outlaw killed the Renegade, then the Deputy did not win - he must now kill the Outlaw, who must in turn kill the Deputy in order to win.
However, any player who personally kills another one(regardless of his role) immediately draws 3 cards from the deck as a reward.
As there is no Sheriff, the Jail can be played on anyone.
You still cannot play any Beer cards when there are only 2 players left.
[[Category:Bang!]]
sk69fz58ru9mrj9klmzzfhvegmap3m1
3903
3902
2009-12-08T06:34:58Z
Kingstonlee
1735031
3903
wikitext
text/x-wiki
A bullet-proof expansion for BANG!
Dodge City: a populous, chaotic, and vibrant city... and home to the worst characters from the badlands! Shootouts appear on each day’s menu, and the metal plate you are wearing may not be enough to save your life... when High Noon comes!
CONTENTS
* 8 "role" cards
* 15 charactercards
* 40 playing cards
* 1 summary card
* these rules.
This expansion features 15 new charactes (which are stuffled together with the original ones), and 40 new cards (to be shuffled with the basic playing cards). There are also 8 role cards, allowing you to play with 8 players. The rules of the game remain the same as the original BANG! game, with the following additions:
GREEN BORDERED CARDS
Some of the cards have a green border. These cards are played in front of you, face up, like the blue-bordered cards: however, you cannot use green bordered cards on the same turn in which you have played them.
Each green-bordered card shows the symbols which explain its effect(s). To obtain this effect, you must take the card from in front of you and discard it. Only the cards with a Missed! symbol can be used out of turn.
Green-bordered cards can be removed through the play of a Cat Balou, Panic!, Can Can, etc. just like the blue-bordered cards. Note that if you take a green card with cards like Panics! or Rag Time you cannot use it on the same turn: in fact, you must take the card into your hand, then you have to play it in front of you, and wait until the next turn to use it.
Example 1. The current player play a Sombrero card in front of him. Starting with the next player's turn, he can discard it fot the Missed! effect.
Example 2. The current player plays a Derringer card in front of her. During one of her following turns, provided she still has the card in front of her, she can choose to discard it to a BANG! on a player at a distance of 1, and also draw a card from the deck.
THE 'DISCARD ANOTHER CARD' SYMBOL
Some of the cards show this new symbol, followed by an equal sign and other symbols. In order to have the effect(s) shown after the equal sign, you must discard this card along with any other card of your choice from your hand.
Example 3. The current player plays a Brawl card, discarding another card from her hand, of her choice, in addition to the Brawl card. After doing so, the Brawl effect is to force all the other players to discard a card, either from his hand of from play, chosen by the player who played the Brawl card (she can choose differently for each player).
Example 4. The current player plays a Tequila, and discards another card too. He chooses any one player to regain one life point ( he can even choose himself).
OTHER CARDS
In this expansion you will also find cards that are identical to cards in the basic game: these are added in order to keep the ballance among different cards in the deck. You will also find cards that combine symbols you already know in different manners. Simply follow the meaning of the symbols shown to determine the card's effects.
Generally speaking, remember that:
* any card with a Missed! symbol can used to cancel the effect of a card with a symbol;
* when you are losing your last life point, you can only use a Beer card to avoid being eliminated ftom the game. You cannot use other cards with similar effects such as Saloon, Canteen, Tequila, or Whisky out of turn;
* you can only play one BANG! vard per turn, but you can play any number of other cards which show the symbol;
* if the Dynamite does not explode, it must be passed to the first player to your left who does not already have a Dynamite in front of him.
Example 5. In response to a Punch card, a player can play the Dodge card: she cancels the Punch card and then draws a card from the deck.
THE NEW CHARACTERS
Apache Kid (3 life points): he is unaffected by cards from the suit of Diamonds played by the other players. During a Duel, his ability does not work.
Belle Star (4 life points): during her turn, no card in front on any other player has any effect. This applies both to the blue-as well as to the green-bordered cards.
Bill Noface (4 life points): during phase 1 of his turn, he draws 1 card plus 1 card for each injury (lost life point) he currently suffers. So ,if he is at full life, he draws 1 card; with one life point less, he draws 2 cards; with two life points less, he draws 3 cards, and so forth.
Chuck Wengam (4 life points): during his turn, he can choose to lose 1 life point to draw 2 cards from the deck. He may also use this ability more than once in the same turn however, he cannot choose to lose his last life point this way.
Doc Holyday (4 life points): once during his turn, he can discard any twoo cards from his hand for the effect of a BANG! card against a player within range of his weapon. This ability not count towards his limit of one BANG! card per turn. To hit Apache Kid in this way, at least one of the two discarded cards must not be a Diamond.
Elena Fuente (3 life points): she can use any card in her hand as a Missed! card.
Greg Digger (4 life points): each time another character is eliminated, he regains 2 life points. As usual, he cannot exceed his initial number of life points in this way.
Herb Hunter (4 life points): each time another character is eliminated, he draws 2 extra cards from the deck.
Jos� Delgado (4 life points): during his turn he can discard a blue-bordered card from his hand to draw 2 cards from the deck. He may use this ability more than once per turn.
Molly Stark (4 life points): each time she plays or voluntarily discards a Missed!, Beer , or BANG! card when it is not her turn, she draws one card from the deck. If she discards a BANG! card during a Duel, she does not draw her replacement cards until the end of the Duel, when she would draw one card for each BANG! card she used during the Duel. Cards that she is forced to discard due to cards Cat Balou, Brawl, or Can-Can are not considered voluntarily discarded!
Pat Brennan (4 life points): during phase 1 of his turn, he may choose to draw the usual 2 cards from the deck, or, instead draw 1 card (and this one card only) from in play and add it to his hand. The card can be in front of any player, and can be either a blue-bordered card.
Pixie Pete (3 life points): during phase 1 of his turn, he draws 4 cards instead of 2.
Sean Mallory (3 life points): in phase 3 of his turn, he does not have to discard any cards if he has more cards than the number of life points he has left. He can hold any number of cards in his hand.
Tequila Joe (4 life points): each time he plays a Beer card, he regains 2 life points instead of 1. He only regains 1 life point from similar cards like Saloon, Tequila, or Canteen.
Vera Custer (3 life points): at the beginning of her turn, before drawing any cards (in phase 1), she chooses any other characters still in play. Until her next turn, she has the same ability as that character.
RULES FOR 8 PLAYERS
The expansion comes with 8 role cards which replace the original ones: 1 Sheriff, 2 Deputy, 3 Outlaw and 2 Renegade.
To play with 8 players, deal all these roles face down as usual. Each of the 2 Renegades plays on his own, and wins only if he is the last player alive. So, if in the final stages of the game the Sheriff is confronted by 2 Renegades, and the Sheriff is killed first, the Outlaws win!
SPECIAL RULES FOR 3 PLAYERS
Take these 3 role cards: Deputy, Outlaw, and Renegade. Give one of them randomly to each player, but place them face up on the table. Everyone knows the role of all 3 players.
The goal of each player is determinated by his role:
* the Deputy must kill Renegade;* the Renegade must kill Outlaw;* the Outlaw must kill Deputy.
The game plays as usual, beginning with deputy.
A player wins as soon as reaches his goal, if he shot the final hit to his target(e.g., the Deputy must personally kill the Renegade).
If the other player dealt the final hit, then the goal for both survivors is to be the last man standing.
Example 6. If the Outlaw killed the Renegade, then the Deputy did not win - he must now kill the Outlaw, who must in turn kill the Deputy in order to win.
However, any player who personally kills another one(regardless of his role) immediately draws 3 cards from the deck as a reward.
As there is no Sheriff, the Jail can be played on anyone.
You still cannot play any Beer cards when there are only 2 players left.
[[Category:Bang!]]
4r0b8uw2ehhsi14x1eusw7f7mrwccmo
3904
3903
2009-12-08T06:36:34Z
Kingstonlee
1735031
3904
wikitext
text/x-wiki
A bullet-proof expansion for BANG!
Dodge City: a populous, chaotic, and vibrant city... and home to the worst characters from the badlands! Shootouts appear on each day’s menu, and the metal plate you are wearing may not be enough to save your life... when High Noon comes!
=== CONTENTS ===
* 8 "role" cards
* 15 charactercards
* 40 playing cards
* 1 summary card
* these rules.
This expansion features 15 new charactes (which are stuffled together with the original ones), and 40 new cards (to be shuffled with the basic playing cards). There are also 8 role cards, allowing you to play with 8 players. The rules of the game remain the same as the original BANG! game, with the following additions:
=== GREEN BORDERED CARDS ===
Some of the cards have a green border. These cards are played in front of you, face up, like the blue-bordered cards: however, you cannot use green bordered cards on the same turn in which you have played them.
Each green-bordered card shows the symbols which explain its effect(s). To obtain this effect, you must take the card from in front of you and discard it. Only the cards with a Missed! symbol can be used out of turn.
Green-bordered cards can be removed through the play of a Cat Balou, Panic!, Can Can, etc. just like the blue-bordered cards. Note that if you take a green card with cards like Panics! or Rag Time you cannot use it on the same turn: in fact, you must take the card into your hand, then you have to play it in front of you, and wait until the next turn to use it.
Example 1. The current player play a Sombrero card in front of him. Starting with the next player's turn, he can discard it fot the Missed! effect.
Example 2. The current player plays a Derringer card in front of her. During one of her following turns, provided she still has the card in front of her, she can choose to discard it to a BANG! on a player at a distance of 1, and also draw a card from the deck.
THE 'DISCARD ANOTHER CARD' SYMBOL
Some of the cards show this new symbol, followed by an equal sign and other symbols. In order to have the effect(s) shown after the equal sign, you must discard this card along with any other card of your choice from your hand.
Example 3. The current player plays a Brawl card, discarding another card from her hand, of her choice, in addition to the Brawl card. After doing so, the Brawl effect is to force all the other players to discard a card, either from his hand of from play, chosen by the player who played the Brawl card (she can choose differently for each player).
Example 4. The current player plays a Tequila, and discards another card too. He chooses any one player to regain one life point ( he can even choose himself).
=== OTHER CARDS ===
In this expansion you will also find cards that are identical to cards in the basic game: these are added in order to keep the ballance among different cards in the deck. You will also find cards that combine symbols you already know in different manners. Simply follow the meaning of the symbols shown to determine the card's effects.
Generally speaking, remember that:
* any card with a Missed! symbol can used to cancel the effect of a card with a symbol;
* when you are losing your last life point, you can only use a Beer card to avoid being eliminated ftom the game. You cannot use other cards with similar effects such as Saloon, Canteen, Tequila, or Whisky out of turn;
* you can only play one BANG! vard per turn, but you can play any number of other cards which show the symbol;
* if the Dynamite does not explode, it must be passed to the first player to your left who does not already have a Dynamite in front of him.
Example 5. In response to a Punch card, a player can play the Dodge card: she cancels the Punch card and then draws a card from the deck.
=== THE NEW CHARACTERS ===
Apache Kid (3 life points): he is unaffected by cards from the suit of Diamonds played by the other players. During a Duel, his ability does not work.
Belle Star (4 life points): during her turn, no card in front on any other player has any effect. This applies both to the blue-as well as to the green-bordered cards.
Bill Noface (4 life points): during phase 1 of his turn, he draws 1 card plus 1 card for each injury (lost life point) he currently suffers. So ,if he is at full life, he draws 1 card; with one life point less, he draws 2 cards; with two life points less, he draws 3 cards, and so forth.
Chuck Wengam (4 life points): during his turn, he can choose to lose 1 life point to draw 2 cards from the deck. He may also use this ability more than once in the same turn however, he cannot choose to lose his last life point this way.
Doc Holyday (4 life points): once during his turn, he can discard any twoo cards from his hand for the effect of a BANG! card against a player within range of his weapon. This ability not count towards his limit of one BANG! card per turn. To hit Apache Kid in this way, at least one of the two discarded cards must not be a Diamond.
Elena Fuente (3 life points): she can use any card in her hand as a Missed! card.
Greg Digger (4 life points): each time another character is eliminated, he regains 2 life points. As usual, he cannot exceed his initial number of life points in this way.
Herb Hunter (4 life points): each time another character is eliminated, he draws 2 extra cards from the deck.
Jos� Delgado (4 life points): during his turn he can discard a blue-bordered card from his hand to draw 2 cards from the deck. He may use this ability more than once per turn.
Molly Stark (4 life points): each time she plays or voluntarily discards a Missed!, Beer , or BANG! card when it is not her turn, she draws one card from the deck. If she discards a BANG! card during a Duel, she does not draw her replacement cards until the end of the Duel, when she would draw one card for each BANG! card she used during the Duel. Cards that she is forced to discard due to cards Cat Balou, Brawl, or Can-Can are not considered voluntarily discarded!
Pat Brennan (4 life points): during phase 1 of his turn, he may choose to draw the usual 2 cards from the deck, or, instead draw 1 card (and this one card only) from in play and add it to his hand. The card can be in front of any player, and can be either a blue-bordered card.
Pixie Pete (3 life points): during phase 1 of his turn, he draws 4 cards instead of 2.
Sean Mallory (3 life points): in phase 3 of his turn, he does not have to discard any cards if he has more cards than the number of life points he has left. He can hold any number of cards in his hand.
Tequila Joe (4 life points): each time he plays a Beer card, he regains 2 life points instead of 1. He only regains 1 life point from similar cards like Saloon, Tequila, or Canteen.
Vera Custer (3 life points): at the beginning of her turn, before drawing any cards (in phase 1), she chooses any other characters still in play. Until her next turn, she has the same ability as that character.
=== RULES FOR 8 PLAYERS ===
The expansion comes with 8 role cards which replace the original ones: 1 Sheriff, 2 Deputy, 3 Outlaw and 2 Renegade.
To play with 8 players, deal all these roles face down as usual. Each of the 2 Renegades plays on his own, and wins only if he is the last player alive. So, if in the final stages of the game the Sheriff is confronted by 2 Renegades, and the Sheriff is killed first, the Outlaws win!
=== SPECIAL RULES FOR 3 PLAYERS ===
Take these 3 role cards: Deputy, Outlaw, and Renegade. Give one of them randomly to each player, but place them face up on the table. Everyone knows the role of all 3 players.
The goal of each player is determinated by his role:
* the Deputy must kill Renegade;
* the Renegade must kill Outlaw;
* the Outlaw must kill Deputy.
The game plays as usual, beginning with deputy.
A player wins as soon as reaches his goal, if he shot the final hit to his target(e.g., the Deputy must personally kill the Renegade).
If the other player dealt the final hit, then the goal for both survivors is to be the last man standing.
Example 6. If the Outlaw killed the Renegade, then the Deputy did not win - he must now kill the Outlaw, who must in turn kill the Deputy in order to win.
However, any player who personally kills another one(regardless of his role) immediately draws 3 cards from the deck as a reward.
As there is no Sheriff, the Jail can be played on anyone.
You still cannot play any Beer cards when there are only 2 players left.
[[Category:Bang!]]
myue4vi3b25gg5hzagla28oacn210th
3905
3904
2009-12-08T06:37:50Z
Kingstonlee
1735031
3905
wikitext
text/x-wiki
A bullet-proof expansion for BANG!
Dodge City: a populous, chaotic, and vibrant city... and home to the worst characters from the badlands! Shootouts appear on each day’s menu, and the metal plate you are wearing may not be enough to save your life... when [[BANG! High Noon|High Noon]] comes!
=== CONTENTS ===
* 8 "role" cards
* 15 charactercards
* 40 playing cards
* 1 summary card
* these rules.
This expansion features 15 new charactes (which are stuffled together with the original ones), and 40 new cards (to be shuffled with the basic playing cards). There are also 8 role cards, allowing you to play with 8 players. The rules of the game remain the same as the original BANG! game, with the following additions:
=== GREEN BORDERED CARDS ===
Some of the cards have a green border. These cards are played in front of you, face up, like the blue-bordered cards: however, you cannot use green bordered cards on the same turn in which you have played them.
Each green-bordered card shows the symbols which explain its effect(s). To obtain this effect, you must take the card from in front of you and discard it. Only the cards with a Missed! symbol can be used out of turn.
Green-bordered cards can be removed through the play of a Cat Balou, Panic!, Can Can, etc. just like the blue-bordered cards. Note that if you take a green card with cards like Panics! or Rag Time you cannot use it on the same turn: in fact, you must take the card into your hand, then you have to play it in front of you, and wait until the next turn to use it.
Example 1. The current player play a Sombrero card in front of him. Starting with the next player's turn, he can discard it fot the Missed! effect.
Example 2. The current player plays a Derringer card in front of her. During one of her following turns, provided she still has the card in front of her, she can choose to discard it to a BANG! on a player at a distance of 1, and also draw a card from the deck.
THE 'DISCARD ANOTHER CARD' SYMBOL
Some of the cards show this new symbol, followed by an equal sign and other symbols. In order to have the effect(s) shown after the equal sign, you must discard this card along with any other card of your choice from your hand.
Example 3. The current player plays a Brawl card, discarding another card from her hand, of her choice, in addition to the Brawl card. After doing so, the Brawl effect is to force all the other players to discard a card, either from his hand of from play, chosen by the player who played the Brawl card (she can choose differently for each player).
Example 4. The current player plays a Tequila, and discards another card too. He chooses any one player to regain one life point ( he can even choose himself).
=== OTHER CARDS ===
In this expansion you will also find cards that are identical to cards in the basic game: these are added in order to keep the ballance among different cards in the deck. You will also find cards that combine symbols you already know in different manners. Simply follow the meaning of the symbols shown to determine the card's effects.
Generally speaking, remember that:
* any card with a Missed! symbol can used to cancel the effect of a card with a symbol;
* when you are losing your last life point, you can only use a Beer card to avoid being eliminated ftom the game. You cannot use other cards with similar effects such as Saloon, Canteen, Tequila, or Whisky out of turn;
* you can only play one BANG! vard per turn, but you can play any number of other cards which show the symbol;
* if the Dynamite does not explode, it must be passed to the first player to your left who does not already have a Dynamite in front of him.
Example 5. In response to a Punch card, a player can play the Dodge card: she cancels the Punch card and then draws a card from the deck.
=== THE NEW CHARACTERS ===
Apache Kid (3 life points): he is unaffected by cards from the suit of Diamonds played by the other players. During a Duel, his ability does not work.
Belle Star (4 life points): during her turn, no card in front on any other player has any effect. This applies both to the blue-as well as to the green-bordered cards.
Bill Noface (4 life points): during phase 1 of his turn, he draws 1 card plus 1 card for each injury (lost life point) he currently suffers. So ,if he is at full life, he draws 1 card; with one life point less, he draws 2 cards; with two life points less, he draws 3 cards, and so forth.
Chuck Wengam (4 life points): during his turn, he can choose to lose 1 life point to draw 2 cards from the deck. He may also use this ability more than once in the same turn however, he cannot choose to lose his last life point this way.
Doc Holyday (4 life points): once during his turn, he can discard any twoo cards from his hand for the effect of a BANG! card against a player within range of his weapon. This ability not count towards his limit of one BANG! card per turn. To hit Apache Kid in this way, at least one of the two discarded cards must not be a Diamond.
Elena Fuente (3 life points): she can use any card in her hand as a Missed! card.
Greg Digger (4 life points): each time another character is eliminated, he regains 2 life points. As usual, he cannot exceed his initial number of life points in this way.
Herb Hunter (4 life points): each time another character is eliminated, he draws 2 extra cards from the deck.
Jos� Delgado (4 life points): during his turn he can discard a blue-bordered card from his hand to draw 2 cards from the deck. He may use this ability more than once per turn.
Molly Stark (4 life points): each time she plays or voluntarily discards a Missed!, Beer , or BANG! card when it is not her turn, she draws one card from the deck. If she discards a BANG! card during a Duel, she does not draw her replacement cards until the end of the Duel, when she would draw one card for each BANG! card she used during the Duel. Cards that she is forced to discard due to cards Cat Balou, Brawl, or Can-Can are not considered voluntarily discarded!
Pat Brennan (4 life points): during phase 1 of his turn, he may choose to draw the usual 2 cards from the deck, or, instead draw 1 card (and this one card only) from in play and add it to his hand. The card can be in front of any player, and can be either a blue-bordered card.
Pixie Pete (3 life points): during phase 1 of his turn, he draws 4 cards instead of 2.
Sean Mallory (3 life points): in phase 3 of his turn, he does not have to discard any cards if he has more cards than the number of life points he has left. He can hold any number of cards in his hand.
Tequila Joe (4 life points): each time he plays a Beer card, he regains 2 life points instead of 1. He only regains 1 life point from similar cards like Saloon, Tequila, or Canteen.
Vera Custer (3 life points): at the beginning of her turn, before drawing any cards (in phase 1), she chooses any other characters still in play. Until her next turn, she has the same ability as that character.
=== RULES FOR 8 PLAYERS ===
The expansion comes with 8 role cards which replace the original ones: 1 Sheriff, 2 Deputy, 3 Outlaw and 2 Renegade.
To play with 8 players, deal all these roles face down as usual. Each of the 2 Renegades plays on his own, and wins only if he is the last player alive. So, if in the final stages of the game the Sheriff is confronted by 2 Renegades, and the Sheriff is killed first, the Outlaws win!
=== SPECIAL RULES FOR 3 PLAYERS ===
Take these 3 role cards: Deputy, Outlaw, and Renegade. Give one of them randomly to each player, but place them face up on the table. Everyone knows the role of all 3 players.
The goal of each player is determinated by his role:
* the Deputy must kill Renegade;
* the Renegade must kill Outlaw;
* the Outlaw must kill Deputy.
The game plays as usual, beginning with deputy.
A player wins as soon as reaches his goal, if he shot the final hit to his target(e.g., the Deputy must personally kill the Renegade).
If the other player dealt the final hit, then the goal for both survivors is to be the last man standing.
Example 6. If the Outlaw killed the Renegade, then the Deputy did not win - he must now kill the Outlaw, who must in turn kill the Deputy in order to win.
However, any player who personally kills another one(regardless of his role) immediately draws 3 cards from the deck as a reward.
As there is no Sheriff, the Jail can be played on anyone.
You still cannot play any Beer cards when there are only 2 players left.
[[Category:Bang!]]
g5ll7b5b9qlldbmy0uefpg0943ojlzd
3913
3905
2009-12-09T04:45:10Z
Kingstonlee
1735031
3913
wikitext
text/x-wiki
A bullet-proof expansion for BANG!
Dodge City: a populous, chaotic, and vibrant city... and home to the worst characters from the badlands! Shootouts appear on each day’s menu, and the metal plate you are wearing may not be enough to save your life... when [[BANG! High Noon|High Noon]] comes!
Released in 2004. A set of fifteen new characters and 40 new play cards. There is also a set of 8 "role" cards (7 duplicates) allowing up to 8 people to play. The name is inspired by the Western.
=== CONTENTS ===
* 8 "role" cards
* 15 charactercards
* 40 playing cards
* 1 summary card
* these rules.
This expansion features 15 new charactes (which are stuffled together with the original ones), and 40 new cards (to be shuffled with the basic playing cards). There are also 8 role cards, allowing you to play with 8 players. The rules of the game remain the same as the original BANG! game, with the following additions:
=== GREEN BORDERED CARDS ===
Some of the cards have a green border. These cards are played in front of you, face up, like the blue-bordered cards: however, you cannot use green bordered cards on the same turn in which you have played them.
Each green-bordered card shows the symbols which explain its effect(s). To obtain this effect, you must take the card from in front of you and discard it. Only the cards with a Missed! symbol can be used out of turn.
Green-bordered cards can be removed through the play of a Cat Balou, Panic!, Can Can, etc. just like the blue-bordered cards. Note that if you take a green card with cards like Panics! or Rag Time you cannot use it on the same turn: in fact, you must take the card into your hand, then you have to play it in front of you, and wait until the next turn to use it.
Example 1. The current player play a Sombrero card in front of him. Starting with the next player's turn, he can discard it fot the Missed! effect.
Example 2. The current player plays a Derringer card in front of her. During one of her following turns, provided she still has the card in front of her, she can choose to discard it to a BANG! on a player at a distance of 1, and also draw a card from the deck.
THE 'DISCARD ANOTHER CARD' SYMBOL
Some of the cards show this new symbol, followed by an equal sign and other symbols. In order to have the effect(s) shown after the equal sign, you must discard this card along with any other card of your choice from your hand.
Example 3. The current player plays a Brawl card, discarding another card from her hand, of her choice, in addition to the Brawl card. After doing so, the Brawl effect is to force all the other players to discard a card, either from his hand of from play, chosen by the player who played the Brawl card (she can choose differently for each player).
Example 4. The current player plays a Tequila, and discards another card too. He chooses any one player to regain one life point ( he can even choose himself).
=== OTHER CARDS ===
In this expansion you will also find cards that are identical to cards in the basic game: these are added in order to keep the ballance among different cards in the deck. You will also find cards that combine symbols you already know in different manners. Simply follow the meaning of the symbols shown to determine the card's effects.
Generally speaking, remember that:
* any card with a Missed! symbol can used to cancel the effect of a card with a symbol;
* when you are losing your last life point, you can only use a Beer card to avoid being eliminated ftom the game. You cannot use other cards with similar effects such as Saloon, Canteen, Tequila, or Whisky out of turn;
* you can only play one BANG! vard per turn, but you can play any number of other cards which show the symbol;
* if the Dynamite does not explode, it must be passed to the first player to your left who does not already have a Dynamite in front of him.
Example 5. In response to a Punch card, a player can play the Dodge card: she cancels the Punch card and then draws a card from the deck.
=== THE NEW CHARACTERS ===
Apache Kid (3 life points): he is unaffected by cards from the suit of Diamonds played by the other players. During a Duel, his ability does not work.
Belle Star (4 life points): during her turn, no card in front on any other player has any effect. This applies both to the blue-as well as to the green-bordered cards.
Bill Noface (4 life points): during phase 1 of his turn, he draws 1 card plus 1 card for each injury (lost life point) he currently suffers. So ,if he is at full life, he draws 1 card; with one life point less, he draws 2 cards; with two life points less, he draws 3 cards, and so forth.
Chuck Wengam (4 life points): during his turn, he can choose to lose 1 life point to draw 2 cards from the deck. He may also use this ability more than once in the same turn however, he cannot choose to lose his last life point this way.
Doc Holyday (4 life points): once during his turn, he can discard any twoo cards from his hand for the effect of a BANG! card against a player within range of his weapon. This ability not count towards his limit of one BANG! card per turn. To hit Apache Kid in this way, at least one of the two discarded cards must not be a Diamond.
Elena Fuente (3 life points): she can use any card in her hand as a Missed! card.
Greg Digger (4 life points): each time another character is eliminated, he regains 2 life points. As usual, he cannot exceed his initial number of life points in this way.
Herb Hunter (4 life points): each time another character is eliminated, he draws 2 extra cards from the deck.
Jos� Delgado (4 life points): during his turn he can discard a blue-bordered card from his hand to draw 2 cards from the deck. He may use this ability more than once per turn.
Molly Stark (4 life points): each time she plays or voluntarily discards a Missed!, Beer , or BANG! card when it is not her turn, she draws one card from the deck. If she discards a BANG! card during a Duel, she does not draw her replacement cards until the end of the Duel, when she would draw one card for each BANG! card she used during the Duel. Cards that she is forced to discard due to cards Cat Balou, Brawl, or Can-Can are not considered voluntarily discarded!
Pat Brennan (4 life points): during phase 1 of his turn, he may choose to draw the usual 2 cards from the deck, or, instead draw 1 card (and this one card only) from in play and add it to his hand. The card can be in front of any player, and can be either a blue-bordered card.
Pixie Pete (3 life points): during phase 1 of his turn, he draws 4 cards instead of 2.
Sean Mallory (3 life points): in phase 3 of his turn, he does not have to discard any cards if he has more cards than the number of life points he has left. He can hold any number of cards in his hand.
Tequila Joe (4 life points): each time he plays a Beer card, he regains 2 life points instead of 1. He only regains 1 life point from similar cards like Saloon, Tequila, or Canteen.
Vera Custer (3 life points): at the beginning of her turn, before drawing any cards (in phase 1), she chooses any other characters still in play. Until her next turn, she has the same ability as that character.
=== RULES FOR 8 PLAYERS ===
The expansion comes with 8 role cards which replace the original ones: 1 Sheriff, 2 Deputy, 3 Outlaw and 2 Renegade.
To play with 8 players, deal all these roles face down as usual. Each of the 2 Renegades plays on his own, and wins only if he is the last player alive. So, if in the final stages of the game the Sheriff is confronted by 2 Renegades, and the Sheriff is killed first, the Outlaws win!
=== SPECIAL RULES FOR 3 PLAYERS ===
Take these 3 role cards: Deputy, Outlaw, and Renegade. Give one of them randomly to each player, but place them face up on the table. Everyone knows the role of all 3 players.
The goal of each player is determinated by his role:
* the Deputy must kill Renegade;
* the Renegade must kill Outlaw;
* the Outlaw must kill Deputy.
The game plays as usual, beginning with deputy.
A player wins as soon as reaches his goal, if he shot the final hit to his target(e.g., the Deputy must personally kill the Renegade).
If the other player dealt the final hit, then the goal for both survivors is to be the last man standing.
Example 6. If the Outlaw killed the Renegade, then the Deputy did not win - he must now kill the Outlaw, who must in turn kill the Deputy in order to win.
However, any player who personally kills another one(regardless of his role) immediately draws 3 cards from the deck as a reward.
As there is no Sheriff, the Jail can be played on anyone.
You still cannot play any Beer cards when there are only 2 players left.
[[Category:Bang!]]
k0ibtqd2hz7xzusind44dhnhdeboqpk
3914
3913
2009-12-09T04:47:20Z
Kingstonlee
1735031
Adding categories
3914
wikitext
text/x-wiki
A bullet-proof expansion for BANG!
Dodge City: a populous, chaotic, and vibrant city... and home to the worst characters from the badlands! Shootouts appear on each day’s menu, and the metal plate you are wearing may not be enough to save your life... when [[BANG! High Noon|High Noon]] comes!
Released in 2004. A set of fifteen new characters and 40 new play cards. There is also a set of 8 "role" cards (7 duplicates) allowing up to 8 people to play. The name is inspired by the Western.
=== CONTENTS ===
* 8 "role" cards
* 15 charactercards
* 40 playing cards
* 1 summary card
* these rules.
This expansion features 15 new charactes (which are stuffled together with the original ones), and 40 new cards (to be shuffled with the basic playing cards). There are also 8 role cards, allowing you to play with 8 players. The rules of the game remain the same as the original BANG! game, with the following additions:
=== GREEN BORDERED CARDS ===
Some of the cards have a green border. These cards are played in front of you, face up, like the blue-bordered cards: however, you cannot use green bordered cards on the same turn in which you have played them.
Each green-bordered card shows the symbols which explain its effect(s). To obtain this effect, you must take the card from in front of you and discard it. Only the cards with a Missed! symbol can be used out of turn.
Green-bordered cards can be removed through the play of a Cat Balou, Panic!, Can Can, etc. just like the blue-bordered cards. Note that if you take a green card with cards like Panics! or Rag Time you cannot use it on the same turn: in fact, you must take the card into your hand, then you have to play it in front of you, and wait until the next turn to use it.
Example 1. The current player play a Sombrero card in front of him. Starting with the next player's turn, he can discard it fot the Missed! effect.
Example 2. The current player plays a Derringer card in front of her. During one of her following turns, provided she still has the card in front of her, she can choose to discard it to a BANG! on a player at a distance of 1, and also draw a card from the deck.
THE 'DISCARD ANOTHER CARD' SYMBOL
Some of the cards show this new symbol, followed by an equal sign and other symbols. In order to have the effect(s) shown after the equal sign, you must discard this card along with any other card of your choice from your hand.
Example 3. The current player plays a Brawl card, discarding another card from her hand, of her choice, in addition to the Brawl card. After doing so, the Brawl effect is to force all the other players to discard a card, either from his hand of from play, chosen by the player who played the Brawl card (she can choose differently for each player).
Example 4. The current player plays a Tequila, and discards another card too. He chooses any one player to regain one life point ( he can even choose himself).
=== OTHER CARDS ===
In this expansion you will also find cards that are identical to cards in the basic game: these are added in order to keep the ballance among different cards in the deck. You will also find cards that combine symbols you already know in different manners. Simply follow the meaning of the symbols shown to determine the card's effects.
Generally speaking, remember that:
* any card with a Missed! symbol can used to cancel the effect of a card with a symbol;
* when you are losing your last life point, you can only use a Beer card to avoid being eliminated ftom the game. You cannot use other cards with similar effects such as Saloon, Canteen, Tequila, or Whisky out of turn;
* you can only play one BANG! vard per turn, but you can play any number of other cards which show the symbol;
* if the Dynamite does not explode, it must be passed to the first player to your left who does not already have a Dynamite in front of him.
Example 5. In response to a Punch card, a player can play the Dodge card: she cancels the Punch card and then draws a card from the deck.
=== THE NEW CHARACTERS ===
Apache Kid (3 life points): he is unaffected by cards from the suit of Diamonds played by the other players. During a Duel, his ability does not work.
Belle Star (4 life points): during her turn, no card in front on any other player has any effect. This applies both to the blue-as well as to the green-bordered cards.
Bill Noface (4 life points): during phase 1 of his turn, he draws 1 card plus 1 card for each injury (lost life point) he currently suffers. So ,if he is at full life, he draws 1 card; with one life point less, he draws 2 cards; with two life points less, he draws 3 cards, and so forth.
Chuck Wengam (4 life points): during his turn, he can choose to lose 1 life point to draw 2 cards from the deck. He may also use this ability more than once in the same turn however, he cannot choose to lose his last life point this way.
Doc Holyday (4 life points): once during his turn, he can discard any twoo cards from his hand for the effect of a BANG! card against a player within range of his weapon. This ability not count towards his limit of one BANG! card per turn. To hit Apache Kid in this way, at least one of the two discarded cards must not be a Diamond.
Elena Fuente (3 life points): she can use any card in her hand as a Missed! card.
Greg Digger (4 life points): each time another character is eliminated, he regains 2 life points. As usual, he cannot exceed his initial number of life points in this way.
Herb Hunter (4 life points): each time another character is eliminated, he draws 2 extra cards from the deck.
Jos� Delgado (4 life points): during his turn he can discard a blue-bordered card from his hand to draw 2 cards from the deck. He may use this ability more than once per turn.
Molly Stark (4 life points): each time she plays or voluntarily discards a Missed!, Beer , or BANG! card when it is not her turn, she draws one card from the deck. If she discards a BANG! card during a Duel, she does not draw her replacement cards until the end of the Duel, when she would draw one card for each BANG! card she used during the Duel. Cards that she is forced to discard due to cards Cat Balou, Brawl, or Can-Can are not considered voluntarily discarded!
Pat Brennan (4 life points): during phase 1 of his turn, he may choose to draw the usual 2 cards from the deck, or, instead draw 1 card (and this one card only) from in play and add it to his hand. The card can be in front of any player, and can be either a blue-bordered card.
Pixie Pete (3 life points): during phase 1 of his turn, he draws 4 cards instead of 2.
Sean Mallory (3 life points): in phase 3 of his turn, he does not have to discard any cards if he has more cards than the number of life points he has left. He can hold any number of cards in his hand.
Tequila Joe (4 life points): each time he plays a Beer card, he regains 2 life points instead of 1. He only regains 1 life point from similar cards like Saloon, Tequila, or Canteen.
Vera Custer (3 life points): at the beginning of her turn, before drawing any cards (in phase 1), she chooses any other characters still in play. Until her next turn, she has the same ability as that character.
=== RULES FOR 8 PLAYERS ===
The expansion comes with 8 role cards which replace the original ones: 1 Sheriff, 2 Deputy, 3 Outlaw and 2 Renegade.
To play with 8 players, deal all these roles face down as usual. Each of the 2 Renegades plays on his own, and wins only if he is the last player alive. So, if in the final stages of the game the Sheriff is confronted by 2 Renegades, and the Sheriff is killed first, the Outlaws win!
=== SPECIAL RULES FOR 3 PLAYERS ===
Take these 3 role cards: Deputy, Outlaw, and Renegade. Give one of them randomly to each player, but place them face up on the table. Everyone knows the role of all 3 players.
The goal of each player is determinated by his role:
* the Deputy must kill Renegade;
* the Renegade must kill Outlaw;
* the Outlaw must kill Deputy.
The game plays as usual, beginning with deputy.
A player wins as soon as reaches his goal, if he shot the final hit to his target(e.g., the Deputy must personally kill the Renegade).
If the other player dealt the final hit, then the goal for both survivors is to be the last man standing.
Example 6. If the Outlaw killed the Renegade, then the Deputy did not win - he must now kill the Outlaw, who must in turn kill the Deputy in order to win.
However, any player who personally kills another one(regardless of his role) immediately draws 3 cards from the deck as a reward.
As there is no Sheriff, the Jail can be played on anyone.
You still cannot play any Beer cards when there are only 2 players left.
[[Category:Bang!]]
[[Category:Dedicated deck card games]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
[[Category:7-Players]]
[[Category:8-Players]]
tpjgzxo6bh9zqxvhxqihwdqjgva3uf4
BANG! The Bullet
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2020
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Kingstonlee
1735031
Created page with 'A High Caliber Card Game! Since the beginning, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws. The Renegade plots in secret, ready to take one side or the other. Bu…'
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A High Caliber Card Game!
Since the beginning, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws. The Renegade plots in secret, ready to take one side or the other. But who are the merciless Outlaws, willing to gun him down? To find out you have to draw! (Your cards, that is!)
Under the burning High Noon sun, unexpected events send the gunmen scurrying for cover in a ghost town.
While in the bison town of Dodge City, new gunmen compete with the old, using new tricks and unknown techniques.
When the going gets tough, the tough put it all on the line, putting up A Fistful of Cards and going for broke.
If that weren’t enough, even stranger gunmen emerge from their secret hideouts!
Now the Sheriff has decided to settle things once and for all in his own way.
He has written a name on a single bullet. That name is... BANG!
c61gdyurhj26akp20150tzt55s8iwoc
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Kingstonlee
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Adding categories
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text/x-wiki
A High Caliber Card Game!
Since the beginning, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws. The Renegade plots in secret, ready to take one side or the other. But who are the merciless Outlaws, willing to gun him down? To find out you have to draw! (Your cards, that is!)
Under the burning High Noon sun, unexpected events send the gunmen scurrying for cover in a ghost town.
While in the bison town of Dodge City, new gunmen compete with the old, using new tricks and unknown techniques.
When the going gets tough, the tough put it all on the line, putting up A Fistful of Cards and going for broke.
If that weren’t enough, even stranger gunmen emerge from their secret hideouts!
Now the Sheriff has decided to settle things once and for all in his own way.
He has written a name on a single bullet. That name is... BANG!
[[Category:Bang!]]
j66jlhlhzwlnu6qr4kl79z8ilyy4xvj
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Kingstonlee
1735031
moved [[Bang! The Bullet]] to [[BANG! The Bullet]]
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text/x-wiki
A High Caliber Card Game!
Since the beginning, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws. The Renegade plots in secret, ready to take one side or the other. But who are the merciless Outlaws, willing to gun him down? To find out you have to draw! (Your cards, that is!)
Under the burning High Noon sun, unexpected events send the gunmen scurrying for cover in a ghost town.
While in the bison town of Dodge City, new gunmen compete with the old, using new tricks and unknown techniques.
When the going gets tough, the tough put it all on the line, putting up A Fistful of Cards and going for broke.
If that weren’t enough, even stranger gunmen emerge from their secret hideouts!
Now the Sheriff has decided to settle things once and for all in his own way.
He has written a name on a single bullet. That name is... BANG!
[[Category:Bang!]]
j66jlhlhzwlnu6qr4kl79z8ilyy4xvj
Bang!
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Kingstonlee
1735031
moved [[Bang!]] to [[BANG!]]: Official title
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#REDIRECT [[BANG!]]
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137.204.65.216
/* Character Descriptions */
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{{otheruses4|the [[card game]] "Bang!"|more uses of the word "Bang"|Bang}}
{{Infobox Game
| title = Bang!
| subtitle =
| image_link = [[FILE:Bang!.JPG]]
| image_caption =
| designer = Emiliano Sciarra
| illustrator = Alex Pierangelini
| publisher = daVinci Games<br>[[Mayfair Games]]
| players = 4-7 (3-8 with expansion sets)
| ages = 10+
| setup_time = approx. 5 min.
| playing_time = 20-40 minutes
| random_chance = Card drawing
| skills = Card playing
| footnotes =
| bggid = 3955
| bggxrefs =
}}
'''Bang!''' is a [[wild west]]-themed [[card game]] similar to a [[spaghetti western]] designed by [[Emiliano Sciarra]] and released by Italian publisher [[daVinci Editrice]] in 2002. In 2004, ''Bang!'' won the [[Origins Award]] for ''Best Traditional Card Game of 2003'' and ''Best Graphic Design of a Card Game or Expansion''.<ref>{{cite web| url=http://www.originsgamefair.com/awards/2002/list-of-winners2|title=Origins Award Winners (2003)|publisher=Academy of Adventure Gaming Arts & Design|accessdate=2007-12-06}}</ref>
The game is known worldwide as ''Bang!'', except in France where it is known as [[w:fr:Wanted!_(jeu)|Wanted!]].
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.<ref>{{cite web| url=http://www.davincigames.it/download/Bang!_2nd_ed_rules.zip|title=daVinci Second Edition Rules (English)}}</ref>
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
==Strategy==
{{Original research|date=December 2007}}
The game is an interesting application of [[Game theory]]. As only the Sheriff is known, it is hard to know who has what role. Generally, a person's role is implied if he tries to shoot, or otherwise harm, the sheriff. Others' role can be implied if they try to harm those who harmed the Sheriff. The advantage of keeping one's role hidden from enemies must be weighted against the need to accomplish one's goal.
Since the Renegade loses if the Sheriff dies when there are still others in the game he must defend the Sheriff to some extent. On the other hand his ultimate goal is killing the Sheriff. This leads to a "two faced" nature of the renegade, trying to weaken each side (outlaws and deputies) while keeping the Sheriff alive until the end. This also makes it harder to ascertain who is an outlaw, who is a deputy, and who is a renegade, as their actions may be similar. <ref>{{cite web| url=http://www.boardgamegeek.com/thread/3663|title=Strategy tips by the author on ''BoardGameGeek''}}</ref>
==Official tournament score==
An official scoring system can be found on [http://www.davincigames.com/page_eng.cfm?sez=01&gioco=bang!&esp=02 daVinci web site], the official web site of the Italian editors of ''Bang!''. The scoring rules are as follows:
:*If '''the Sheriff''' wins:
:::the ''Sheriff'' wins $1500 for every Outlaw;
:::the ''Deputies'' win $1000 for every Outlaw if they survived, and $700 if they died;
:::the ''Renegade'' wins $400 for every player if he died last, leaving the Sheriff alive alone.
:*If '''the Outlaws''' win:
:::the ''Renegade'', if he is still alive at the end of the game, wins $300 for each player in the game;
:::the ''Outlaws'', if they are alive, win $1000 for each Outlaw in the game, dead or alive; otherwise they win $800 for each Outlaw in the game.
:*If '''the Renegade''' wins:
:::the ''Sheriff'' wins $100 for each player in the game
:::the ''Renegade'' wins $1500 for each player in the game
:*'''Extra Penalty''':
:::if a deputy kills a Sheriff, he loses $5000
== Character Descriptions==
As the game constantly maintains an ironic point of view on the western clichés, some of the characters of ''Bang!'' are named after famous people.
There are 16 different characters in the basic set:
* Bart Cassidy = [[Butch Cassidy]] - Each time he loses a life point, he immediately draws a card from the deck. (''4 life points'')
* Black Jack = During phase 1 of his turn, he must show the second card he draws: if it's a Heart or Diamond, he draws one additional card that turn (without revealing it). (''4 life points'')
* Calamity Janet = [[Calamity Jane]] - She can use "Bang!" cards as "Missed!" cards and vice versa. If she plays a Missed! card as a "Bang!", she cannot play another "Bang!" card that turn (unless she has a Volcanic in play). (''4 life points'')
* El Gringo = Each time he loses a life point due to a card played by another player, he draws a random card from the hands of that player (one card for each life). If the player has no more cards, too bad!, he does not draw. (''3 life points'')
* Jesse Jones = [[Jesse James (outlaw)|Jesse James]] - During phase 1 of his turn, he may choose to draw the first card from the deck, or randomly from the hand of any other player. Then he draws the second card from the deck. (''4 life points'')
* Jourdonnais = "Frenchy" Jourdonnais, the riverboat captain in ''[[The Big Sky (novel)|The Big Sky]]'' novel and movie ''(Fictional person)'' - He is considered to have Barrel in play at all times; he can "draw! when he is the target of a ''BANG''!, and on a Heart he is missed. If he has another real ''Barrel'' card in play he can count both of them, giving him two chances to cancel the ''BANG''! before playing a ''Missed''! (''4 life points'')
* Kit Carlson = [[Kit Carson]] - During the phase 1 of his turn, he looks at the top three cards of the deck: he chooses 2 to draw, and puts the other one back on the top of the deck, face down.( ''4 life points'')
* Lucky Duke = [[Lucky Luke]] ''(Fictional person)'' - Each time he is required to "Draw!", he flips the top two cards from the deck, and chooses the result he prefers. Discard both cards afterward. (''4 life points'')
* Paul Regret = [[Paul Revere]] - He is considered to have a ''Mustang'' in play at all times; all other players must add 1 to the distance to him. If he has another real ''Mustang'' in play, he can count both of them, increasing all distance to him by a total of 2. (''3 life points'')
* Pedro Ramirez = During phase 1 of his turn, he may choose to draw the first card from the top of the discard pile or from the deck. Then he draws the second card from the deck. (''4 life points'')
* Rose Doolan = She is considered to have an ''Appaloosa'' in play at all times; she sees the other players at a distance decreased by 1. If she has another real ''Appaloosa'' in play, she can count both of them, reducing her distance to all other players by a total of 2. (''4 life points'')
* Sid Ketchum = [[Tom Ketchum]] - At any time, he may discard 2 cards from his hand to regain one life point. If he is willing and able, he can use this ability more than once at a time. (''4 life points'')
* Slab the Killer = ''Angel Eyes'', one of the main characters of ''[[The Good, the Bad and the Ugly]] ''(Fictional person)'' - Players trying to cancel his ''BANG''! cards need to play 2 ''Missed''!. The ''Barrel'' effect, if successfully used, only counts as one ''Missed''! (''4 life points'')
* Suzy Lafayette = As soon as she has no cards in her hand, she draws a card from the draw pile. (''4 life points'')
* Vulture Sam = Whenever a character is eliminated from the game, Sam takes all the cards that player had in his hand and in play, and adds them to his hand. (''4 life points'')
* Willy the Kid = [[Billy the Kid]] - He can play any number of "Bang!" cards. (''4 life points'')
== Expansions ==
===''High Noon''===
Released in 2003. A set of thirteen scenario cards that are given to the Sheriff, and revealed at the start of each of his turns - the card's scenario is effective until the next scenario card has been revealed. The name is inspired by the Western, [[High Noon]].
The Scenario cards have these effects:
* Blessing: the suit of all cards is Hearts.
* Curse: the suit of all cards is Spades.
* Ghost Town: during their turn, killed characters return in play as ghosts, with 3 cards. They cannot be killed but they leave the game immediately after their turn.
* Gold Rush: the game proceeds counterclockwise even if card effects proceed clockwise as usual.
* Hangover: all characters lose their special abilities.
* Shootout: each player can play a second ''Bang!'' card.
* The Daltons: when this card enters play, each player with at least one blue card discards one blue card at his choice.
* The Doctor: when this card enters play, the player(s) with the fewest current life points regain 1 life point.
* The Reverend: players cannot play any ''Beer'' card.
* The Sermon: players cannot use ''Bang!'' cards.
* The Train: each player draws an additional card at the beginning of his turn.
* Thirst: each player draws one card less than normal at the beginning of his turn.
* High Noon: each player loses 1 life point at the start of his turn. This must be always the last card, and stays in play until the game ends.
===''Dodge City''===
Released in 2004. A set of fifteen new characters and 40 new play cards. There is also a set of 8 "role" cards (7 duplicates) allowing up to 8 people to play. The name is inspired by the Western, [[Dodge City (1939 film)|Dodge City]].
The new characters are:
* Apache Kid = Cards of Diamond played by other players do not affect him. (''3 life points'')
* Belle Star = [[Belle Starr]] - During her turn, cards in play in front of other players have no effect. (''4 life points'')
* Bill Noface = He draws 1 card, plus 1 card for each wound he has. (''4 life points'')
* Chuck Wengam = During his turn, he may choose to lose 1 life point to draw 2 cards. (''4 life points'')
* Doc Holyday = [[Doc Holliday]] - During his turn, he may discard once 2 cards from the hand to shoot a ''Bang!''. (''4 life points'')
* Elena Fuente = She may use any card as ''Missed!''. (''3 life points'')
* Greg Digger = Each time another player is eliminated, he regains 2 life points. (''4 life points'')
* Herb Hunter = Each time another player is eliminated, he draws 2 extra cards. (''4 life points'')
* Jose Delgado = Twice in his turn, he may discard a blue card from the hand to draw 2 cards. In the first edition of the expansion, he could use his ability as long as he had blue cards in hand. (''4 life points'')
* Molly Stark = Each time she uses a card from her hand out of turn, she draws a card. (''4 life points'')
* Pat Brennan = Instead of drawing normally, he may draw only one card in play in front of any one player. (''4 life points'')
* Pixie Pete = He draws 3 cards instead of 2 (''3 life points''). In the first edition of the expansion, Pixie Pete draws 4 cards.
* Sean Mallory = He may hold in his hand up to 10 cards. In the first edition of the expansion, he had no limit at all to the cards in his hand. (''3 life points'')
* Tequila Joe = Each time he plays a ''Beer'', he regains 2 life points instead of 1 (''4 life points'').
* Vera Custer = For a whole round, she gains the same ability of another character in play of her choice. (''3 life points'')
''Dodge City'' features also a new symbol, meaning "discard another card from your hand in order to play this card", and a new card type, the green-bordered cards: they are played like blue cards, cannot be used until the next turn and are discarded immediately after they are used.
===''A Fistful Of Cards''===
Released in 2005. A set of fifteen new scenario cards, designed by players around the world selected by the original author, which can be mixed with the ''High Noon'' expansion. The name is inspired by the Western, [[A Fistful of Dollars]].
The cards include:
* Abandoned Mine: players draw from the discard pile and discard on the top of the deck.
* Ambush: the distance between players is 1.
* Blood Brothers: each player may choose to donate one of his life points to another player at the beginning of his turn.
* Dead Man: the first eliminated player returns in play with 2 life points and 2 cards.
* Hard Liquor: each player may forfeit his drawing phase to regain 1 life point.
* Lasso: cards in play in front of all players have no effect.
* Law of the West: players must show and play (if possible) the second card they draw in their turn.
* Ranch: once at the end of his turn, each player may discard any number of cards from his hand to draw an equal number of cards from the deck.
* Ricochet: players may fire ''Bang!'' against blue cards in play: those cards are discarded unless the player controlling them plays a ''Missed!''.
* Roussian Roulette: when this card enters in play, starting from the Sheriff each player discards a ''Missed!'' or loses 2 life points (thus ending the effect).
* Sniper: players may discard 2 ''Bang!'' cards to target an opponent: this counts as a ''Bang!'' but 2 ''Missed!'' cards are required to cancel this effect.
* Peyote: players try to guess the suit of the card they draw and keep drawing until they are wrong.
* The Judge: players cannot play cards in front of themselves (i.e. Green or Blue cards).
* Vendetta: players "draw!" at the end of their turn: on a Heart, they play an additional turn.
* A fistful of cards: at the beginning of his turn, each player is the target of as many ''Bang!'' as the number of cards in his hand.
===''Face Off''===
Released in 2005 and co-produced by daVinci Games and Arima. More a spin-off than an expansion, ''Face Off'' is a [[board game]] for two players designed to be played with a deck of ''Bang!'' cards.
In addition, there are also unofficial expansions, like ''Eldorado'' [http://www.bang.cz/index.php?op=eldorado&lang=en available here].
==Bang! The Bullet!==
In 2007, a deluxe version of Bang!, called '''Bang! The Bullet!''', was released. [http://www.bang.cz/phpbb2/viewtopic.php?p=1277#1277]
This set included all three of the official expansions, ''High Noon'', ''Dodge City'', and ''A Fistful of Cards'', along with several extras:
* A Sheriff's Badge
* Three special character cards:
**Uncle Will - Once during his turn, he may play any card from hand as a ''General Store''. This card is a reference to [[Will Niebling]], former CEO of [[Mayfair Games]] (which published the game in the USA until 2008).
**Johnny Kisch - Each time he puts a card into play, all other cards in play with the same name are discarded. This card is a reference to Jo Nikisch, CEO of [[Abacus Spiele]], the German publisher of the game.
**Claus "The Saint" - He draws one more card than the number of players, keeps 2 for himself, then gives 1 to each player. This card was a bonus, "unglued" card originally included in the online daVinci newsletter. The author considers this card to be quite unbalanced and not suited for serious play <ref>[http://bang.cz/phpbb2/viewtopic.php?t=499 BANG! :: Zobrazit téma - Claus "The Saint"<!-- Bot generated title -->]</ref>
* Two additional ''High Noon'' cards:
**New Identity - At the beginning of their turn each player looks at the character he is using to keep track of his life points. He may switch to the new identity for the rest of the game, starting with 2 life points.
**Handcuffs - After drawing his cards in phase 1, the player whose turn it is names a suit: he can only play cards of that suit during his turn.
* Two blank cards - one for a character and one for a normal card.
The game included in the Bullet follows the 3rd edition rules of the basic game and the 2nd edition rules of ''Dodge City''.
==Bang! The Video Game==
On October 29, 2009, daVinci Games officially announced the development of Bang! The Card Game into a video game. The game will be developed by Spin Vector.<ref>{{cite web| url=http://www.davincigames.com/download/CSenglish_bang.pdf|title=Palzoun & daVinci present BANG! The videogame.|publisher=daVinci Games|accessdate=2009-11-15}}</ref>
==See also==
*[[Game theory]]
*[[Mafia (game)]]
==References==
{{reflist}}
==External links==
*Mayfair Games' [http://www.mayfairgames.com/shop/product/4700-4799/pages/4701.htm ''Bang!'' page]
*{{bgg|3955|''Bang!''}}
*daVinci Games [http://www.davincigames.com/page_eng.cfm?sez=01]
[[Category:Dedicated deck card games]]
[[Category:Multiplayer games]]
[[Category:Origins Award winners]]
[[Category:Mayfair Games games]]
[[ca:Bang!]]
[[cs:Bang! (karetní hra)]]
[[es:Bang! (juego)]]
[[fr:Bang! (jeu de cartes)]]
[[it:Bang! (gioco di carte)]]
[[hu:Bang!]]
[[sk:Bang!]]
[[zh-yue:Bang!]]
[[zh:殺人紙牌]]
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{{otheruses4|the [[card game]] "Bang!"|more uses of the word "Bang"|Bang}}
{{Infobox Game
| title = Bang!
| subtitle =
| image_link = [[FILE:Bang!.JPG]]
| image_caption =
| designer = Emiliano Sciarra
| illustrator = Alex Pierangelini
| publisher = daVinci Games<br>[[Mayfair Games]]
| players = 4-7 (3-8 with expansion sets)
| ages = 10+
| setup_time = approx. 5 min.
| playing_time = 20-40 minutes
| random_chance = Card drawing
| skills = Card playing
| footnotes =
| bggid = 3955
| bggxrefs =
}}
'''Bang!''' is a [[wild west]]-themed [[card game]] similar to a [[spaghetti western]] designed by [[Emiliano Sciarra]] and released by Italian publisher [[daVinci Editrice]] in 2002. In 2004, ''Bang!'' won the [[Origins Award]] for ''Best Traditional Card Game of 2003'' and ''Best Graphic Design of a Card Game or Expansion''.<ref>{{cite web| url=http://www.originsgamefair.com/awards/2002/list-of-winners2|title=Origins Award Winners (2003)|publisher=Academy of Adventure Gaming Arts & Design|accessdate=2007-12-06}}</ref>
The game is known worldwide as ''Bang!'', except in France where it is known as [[w:fr:Wanted!_(jeu)|Wanted!]].
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.<ref>{{cite web| url=http://www.davincigames.it/download/Bang!_2nd_ed_rules.zip|title=daVinci Second Edition Rules (English)}}</ref>
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
==Strategy==
{{Original research|date=December 2007}}
The game is an interesting application of [[Game theory]]. As only the Sheriff is known, it is hard to know who has what role. Generally, a person's role is implied if he tries to shoot, or otherwise harm, the sheriff. Others' role can be implied if they try to harm those who harmed the Sheriff. The advantage of keeping one's role hidden from enemies must be weighted against the need to accomplish one's goal.
Since the Renegade loses if the Sheriff dies when there are still others in the game he must defend the Sheriff to some extent. On the other hand his ultimate goal is killing the Sheriff. This leads to a "two faced" nature of the renegade, trying to weaken each side (outlaws and deputies) while keeping the Sheriff alive until the end. This also makes it harder to ascertain who is an outlaw, who is a deputy, and who is a renegade, as their actions may be similar. <ref>{{cite web| url=http://www.boardgamegeek.com/thread/3663|title=Strategy tips by the author on ''BoardGameGeek''}}</ref>
==Official tournament score==
An official scoring system can be found on [http://www.davincigames.com/page_eng.cfm?sez=01&gioco=bang!&esp=02 daVinci web site], the official web site of the Italian editors of ''Bang!''. The scoring rules are as follows:
:*If '''the Sheriff''' wins:
:::the ''Sheriff'' wins $1500 for every Outlaw;
:::the ''Deputies'' win $1000 for every Outlaw if they survived, and $700 if they died;
:::the ''Renegade'' wins $400 for every player if he died last, leaving the Sheriff alive alone.
:*If '''the Outlaws''' win:
:::the ''Renegade'', if he is still alive at the end of the game, wins $300 for each player in the game;
:::the ''Outlaws'', if they are alive, win $1000 for each Outlaw in the game, dead or alive; otherwise they win $800 for each Outlaw in the game.
:*If '''the Renegade''' wins:
:::the ''Sheriff'' wins $100 for each player in the game
:::the ''Renegade'' wins $1500 for each player in the game
:*'''Extra Penalty''':
:::if a deputy kills a Sheriff, he loses $5000
== Character Descriptions==
As the game constantly maintains an ironic point of view on the western clichés, some of the characters of ''Bang!'' are named after famous people.
There are 16 different characters in the basic set:
* Bart Cassidy = [[Butch Cassidy]] - Each time he loses a life point, he immediately draws a card from the deck. (''4 life points'')
* Black Jack = During phase 1 of his turn, he must show the second card he draws: if it's a Heart or Diamond, he draws one additional card that turn (without revealing it). (''4 life points'')
* Calamity Janet = [[Calamity Jane]] - She can use "Bang!" cards as "Missed!" cards and vice versa. If she plays a Missed! card as a "Bang!", she cannot play another "Bang!" card that turn (unless she has a Volcanic in play). (''4 life points'')
* El Gringo = Each time he loses a life point due to a card played by another player, he draws a random card from the hands of that player (one card for each life). If the player has no more cards, too bad!, he does not draw. (''3 life points'')
* Jesse Jones = [[Jesse James (outlaw)|Jesse James]] - During phase 1 of his turn, he may choose to draw the first card from the deck, or randomly from the hand of any other player. Then he draws the second card from the deck. (''4 life points'')
* Jourdonnais = "Frenchy" Jourdonnais, the riverboat captain in ''[[The Big Sky (novel)|The Big Sky]]'' novel and movie ''(Fictional person)'' - He is considered to have Barrel in play at all times; he can "draw! when he is the target of a ''BANG''!, and on a Heart he is missed. If he has another real ''Barrel'' card in play he can count both of them, giving him two chances to cancel the ''BANG''! before playing a ''Missed''! (''4 life points'')
* Kit Carlson = [[Kit Carson]] - During the phase 1 of his turn, he looks at the top three cards of the deck: he chooses 2 to draw, and puts the other one back on the top of the deck, face down.( ''4 life points'')
* Lucky Duke = [[Lucky Luke]] ''(Fictional person)'' - Each time he is required to "Draw!", he flips the top two cards from the deck, and chooses the result he prefers. Discard both cards afterward. (''4 life points'')
* Paul Regret = [[Paul Revere]] - He is considered to have a ''Mustang'' in play at all times; all other players must add 1 to the distance to him. If he has another real ''Mustang'' in play, he can count both of them, increasing all distance to him by a total of 2. (''3 life points'')
* Pedro Ramirez = During phase 1 of his turn, he may choose to draw the first card from the top of the discard pile or from the deck. Then he draws the second card from the deck. (''4 life points'')
* Rose Doolan = She is considered to have an ''Appaloosa'' in play at all times; she sees the other players at a distance decreased by 1. If she has another real ''Appaloosa'' in play, she can count both of them, reducing her distance to all other players by a total of 2. (''4 life points'')
* Sid Ketchum = [[Tom Ketchum]] - At any time, he may discard 2 cards from his hand to regain one life point. If he is willing and able, he can use this ability more than once at a time. (''4 life points'')
* Slab the Killer = ''Angel Eyes'', one of the main characters of ''[[The Good, the Bad and the Ugly]] ''(Fictional person)'' - Players trying to cancel his ''BANG''! cards need to play 2 ''Missed''!. The ''Barrel'' effect, if successfully used, only counts as one ''Missed''! (''4 life points'')
* Suzy Lafayette = As soon as she has no cards in her hand, she draws a card from the draw pile. (''4 life points'')
* Vulture Sam = Whenever a character is eliminated from the game, Sam takes all the cards that player had in his hand and in play, and adds them to his hand. (''4 life points'')
* Willy the Kid = [[Billy the Kid]] - He can play any number of "Bang!" cards. (''4 life points'')
== Expansions ==
===''High Noon''===
Released in 2003. A set of thirteen scenario cards that are given to the Sheriff, and revealed at the start of each of his turns - the card's scenario is effective until the next scenario card has been revealed. The name is inspired by the Western, [[High Noon]].
The Scenario cards have these effects:
* Blessing: the suit of all cards is Hearts.
* Curse: the suit of all cards is Spades.
* Ghost Town: during their turn, killed characters return in play as ghosts, with 3 cards. They cannot be killed but they leave the game immediately after their turn.
* Gold Rush: the game proceeds counterclockwise even if card effects proceed clockwise as usual.
* Hangover: all characters lose their special abilities.
* Shootout: each player can play a second ''Bang!'' card.
* The Daltons: when this card enters play, each player with at least one blue card discards one blue card at his choice.
* The Doctor: when this card enters play, the player(s) with the fewest current life points regain 1 life point.
* The Reverend: players cannot play any ''Beer'' card.
* The Sermon: players cannot use ''Bang!'' cards.
* The Train: each player draws an additional card at the beginning of his turn.
* Thirst: each player draws one card less than normal at the beginning of his turn.
* High Noon: each player loses 1 life point at the start of his turn. This must be always the last card, and stays in play until the game ends.
===''Dodge City''===
Released in 2004. A set of fifteen new characters and 40 new play cards. There is also a set of 8 "role" cards (7 duplicates) allowing up to 8 people to play. The name is inspired by the Western, [[Dodge City (1939 film)|Dodge City]].
The new characters are:
* Apache Kid = Cards of Diamond played by other players do not affect him. (''3 life points'')
* Belle Star = [[Belle Starr]] - During her turn, cards in play in front of other players have no effect. (''4 life points'')
* Bill Noface = He draws 1 card, plus 1 card for each wound he has. (''4 life points'')
* Chuck Wengam = During his turn, he may choose to lose 1 life point to draw 2 cards. (''4 life points'')
* Doc Holyday = [[Doc Holliday]] - During his turn, he may discard once 2 cards from the hand to shoot a ''Bang!''. (''4 life points'')
* Elena Fuente = She may use any card as ''Missed!''. (''3 life points'')
* Greg Digger = Each time another player is eliminated, he regains 2 life points. (''4 life points'')
* Herb Hunter = Each time another player is eliminated, he draws 2 extra cards. (''4 life points'')
* Jose Delgado = Twice in his turn, he may discard a blue card from the hand to draw 2 cards. In the first edition of the expansion, he could use his ability as long as he had blue cards in hand. (''4 life points'')
* Molly Stark = Each time she uses a card from her hand out of turn, she draws a card. (''4 life points'')
* Pat Brennan = Instead of drawing normally, he may draw only one card in play in front of any one player. (''4 life points'')
* Pixie Pete = He draws 3 cards instead of 2 (''3 life points''). In the first edition of the expansion, Pixie Pete draws 4 cards.
* Sean Mallory = He may hold in his hand up to 10 cards. In the first edition of the expansion, he had no limit at all to the cards in his hand. (''3 life points'')
* Tequila Joe = Each time he plays a ''Beer'', he regains 2 life points instead of 1 (''4 life points'').
* Vera Custer = For a whole round, she gains the same ability of another character in play of her choice. (''3 life points'')
''Dodge City'' features also a new symbol, meaning "discard another card from your hand in order to play this card", and a new card type, the green-bordered cards: they are played like blue cards, cannot be used until the next turn and are discarded immediately after they are used.
===''A Fistful Of Cards''===
Released in 2005. A set of fifteen new scenario cards, designed by players around the world selected by the original author, which can be mixed with the ''High Noon'' expansion. The name is inspired by the Western, [[A Fistful of Dollars]].
The cards include:
* Abandoned Mine: players draw from the discard pile and discard on the top of the deck.
* Ambush: the distance between players is 1.
* Blood Brothers: each player may choose to donate one of his life points to another player at the beginning of his turn.
* Dead Man: the first eliminated player returns in play with 2 life points and 2 cards.
* Hard Liquor: each player may forfeit his drawing phase to regain 1 life point.
* Lasso: cards in play in front of all players have no effect.
* Law of the West: players must show and play (if possible) the second card they draw in their turn.
* Ranch: once at the end of his turn, each player may discard any number of cards from his hand to draw an equal number of cards from the deck.
* Ricochet: players may fire ''Bang!'' against blue cards in play: those cards are discarded unless the player controlling them plays a ''Missed!''.
* Roussian Roulette: when this card enters in play, starting from the Sheriff each player discards a ''Missed!'' or loses 2 life points (thus ending the effect).
* Sniper: players may discard 2 ''Bang!'' cards to target an opponent: this counts as a ''Bang!'' but 2 ''Missed!'' cards are required to cancel this effect.
* Peyote: players try to guess the suit of the card they draw and keep drawing until they are wrong.
* The Judge: players cannot play cards in front of themselves (i.e. Green or Blue cards).
* Vendetta: players "draw!" at the end of their turn: on a Heart, they play an additional turn.
* A fistful of cards: at the beginning of his turn, each player is the target of as many ''Bang!'' as the number of cards in his hand.
===''Face Off''===
Released in 2005 and co-produced by daVinci Games and Arima. More a spin-off than an expansion, ''Face Off'' is a [[board game]] for two players designed to be played with a deck of ''Bang!'' cards.
In addition, there are also unofficial expansions, like ''Eldorado'' [http://www.bang.cz/index.php?op=eldorado&lang=en available here].
==Bang! The Bullet!==
In 2007, a deluxe version of Bang!, called '''Bang! The Bullet!''', was released. [http://www.bang.cz/phpbb2/viewtopic.php?p=1277#1277]
This set included all three of the official expansions, ''High Noon'', ''Dodge City'', and ''A Fistful of Cards'', along with several extras:
* A Sheriff's Badge
* Three special character cards:
**Uncle Will - Once during his turn, he may play any card from hand as a ''General Store''. This card is a reference to [[Will Niebling]], former CEO of [[Mayfair Games]] (which published the game in the USA until 2008).
**Johnny Kisch - Each time he puts a card into play, all other cards in play with the same name are discarded. This card is a reference to Jo Nikisch, CEO of [[Abacus Spiele]], the German publisher of the game.
**Claus "The Saint" - He draws one more card than the number of players, keeps 2 for himself, then gives 1 to each player. This card was a bonus, "unglued" card originally included in the online daVinci newsletter. The author considers this card to be quite unbalanced and not suited for serious play <ref>[http://bang.cz/phpbb2/viewtopic.php?t=499 BANG! :: Zobrazit téma - Claus "The Saint"<!-- Bot generated title -->]</ref>
* Two additional ''High Noon'' cards:
**New Identity - At the beginning of their turn each player looks at the character he is using to keep track of his life points. He may switch to the new identity for the rest of the game, starting with 2 life points.
**Handcuffs - After drawing his cards in phase 1, the player whose turn it is names a suit: he can only play cards of that suit during his turn.
* Two blank cards - one for a character and one for a normal card.
The game included in the Bullet follows the 3rd edition rules of the basic game and the 2nd edition rules of ''Dodge City''.
==Bang! The Video Game==
On October 29, 2009, daVinci Games officially announced the development of Bang! The Card Game into a video game. The game will be developed by Spin Vector.<ref>{{cite web| url=http://www.davincigames.com/download/CSenglish_bang.pdf|title=Palzoun & daVinci present BANG! The videogame.|publisher=daVinci Games|accessdate=2009-11-15}}</ref>
==See also==
*[[Game theory]]
*[[Mafia (game)]]
==References==
{{reflist}}
==External links==
*Mayfair Games' [http://www.mayfairgames.com/shop/product/4700-4799/pages/4701.htm ''Bang!'' page]
*{{bgg|3955|''Bang!''}}
*daVinci Games [http://www.davincigames.com/page_eng.cfm?sez=01]
[[Category:Dedicated deck card games]]
[[Category:Multiplayer games]]
[[Category:Origins Award winners]]
[[Category:Mayfair Games games]]
[[ca:Bang!]]
[[cs:Bang! (karetní hra)]]
[[es:Bang! (juego)]]
[[fr:Bang! (jeu de cartes)]]
[[it:Bang! (gioco di carte)]]
[[hu:Bang!]]
[[sk:Bang!]]
[[zh-yue:Bang!]]
[[zh:殺人紙牌]]
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{{otheruses4|the [[card game]] "Bang!"|more uses of the word "Bang"|Bang}}
{{Infobox Game
| title = Bang!
| subtitle =
| image_link = [[FILE:Bang!.JPG]]
| image_caption =
| designer = Emiliano Sciarra
| illustrator = Alex Pierangelini
| publisher = daVinci Games<br>[[Mayfair Games]]
| players = 4-7 (3-8 with expansion sets)
| ages = 10+
| setup_time = approx. 5 min.
| playing_time = 20-40 minutes
| random_chance = Card drawing
| skills = Card playing
| footnotes =
| bggid = 3955
| bggxrefs =
}}
'''Bang!''' is a [[wild west]]-themed [[card game]] similar to a [[spaghetti western]] designed by [[Emiliano Sciarra]] and released by Italian publisher [[daVinci Editrice]] in 2002. In 2004, ''Bang!'' won the [[Origins Award]] for ''Best Traditional Card Game of 2003'' and ''Best Graphic Design of a Card Game or Expansion''.<ref>{{cite web| url=http://www.originsgamefair.com/awards/2002/list-of-winners2|title=Origins Award Winners (2003)|publisher=Academy of Adventure Gaming Arts & Design|accessdate=2007-12-06}}</ref>
The game is known worldwide as ''Bang!'', except in France where it is known as [[w:fr:Wanted!_(jeu)|Wanted!]].
== Overview ==
The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:
* [[Sheriff]] (x1)
* Deputy Sheriff (x1 or x2)
* [[Outlaw]] (x2 or x3)
* [[Renegade]] (x1, x2 with expansions)
Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).
The object of the game is different for every role:
* the Outlaws must kill the Sheriff;
* the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
* each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.
==Game Rules==
=== Set Up ===
Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.
=== Gameplay ===
The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.
''1. Draw two cards''
* The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.
''2. Play any number of cards.''
* Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
* Only '''one''' ''BANG!'' '''card''' may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
* No player can ever have two identical cards face up in front of him.
Each player can only have '''one''' weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.<ref>{{cite web| url=http://www.davincigames.it/download/Bang!_2nd_ed_rules.zip|title=daVinci Second Edition Rules (English)}}</ref>
When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of ''Beer'' and ''Missed!'').
Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.
The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. ''Cat Balou'' or ''Panic'') or a special event occurs (e.g. in the case of ''Jail'' or ''Dynamite''.)
3. ''Discard excess cards.''
Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order
===Card effects===
To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.
* This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.
If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).
When a character loses his last bullet, he is "dead."
A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).
* Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.
A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.
* For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).
Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.
=== Penalties and Rewards===
If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.
Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.
===Determining the winner===
Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, ''all'' the Outlaws win, dead or alive.
On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.
==Strategy==
{{Original research|date=December 2007}}
The game is an interesting application of [[Game theory]]. As only the Sheriff is known, it is hard to know who has what role. Generally, a person's role is implied if he tries to shoot, or otherwise harm, the sheriff. Others' role can be implied if they try to harm those who harmed the Sheriff. The advantage of keeping one's role hidden from enemies must be weighted against the need to accomplish one's goal.
Since the Renegade loses if the Sheriff dies when there are still others in the game he must defend the Sheriff to some extent. On the other hand his ultimate goal is killing the Sheriff. This leads to a "two faced" nature of the renegade, trying to weaken each side (outlaws and deputies) while keeping the Sheriff alive until the end. This also makes it harder to ascertain who is an outlaw, who is a deputy, and who is a renegade, as their actions may be similar. <ref>{{cite web| url=http://www.boardgamegeek.com/thread/3663|title=Strategy tips by the author on ''BoardGameGeek''}}</ref>
==Official tournament score==
An official scoring system can be found on [http://www.davincigames.com/page_eng.cfm?sez=01&gioco=bang!&esp=02 daVinci web site], the official web site of the Italian editors of ''Bang!''. The scoring rules are as follows:
:*If '''the Sheriff''' wins:
:::the ''Sheriff'' wins $1500 for every Outlaw;
:::the ''Deputies'' win $1000 for every Outlaw if they survived, and $700 if they died;
:::the ''Renegade'' wins $400 for every player if he died last, leaving the Sheriff alive alone.
:*If '''the Outlaws''' win:
:::the ''Renegade'', if he is still alive at the end of the game, wins $300 for each player in the game;
:::the ''Outlaws'', if they are alive, win $1000 for each Outlaw in the game, dead or alive; otherwise they win $800 for each Outlaw in the game.
:*If '''the Renegade''' wins:
:::the ''Sheriff'' wins $100 for each player in the game
:::the ''Renegade'' wins $1500 for each player in the game
:*'''Extra Penalty''':
:::if a deputy kills a Sheriff, he loses $5000
== Character Descriptions==
As the game constantly maintains an ironic point of view on the western clichés, some of the characters of ''Bang!'' are named after famous people.
There are 16 different characters in the basic set:
* Bart Cassidy = [[Butch Cassidy]] - Each time he loses a life point, he immediately draws a card from the deck. (''4 life points'')
* Black Jack = During phase 1 of his turn, he must show the second card he draws: if it's a Heart or Diamond, he draws one additional card that turn (without revealing it). (''4 life points'')
* Calamity Janet = [[Calamity Jane]] - She can use "Bang!" cards as "Missed!" cards and vice versa. If she plays a Missed! card as a "Bang!", she cannot play another "Bang!" card that turn (unless she has a Volcanic in play). (''4 life points'')
* El Gringo = Each time he loses a life point due to a card played by another player, he draws a random card from the hands of that player (one card for each life). If the player has no more cards, too bad!, he does not draw. (''3 life points'')
* Jesse Jones = [[Jesse James (outlaw)|Jesse James]] - During phase 1 of his turn, he may choose to draw the first card from the deck, or randomly from the hand of any other player. Then he draws the second card from the deck. (''4 life points'')
* Jourdonnais = "Frenchy" Jourdonnais, the riverboat captain in ''[[The Big Sky (novel)|The Big Sky]]'' novel and movie ''(Fictional person)'' - He is considered to have Barrel in play at all times; he can "draw! when he is the target of a ''BANG''!, and on a Heart he is missed. If he has another real ''Barrel'' card in play he can count both of them, giving him two chances to cancel the ''BANG''! before playing a ''Missed''! (''4 life points'')
* Kit Carlson = [[Kit Carson]] - During the phase 1 of his turn, he looks at the top three cards of the deck: he chooses 2 to draw, and puts the other one back on the top of the deck, face down.( ''4 life points'')
* Lucky Duke = [[Lucky Luke]] ''(Fictional person)'' - Each time he is required to "Draw!", he flips the top two cards from the deck, and chooses the result he prefers. Discard both cards afterward. (''4 life points'')
* Paul Regret = [[Paul Revere]] - He is considered to have a ''Mustang'' in play at all times; all other players must add 1 to the distance to him. If he has another real ''Mustang'' in play, he can count both of them, increasing all distance to him by a total of 2. (''3 life points'')
* Pedro Ramirez = During phase 1 of his turn, he may choose to draw the first card from the top of the discard pile or from the deck. Then he draws the second card from the deck. (''4 life points'')
* Rose Doolan = She is considered to have a ''Scope'' in play at all times; she sees the other players at a distance decreased by 1. If she has another real ''Scope'' in play, she can count both of them, reducing her distance to all other players by a total of 2. (''4 life points'')
* Sid Ketchum = [[Tom Ketchum]] - At any time, he may discard 2 cards from his hand to regain one life point. If he is willing and able, he can use this ability more than once at a time. (''4 life points'')
* Slab the Killer = ''Angel Eyes'', one of the main characters of ''[[The Good, the Bad and the Ugly]] ''(Fictional person)'' - Players trying to cancel his ''BANG''! cards need to play 2 ''Missed''!. The ''Barrel'' effect, if successfully used, only counts as one ''Missed''! (''4 life points'')
* Suzy Lafayette = As soon as she has no cards in her hand, she draws a card from the draw pile. (''4 life points'')
* Vulture Sam = Whenever a character is eliminated from the game, Sam takes all the cards that player had in his hand and in play, and adds them to his hand. (''4 life points'')
* Willy the Kid = [[Billy the Kid]] - He can play any number of "Bang!" cards. (''4 life points'')
== Expansions ==
===''High Noon''===
Released in 2003. A set of thirteen scenario cards that are given to the Sheriff, and revealed at the start of each of his turns - the card's scenario is effective until the next scenario card has been revealed. The name is inspired by the Western, [[High Noon]].
The Scenario cards have these effects:
* Blessing: the suit of all cards is Hearts.
* Curse: the suit of all cards is Spades.
* Ghost Town: during their turn, killed characters return in play as ghosts, with 3 cards. They cannot be killed but they leave the game immediately after their turn.
* Gold Rush: the game proceeds counterclockwise even if card effects proceed clockwise as usual.
* Hangover: all characters lose their special abilities.
* Shootout: each player can play a second ''Bang!'' card.
* The Daltons: when this card enters play, each player with at least one blue card discards one blue card at his choice.
* The Doctor: when this card enters play, the player(s) with the fewest current life points regain 1 life point.
* The Reverend: players cannot play any ''Beer'' card.
* The Sermon: players cannot use ''Bang!'' cards.
* The Train: each player draws an additional card at the beginning of his turn.
* Thirst: each player draws one card less than normal at the beginning of his turn.
* High Noon: each player loses 1 life point at the start of his turn. This must be always the last card, and stays in play until the game ends.
===''Dodge City''===
Released in 2004. A set of fifteen new characters and 40 new play cards. There is also a set of 8 "role" cards (7 duplicates) allowing up to 8 people to play. The name is inspired by the Western, [[Dodge City (1939 film)|Dodge City]].
The new characters are:
* Apache Kid = Cards of Diamond played by other players do not affect him. (''3 life points'')
* Belle Star = [[Belle Starr]] - During her turn, cards in play in front of other players have no effect. (''4 life points'')
* Bill Noface = He draws 1 card, plus 1 card for each wound he has. (''4 life points'')
* Chuck Wengam = During his turn, he may choose to lose 1 life point to draw 2 cards. (''4 life points'')
* Doc Holyday = [[Doc Holliday]] - During his turn, he may discard once 2 cards from the hand to shoot a ''Bang!''. (''4 life points'')
* Elena Fuente = She may use any card as ''Missed!''. (''3 life points'')
* Greg Digger = Each time another player is eliminated, he regains 2 life points. (''4 life points'')
* Herb Hunter = Each time another player is eliminated, he draws 2 extra cards. (''4 life points'')
* Jose Delgado = Twice in his turn, he may discard a blue card from the hand to draw 2 cards. In the first edition of the expansion, he could use his ability as long as he had blue cards in hand. (''4 life points'')
* Molly Stark = Each time she uses a card from her hand out of turn, she draws a card. (''4 life points'')
* Pat Brennan = Instead of drawing normally, he may draw only one card in play in front of any one player. (''4 life points'')
* Pixie Pete = He draws 3 cards instead of 2 (''3 life points''). In the first edition of the expansion, Pixie Pete draws 4 cards.
* Sean Mallory = He may hold in his hand up to 10 cards. In the first edition of the expansion, he had no limit at all to the cards in his hand. (''3 life points'')
* Tequila Joe = Each time he plays a ''Beer'', he regains 2 life points instead of 1 (''4 life points'').
* Vera Custer = For a whole round, she gains the same ability of another character in play of her choice. (''3 life points'')
''Dodge City'' features also a new symbol, meaning "discard another card from your hand in order to play this card", and a new card type, the green-bordered cards: they are played like blue cards, cannot be used until the next turn and are discarded immediately after they are used.
===''A Fistful Of Cards''===
Released in 2005. A set of fifteen new scenario cards, designed by players around the world selected by the original author, which can be mixed with the ''High Noon'' expansion. The name is inspired by the Western, [[A Fistful of Dollars]].
The cards include:
* Abandoned Mine: players draw from the discard pile and discard on the top of the deck.
* Ambush: the distance between players is 1.
* Blood Brothers: each player may choose to donate one of his life points to another player at the beginning of his turn.
* Dead Man: the first eliminated player returns in play with 2 life points and 2 cards.
* Hard Liquor: each player may forfeit his drawing phase to regain 1 life point.
* Lasso: cards in play in front of all players have no effect.
* Law of the West: players must show and play (if possible) the second card they draw in their turn.
* Ranch: once at the end of his turn, each player may discard any number of cards from his hand to draw an equal number of cards from the deck.
* Ricochet: players may fire ''Bang!'' against blue cards in play: those cards are discarded unless the player controlling them plays a ''Missed!''.
* Roussian Roulette: when this card enters in play, starting from the Sheriff each player discards a ''Missed!'' or loses 2 life points (thus ending the effect).
* Sniper: players may discard 2 ''Bang!'' cards to target an opponent: this counts as a ''Bang!'' but 2 ''Missed!'' cards are required to cancel this effect.
* Peyote: players try to guess the suit of the card they draw and keep drawing until they are wrong.
* The Judge: players cannot play cards in front of themselves (i.e. Green or Blue cards).
* Vendetta: players "draw!" at the end of their turn: on a Heart, they play an additional turn.
* A fistful of cards: at the beginning of his turn, each player is the target of as many ''Bang!'' as the number of cards in his hand.
===''Face Off''===
Released in 2005 and co-produced by daVinci Games and Arima. More a spin-off than an expansion, ''Face Off'' is a [[board game]] for two players designed to be played with a deck of ''Bang!'' cards.
In addition, there are also unofficial expansions, like ''Eldorado'' [http://www.bang.cz/index.php?op=eldorado&lang=en available here].
==Bang! The Bullet!==
In 2007, a deluxe version of Bang!, called '''Bang! The Bullet!''', was released. [http://www.bang.cz/phpbb2/viewtopic.php?p=1277#1277]
This set included all three of the official expansions, ''High Noon'', ''Dodge City'', and ''A Fistful of Cards'', along with several extras:
* A Sheriff's Badge
* Three special character cards:
**Uncle Will - Once during his turn, he may play any card from hand as a ''General Store''. This card is a reference to [[Will Niebling]], former CEO of [[Mayfair Games]] (which published the game in the USA until 2008).
**Johnny Kisch - Each time he puts a card into play, all other cards in play with the same name are discarded. This card is a reference to Jo Nikisch, CEO of [[Abacus Spiele]], the German publisher of the game.
**Claus "The Saint" - He draws one more card than the number of players, keeps 2 for himself, then gives 1 to each player. This card was a bonus, "unglued" card originally included in the online daVinci newsletter. The author considers this card to be quite unbalanced and not suited for serious play <ref>[http://bang.cz/phpbb2/viewtopic.php?t=499 BANG! :: Zobrazit téma - Claus "The Saint"<!-- Bot generated title -->]</ref>
* Two additional ''High Noon'' cards:
**New Identity - At the beginning of their turn each player looks at the character he is using to keep track of his life points. He may switch to the new identity for the rest of the game, starting with 2 life points.
**Handcuffs - After drawing his cards in phase 1, the player whose turn it is names a suit: he can only play cards of that suit during his turn.
* Two blank cards - one for a character and one for a normal card.
The game included in the Bullet follows the 3rd edition rules of the basic game and the 2nd edition rules of ''Dodge City''.
==Bang! The Video Game==
On October 29, 2009, daVinci Games officially announced the development of Bang! The Card Game into a video game. The game will be developed by Spin Vector.<ref>{{cite web| url=http://www.davincigames.com/download/CSenglish_bang.pdf|title=Palzoun & daVinci present BANG! The videogame.|publisher=daVinci Games|accessdate=2009-11-15}}</ref>
==See also==
*[[Game theory]]
*[[Mafia (game)]]
==References==
{{reflist}}
==External links==
*Mayfair Games' [http://www.mayfairgames.com/shop/product/4700-4799/pages/4701.htm ''Bang!'' page]
*{{bgg|3955|''Bang!''}}
*daVinci Games [http://www.davincigames.com/page_eng.cfm?sez=01]
[[Category:Dedicated deck card games]]
[[Category:Multiplayer games]]
[[Category:Origins Award winners]]
[[Category:Mayfair Games games]]
[[ca:Bang!]]
[[cs:Bang! (karetní hra)]]
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[[fr:Bang! (jeu de cartes)]]
[[it:Bang! (gioco di carte)]]
[[hu:Bang!]]
[[sk:Bang!]]
[[zh-yue:Bang!]]
[[zh:殺人紙牌]]
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Baseball (card game)
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{{Orphan|date=February 2009}}
'''Baseball''' (or in some early editions, '''"Batter-Up Baseball"''') is a [[card game]] simulating the sport of [[baseball]], played with special cards and a diagram of a [[baseball diamond]].
==The deck==
The deck consists of 36 cards representing a variety of [[base hit]]s, (mostly singles, but only one [[home run]]), [[balk]]s, [[stolen base]]s, a [[hit-by-pitch]]er, balls, strikes, and a variety of outs.
[[Image:Baseball.Ed-U-Cards.1957.jpg|frame|right|Two outs, a full count, one RBI, and the bases are loaded: a standard deck (circa 1957) with the original diamond diagram.]]
A typical deck from the late 1950s or early 1960s consists of:
*10 balls
*10 strikes
*2 foul balls
*2 fly outs
*1 foul out
*2 singles
*2 doubles
*1 triple
*1 home run
*1 balk
*1 stolen base
*1 hit-by-pitcher
[[Image:Baseball.1949.deck.JPG|frame|right|Early "Batter-Up Baseball" deck, c. 1949, with instruction sheet/diamond diagram]]
Earlier decks omitted the balk, stolen base, and hit-by-pitcher, in favor of an additional ball, an additional double play, and an additional single.
[[Image:Baseball.Ed-U-Cards.Mets.JPG|frame|right|"Mets" Special Edition deck from the early 1960s]]
In some editions from the 1960s, strikes and outs are color-coded orange, balls green, and all cards that advance a runner, blue, while in late-1950s editions, strikes and outs are green, balls blue, and cards advancing a runner, red. The cards are illustrated with line drawings of the action represented by the card; in the 1960s, a [[New York Mets]] edition included [[Mr. Met]] as the principle figure in the illustrations, and a Mets logo as the back design.
==The play==
The game is playable by any arbitrary number of players (the box stating that it "can be played by 1 to 9 players"). The cards are not dealt; instead, whichever player is "at bat" turns over cards from a freshly-shuffled deck until put out three times, following the actions named on the cards:
*Strikes are collected, with three strikes becoming an out (and clearing any collected balls).
*Balls are collected, with four balls becoming a walk (and clearing any collected strikes).
*Outs are collected (with each out clearing strikes and balls) until the third out ends the player's turn. If the out is marked "double play at first," and a double play at first is possible, then it counts as a double play.
*Base hits, walks, and hit-by-pitcher are placed on the diamond diagram, with any cards already on the diagram advancing appropriately. A base hit clears the balls and strikes.
*Balks and stolen bases advance runners according to the instructions on the card, and actual baseball rules.
An inning consists of each player getting a turn "at bat" for three outs; a game consists of nine innings. Scoring is as in an actual baseball game.
==Availability==
This game appears to be out of print at present, but decks of varying vintage can be found online. Or one could improvise a deck from the same "VisEd" cards traditionally used in the game of [[1000 Blank White Cards]].
[[Category:Dedicated deck card games]]
[[Category:Baseball genres]]
[[Category:Sports board games]]
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{{Orphan|date=February 2009}}
'''Baseball''' (or in some early editions, '''"Batter-Up Baseball"''') is a [[card game]] simulating the sport of [[baseball]], played with special cards and a diagram of a [[baseball diamond]].
==The deck==
The deck consists of 36 cards representing a variety of [[base hit]]s, (mostly singles, but only one [[home run]]), [[balk]]s, [[stolen base]]s, a [[hit-by-pitch]]er, balls, strikes, and a variety of outs.
[[Image:Baseball.Ed-U-Cards.1957.jpg|frame|right|Two outs, a full count, one RBI, and the bases are loaded: a standard deck (circa 1957) with the original diamond diagram.]]
A typical deck from the late 1950s or early 1960s consists of:
*10 balls
*10 strikes
*2 foul balls
*2 fly outs
*1 foul out
*2 singles
*2 doubles
*1 triple
*1 home run
*1 balk
*1 stolen base
*1 hit-by-pitcher
[[Image:Baseball.1949.deck.JPG|frame|right|Early "Batter-Up Baseball" deck, c. 1949, with instruction sheet/diamond diagram]]
Earlier decks omitted the balk, stolen base, and hit-by-pitcher, in favor of an additional ball, an additional double play, and an additional single.
[[Image:Baseball.Ed-U-Cards.Mets.JPG|frame|right|"Mets" Special Edition deck from the early 1960s]]
In some editions from the 1960s, strikes and outs are color-coded orange, balls green, and all cards that advance a runner, blue, while in late-1950s editions, strikes and outs are green, balls blue, and cards advancing a runner, red. The cards are illustrated with line drawings of the action represented by the card; in the 1960s, a [[New York Mets]] edition included [[Mr. Met]] as the principle figure in the illustrations, and a Mets logo as the back design.
==The play==
The game is playable by any arbitrary number of players (the box stating that it "can be played by 1 to 9 players"). The cards are not dealt; instead, whichever player is "at bat" turns over cards from a freshly-shuffled deck until put out three times, following the actions named on the cards:
*Strikes are collected, with three strikes becoming an out (and clearing any collected balls).
*Balls are collected, with four balls becoming a walk (and clearing any collected strikes).
*Outs are collected (with each out clearing strikes and balls) until the third out ends the player's turn. If the out is marked "double play at first," and a double play at first is possible, then it counts as a double play.
*Base hits, walks, and hit-by-pitcher are placed on the diamond diagram, with any cards already on the diagram advancing appropriately. A base hit clears the balls and strikes.
*Balks and stolen bases advance runners according to the instructions on the card, and actual baseball rules.
An inning consists of each player getting a turn "at bat" for three outs; a game consists of nine innings. Scoring is as in an actual baseball game.
==Availability==
This game appears to be out of print at present, but decks of varying vintage can be found online. Or one could improvise a deck from the same "VisEd" cards traditionally used in the game of [[1000 Blank White Cards]].
[[Category:Dedicated deck card games]]
[[Category:Baseball genres]]
[[Category:Sports board games]]
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Battle Cattle: The Card Game
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'''''Battle Cattle: The Card Game''''' is a [[card game]] published by [[Steve Jackson Games]]. The game mechanics are based on the same system as [[Car Wars: The Card Game]], so the two games are able to be combined, with some players playing [[cows]] and some players playing [[cars]]. The game concept is based on the [[Battle Cattle]] miniatures game published by [[Wingnut Games]].
The gameplay is based on the idea of putting a bunch of cows augmented with [[heavy weapons]] in an arena with two objectives, to kill the rest of the cows as quickly as possible with the weapons provided, and to survive the battle. Each player takes turns playing weapon cards to attack other cows, and plays defense cards to protect himself against attack.
==External links==
*{{bgg|2458|''Battle Cattle: The Card Game''}}
{{Board-game-stub}}
[[Category:Dedicated deck card games]]
[[Category:Steve Jackson Games games]]
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'''''Battle Cattle: The Card Game''''' is a [[card game]] published by [[Steve Jackson Games]]. The game mechanics are based on the same system as [[Car Wars: The Card Game]], so the two games are able to be combined, with some players playing [[cows]] and some players playing [[cars]]. The game concept is based on the [[Battle Cattle]] miniatures game published by [[Wingnut Games]].
The gameplay is based on the idea of putting a bunch of cows augmented with [[heavy weapons]] in an arena with two objectives, to kill the rest of the cows as quickly as possible with the weapons provided, and to survive the battle. Each player takes turns playing weapon cards to attack other cows, and plays defense cards to protect himself against attack.
==External links==
*{{bgg|2458|''Battle Cattle: The Card Game''}}
{{Board-game-stub}}
[[Category:Dedicated deck card games]]
[[Category:Steve Jackson Games games]]
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Beatdown
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{{Infobox mtgset |
Background = mediumseagreen |
Expansion Name = '''''Beatdown''''' |
Expansion Symbol = [[Image:Msym-bd-c.png|''Beatdown'' expansion symbol]] |
Symbol Description = [[Mace (club)|mace]] |
Release Date = October 2000|
Size = 122 cards, 4 of them with alternate art|
Expansion Code = BTD|
Previous Set = '''''[[Invasion (Magic: The Gathering)|Invasion]]''''' |
This Set = '''''Beatdown''''' |
Next Set = '''''[[Planeshift (Magic: The Gathering)|Planeshift]]''''' |
}}
'''Beatdown''' is an expansion set for the card game [[Magic: The Gathering]], and the fourth compilation set. It was a set focused on the brutal destruction of opponents. It was created for special reprint purposes only and was not legal in Standard at the time of its release. Beatdown was released as a pair of preconstructed decks combined with accessories, unlike the normal distribution of Magic cards in randomized packs. At the time of release it sold for around $30.00 MSRP, but prices have risen since 2000. Alternate art was done for four cards: Sengir Vampire, Erhnam Djinn, Ball Lightning, and Clockwork Beast. The set itself was white-bordered, and the expansion symbol was a [[Mace (club)|mace]].
==About==
The Beatdown set was created to destroy opponents. This set included some of the more powerful creatures in the game, to that date, such as the aforementioned Erhnam Djinn, Sengir Vampire, Ball Lightning and Clockwork Beast. The Beatdown set was released in October 2000. The set includes 122 special edition Magic cards divided into two theme decks, Aerodoom and Ground Pounder. Since it was solely focused around reprints, the set contained no new keywords nor mechanics.
==Mistakes==
*Clockwork Avian was printed without flying.
==External links==
*[http://www.wizards.com/magic/tcg/productarticle.aspx?x=mtg_tcg_beatdown_productinfo Wizards' official Beatdown Box Set Homepage]
{{MTG navbox}}
[[Category:Dedicated deck card games]]
[[Category:Magic: The Gathering sets]]
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{{Infobox mtgset |
Background = mediumseagreen |
Expansion Name = '''''Beatdown''''' |
Expansion Symbol = [[Image:Msym-bd-c.png|''Beatdown'' expansion symbol]] |
Symbol Description = [[Mace (club)|mace]] |
Release Date = October 2000|
Size = 122 cards, 4 of them with alternate art|
Expansion Code = BTD|
Previous Set = '''''[[Invasion (Magic: The Gathering)|Invasion]]''''' |
This Set = '''''Beatdown''''' |
Next Set = '''''[[Planeshift (Magic: The Gathering)|Planeshift]]''''' |
}}
'''Beatdown''' is an expansion set for the card game [[Magic: The Gathering]], and the fourth compilation set. It was a set focused on the brutal destruction of opponents. It was created for special reprint purposes only and was not legal in Standard at the time of its release. Beatdown was released as a pair of preconstructed decks combined with accessories, unlike the normal distribution of Magic cards in randomized packs. At the time of release it sold for around $30.00 MSRP, but prices have risen since 2000. Alternate art was done for four cards: Sengir Vampire, Erhnam Djinn, Ball Lightning, and Clockwork Beast. The set itself was white-bordered, and the expansion symbol was a [[Mace (club)|mace]].
==About==
The Beatdown set was created to destroy opponents. This set included some of the more powerful creatures in the game, to that date, such as the aforementioned Erhnam Djinn, Sengir Vampire, Ball Lightning and Clockwork Beast. The Beatdown set was released in October 2000. The set includes 122 special edition Magic cards divided into two theme decks, Aerodoom and Ground Pounder. Since it was solely focused around reprints, the set contained no new keywords nor mechanics.
==Mistakes==
*Clockwork Avian was printed without flying.
==External links==
*[http://www.wizards.com/magic/tcg/productarticle.aspx?x=mtg_tcg_beatdown_productinfo Wizards' official Beatdown Box Set Homepage]
{{MTG navbox}}
[[Category:Dedicated deck card games]]
[[Category:Magic: The Gathering sets]]
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Before I Kill You, Mr. Bond
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{{Infobox_Game|
subject_name=Before I Kill You, Mr. Bond |
image_link= |
image_caption=|
designer=James Ernest|
publisher=[[Cheapass Games]]|
players= 3-6 |
ages= 8 and up |
setup_time= 5 minutes |
playing_time= Varies with amount of players|
complexity=Low |
strategy=Medium |
random_chance=Moderate |
skills= [[Strategy]] |
bggid= 164 |
footnotes =
}}
'''''Before I Kill You, Mr. Bond''''' was a [[card game]] designed by [[James Ernest]] and published by [[Cheapass Games]]. Players took the roles of supervillains in a [[spy movie]], capturing superspies (including "[[James Bond|Mr. Bond]]") and taunting them. Other players can foil the taunts by playing another taunt with a letter that corresponds to the first taunt. If this happens, the superspy escapes and destroys the fortress of the player attempting to kill him.
In 2000, following a [[cease and desist]] order from [[Metro-Goldwyn-Mayer]], the game was taken out of print. It was reissued in 2004 as '''''James Ernest's Totally Renamed Spy Game'''''.
[[Category:Cheapass Games games]]
[[Category:Dedicated deck card games]]
[[Category:James Bond games]]
[[Category:Articles lacking sources (Erik9bot)]]
{{card-game-stub}}
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{{Infobox_Game|
subject_name=Before I Kill You, Mr. Bond |
image_link= |
image_caption=|
designer=James Ernest|
publisher=[[Cheapass Games]]|
players= 3-6 |
ages= 8 and up |
setup_time= 5 minutes |
playing_time= Varies with amount of players|
complexity=Low |
strategy=Medium |
random_chance=Moderate |
skills= [[Strategy]] |
bggid= 164 |
footnotes =
}}
'''''Before I Kill You, Mr. Bond''''' was a [[card game]] designed by [[James Ernest]] and published by [[Cheapass Games]]. Players took the roles of supervillains in a [[spy movie]], capturing superspies (including "[[James Bond|Mr. Bond]]") and taunting them. Other players can foil the taunts by playing another taunt with a letter that corresponds to the first taunt. If this happens, the superspy escapes and destroys the fortress of the player attempting to kill him.
In 2000, following a [[cease and desist]] order from [[Metro-Goldwyn-Mayer]], the game was taken out of print. It was reissued in 2004 as '''''James Ernest's Totally Renamed Spy Game'''''.
[[Category:Cheapass Games games]]
[[Category:Dedicated deck card games]]
[[Category:James Bond games]]
[[Category:Articles lacking sources (Erik9bot)]]
{{card-game-stub}}
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Blackjack
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[[File:Placeholder|thumb|300px]]
Replace this text by writing your article here!
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[[Category:Card Games]]
[[Category:Gambling]]
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{{About|the gambling game|other uses|Black Jack}}
[[File:BlackJackGame.jpg|thumb|300px|right|A game of Blackjack with a blackjack hand of 21.]]
'''Blackjack''', also known as '''Twenty-one''', '''''Vingt-et-un''''' ([[French language|French]] for Twenty-one), or '''Pontoon''', is the most widely played [[casino game|casino]] banking game in the world.<ref>''Scarne's New Complete Guide to Gambling'', p. 342</ref> The standard game is played with one or more [[Playing cards#Anglo-American|Anglo-American decks]] containing 52 cards. The basic rules of the game involve adding the value of an initial two card hand in hopes of being dealt a value of twenty-one. If a value of less than twenty-one is dealt, the player may choose to be dealt single cards until they either reach a value of twenty one, reach a value they feel comfortable to play, or reach a value that exceeds twenty-one. The winner holds a hand with a value of, or nearest to, twenty-one without exceeding it. The game is played in many variations at casinos with different table rules. Much of blackjack's popularity is due to the mix of chance, skill, and the publicity that surrounds [[card counting]] (calculating the probability of advantages based on the ratio of high cards to low cards). The casino version of the game should not be confused with the British card game [[Black Jack (card game)|Black Jack]] (a variant of [[Crazy Eights]]).
==History==
Blackjack's precursor was "twenty-one," a game of unknown origin. The first written reference is found in a book of [[Miguel de Cervantes]], the author of [[Don Quixote]], and a gambler himself. The main characters of his tale "Rinconete y Cortadillo", from "Novelas Ejemplares", are a couple of cheaters working in [[Seville]]. They are proficient at cheating at "veintiuna" (Spanish for twenty-one), and stated that the object of the game is to reach 21 points without busting, and that the Ace values 1 or 11. The game is played with [[Baraja (playing cards)|''Baraja'']], that is without tens, which makes the game similar to the current [[Spanish 21]]. This short story was written between 1601 and 1602, so the game was played in [[Kingdom of Castile|Castilia]] since the beginning of the 17th Century or even earlier. Later references of this game are found in France and Spain.<ref>{{cite book | last = Fontbona | first = Marc | title = Historia del Juego en España. De la Hispania romana a nuestros días | isbn = 978-84-96495-30-2 | url = http://www.loteriasyapuestas.es/index.php/mod.pags/mem.libros/libro.18/idpag.600008/relcategoria.271032 | year = 2008 | publisher = Flor del Viento Ediciones | location = Barcelona | p = 89}}</ref>
When 21 was introduced in the United States it was not very popular, so [[gambling]] houses tried offering various bonus payouts to get the players to the tables. One such bonus was a 10-to-1 payout if the player's hand consisted of the ace of spades and a black Jack (either the Jack of clubs or the Jack of spades). This hand was called a "blackjack" and the name stuck to the game, even though the bonus payout was soon abolished. In the modern game, a "natural" or "blackjack" is simply an ace plus a ten-value card.
==Rules of play against a casino==
In casino blackjack,{{Clarify|date=August 2009|reason=the differences between United States rules and European rules: please indicate where they differ or make region-specific sections}} the dealer faces one to seven players from behind a kidney-shaped table. Each player plays his hand independently against the dealer. At the beginning of each round, the player places a bet in the "betting box" and receives an initial hand of two cards. The object of the game is to get a higher card total than the dealer, but without going over 21 which is called "busting", "breaking", or many other terms.{{Which?|date=November 2009}} Cards with a number 2 to 10 printed on them count as that value; the jack, queen, and king (also known as "face cards") count as 10; and the ace card can be either 1 or 11 at the player's choice. The player goes first and plays his hand by taking additional cards if he desires. If he goes over 21 points, he "busts" and automatically loses the hand and his bet. Then the dealer plays his or her hand. If the dealer busts, he loses to all remaining players who have cards whose values are equal to or below 21. If neither busts, the higher hand total wins. If a player ties with the dealer the hand is a "push" and the player's bet is returned.{{Clarify|date=August 2009|reason=United States rule only? What about European casino blackjack? Cites would be helpful here.}} It is possible for the dealer to lose to some players but still beat other players in the same round.
[[File:Blackjack game example.JPG|thumb|Example of a Blackjack game. The top half of the picture shows the beginning of the round, with bets placed and an initial two cards for each player. The bottom half shows the end of the round, with the associated losses or payoffs.]]
Cards are dealt in three ways, either from one or two hand-held decks, from a box (known as a "shoe") containing four to eight decks, or from a shuffling machine. When dealt by hand, the player's two initial cards are usually face-down, while the dealer has one face-up card called the "[[upcard]]" and one face-down card called the "hole card." (In European blackjack, the dealer's hole card is not actually dealt until the players all play their hands.) When dealt from a shoe, all player cards are normally dealt face-up, with minor exceptions. It shouldn't matter to the non-expert player whether his cards are dealt face-down or face-up since the dealer must play according to predetermined rules. If the dealer has less than 17, he must hit. If the dealer has 17 or more, he must stand (take no more cards), unless it is a "soft 17" (a hand that includes an ace valued as "11," for example a hand consisting of Ace+6, or Ace+2+4). With a soft 17, the dealer follows the casino rules printed on the blackjack table, either to "hit soft 17" or to "stand on all 17's."
Normally, the highest possible hand is a "blackjack" or "natural," meaning an initial two-card total of 21 (an ace and a ten-value card). A player blackjack is an automatic winner unless the dealer also has blackjack, in which case the hand is a "push" (a tie). When the dealer upcard is an ace, the player is allowed to make a side bet called "insurance," supposedly to guard against the risk that the dealer has a blackjack (i.e., a ten-value card as his hole card). The insurance bet pays 2-to-1 if the dealer has a blackjack. Whenever the dealer has a blackjack, he wins against all player hands except those that also have a blackjack (which are a "push").
The minimum and maximum bets are posted on the table. The payoff on most bets is 1:1, meaning that the player wins the same amount as he bets. The payoff for a player blackjack is 3:2, meaning that the casino pays $3 for each $2 originally bet. (There are many single-deck games which pay only 6:5 for a blackjack.{{Which?|date=November 2009}})
===Player decisions===
After receiving his initial two cards, the player has four standard options: he can "Hit," "Stand," "Double Down," or "Split a pair." Each option requires the use of a hand signal. At some casinos or tables, the player may have a fifth option called "Surrender."
* '''Hit''': Take another card from the dealer.
: ''signal'': (handheld) Scrape cards against table. (face up) Touch finger to table or wave hand toward himself.
* '''Stand''': Take no more cards; also known as "stick" or "stay".
: ''signal'': (handheld) Slide cards under bet. (face up) Wave hand horizontally.
* '''Double down''': After receiving his first two cards and before any more are dealt to him, a player has the option to "double down." This means the player is allowed to double his initial bet in exchange for receiving only one more card from the dealer. The hand played consists of his original two cards plus one more from the dealer. To do this he moves a second bet equal to the first into the betting box next to his original bet. (If desired and allowed by casino rules, the player is usually allowed to "double down for less," placing an amount less than the original bet next to it in the betting box, although this is generally not a good idea as the player should only double in favorable situations but should then increase the bet as much as possible. Adversely, a player cannot "double down for more" than the value of the original bet.)
: ''signal'': Place additional chips next to (not on top of) the original bet.
* '''Split a pair''': If his first two cards are a "pair," meaning two cards of the same value, the player can "split the pair." To do this, he moves a second bet equal to the first into an area outside the betting box of the original bet. The dealer separates the cards to create two hands, placing one bet with each hand. The player then plays two separate hands.
: ''signal'': Place additional chips next to the original bet outside of the betting box.
* '''Surrender''': Some casinos offer a fifth option called "surrender." After the dealer has checked for blackjack, the player may "surrender" by giving up half his bet and not playing out the hand.
: ''signal'': There is no commonly accepted hand signal; it is just done verbally.
Hand signals are used to assist the "eye in the sky," a person or video camera located above the table but concealed behind one-way glass. This tool is used to protect the casino against dealers or players who cheat. It may also be used to protect the casino against [[Card counting|card counters]], even though card counting is not illegal.
The player can take as many hits as he wants as long as the total in his hand is not above hard-20. However, if he busts, he loses that hand. After all players have finished making their decisions, the dealer then reveals his hole card and plays out his or her hand according to predetermined rules.
==Rule variations and the "house advantage"==
The blackjack player will encounter many rule variations which affect the house advantage and therefore affect his chances of winning. Some rules are determined by law or regulation, others by the casino itself. Not all rules are posted, so the player may have to ask either beforehand or when the situation occurs. Over 100 variations exist.<ref>[http://www.qfit.com/blackjack-rules.htm QFIT.com 100+ Blackjack variations]</ref>
The casino has a "house advantage" at blackjack just as it does at any other casino game. The primary house advantage in blackjack comes from the fact that if the player busts he loses, irrespective of whether the dealer subsequently busts. If a particular casino game has a house advantage of 5%, it means that - over the long run - the casino will win about 5% of any initial bet. As long as the blackjack player uses the best possible strategy (a strategy which is known as "basic strategy"), the house advantage in blackjack is usually less than 1%. This is very favorable to the player compared to other casino games. Of course, many blackjack players do not know basic strategy or do not follow it, so the true house advantage in those cases may be much higher.
===Dealer hits soft 17===
Each casino has a rule about whether or not the dealer hits soft 17, a rule which is printed on the table itself. In the "S17" game, the dealer stands on all 17s. In the "H17" game, the dealer hits on ''soft'' 17s. Of course, the dealer always stands on ''hard'' 17s. In either case, the dealer has no choice; he either ''must'' or ''must not'' hit. The "Hit soft 17" game is less favorable to the player with about a 0.2% higher house advantage.
===Number of decks===
The number of decks used has a major effect on the player's chance of winning, because it affects the house advantage. All things being equal, fewer decks are always more favorable for the basic strategy player. One cause of this is that player blackjack is slightly more likely in single deck blackjack (because blackjack requires two different cards, by removing a card of one type (e.g., a Ten), getting one of a different type (e.g., an Ace) is more likely - and the effect is much greater in a single deck game than in a multi-deck game), and if the player does have blackjack, the dealer is significantly less likely to have blackjack as well (which is a push), meaning that statistically the player should get paid at 3:2 more often in the single deck game.
In reality, multi-deck games almost always have ''otherwise'' better rules than single-deck games. For illustrative purposes, the statistics below all use the same rules: double after split, resplit to four hands, one card to split Aces, no surrender, double on any two cards, original bets only lost on dealer blackjack, dealer hits soft 17, and cut-card used. The single deck game is much better than double deck, which is significantly better than four decks, while from six decks and up there is very little difference.
{| class="wikitable"
!Number of Decks!!House Advantage
|-
|Single deck||0.17%
|-
|Double deck||0.46%
|-
|Four decks||0.60%
|-
|Six decks ||0.64%
|-
|Eight decks||0.66%
|}
===Surrender===
Some casinos offer a favorable option called "surrender," which allows the player to give up half his bet and not play out the hand. This option is sometimes referred to as "late" surrender because it occurs ''after'' the dealer has checked his or her hole card for a blackjack. When casinos first opened in Atlantic City, the surrender option was available ''before'' the dealer checked for blackjack - a rule highly advantageous to the player - but this "early surrender" option soon disappeared. Early surrender variations still exist in several countries.{{Which?|date=November 2009}}
The player should only surrender on the very worst hands, because having even a 25% chance of winning will result in a better average return than giving up half of his bet. With early surrender, a player is more likely to surrender against a dealer Ace.
===Resplitting===
If the player splits a pair other than aces and a third card of that value appears, the player can usually split again (or "resplit") by putting up another bet equal to the original bet. Then there will be three bets on the table and three separate hands. Some casinos allow unlimited resplitting of cards other than aces, while others may limit it to a certain number of hands, such as four hands (for example, "resplit to 4").
===Hit/resplit split aces===
After splitting aces, one common rule is that only one card will be dealt to each ace; the player cannot split, double, or take another hit on either hand. Rule variants include allowing resplitting aces or allowing the player to hit split aces. Allowing the player to hit aces reduces the casino edge by about 0.13%, allowing resplitting aces reduces the edge by about 0.03%.
===Double after split===
After splitting a pair, some casinos allow the player to "double down" on either or both of the new two-card hands. This is called "double after split" and provides an advantage to the player of about 0.12%.
===Double on 9/10/11 or 10/11 only===
Often called "Reno" rules, this rule restricts the player to doubling down ''only'' on an initial player total of 10 or 11 (sometimes 9, 10, or 11 - more common in Europe). It prevents doubling on soft hands such as soft 17 (ace-6), and is unfavorable for the player. It increases the house advantage by between 0.09% (8 decks) and 0.15% (1 deck) for the 9-11 rule, and between 0.17% (8 decks) and 0.26% (single deck) for the 10-11 rule. These numbers can vary due to interaction with other rules.
===European no-hole-card rule===
In most non-U.S. casinos, a 'no hole card' game is played. This means that there is no dealer hole card. This usually affects the player's strategy when deciding whether to double and/or split since a dealer blackjack will result in the loss of the split and double bets. For instance, holding 11 against a dealer 10, the correct strategy is to double in a hole card game (where the player knows the dealer's second card is not an ace), but to hit in a no hole card game. The no hole card rule adds approximately 0.11% to the house edge.
In some places,{{Where?}} if the dealer is later found to have blackjack, the player loses only his original bet ''but not'' any additional bets (doubles or splits). This has the same advantage as the usual game, and as such does not change basic strategy.
===Altered payout for blackjack===
In some places,{{Where?}} a blackjack hand pays only 6:5 or even 1:1 instead of the usual 3:2. This is the most unfavorable common variation, increasing the house edge significantly more than most U.S. player restrictions. Since blackjack occurs in approximately 4.8% of hands, the 1:1 game increases the house edge by 2.3%, while the 6:5 game adds 1.4% to the house edge. The 1:1 payout for video blackjack is a key reason why it has never approached the table version in terms of popularity. The 6:5 rule is most commonly employed on table blackjack at single deck games - which are otherwise the most attractive game for a basic strategy player.
===Dealer wins ties===
Allowing the dealer to win all push hands is catastrophic to the player. Though rarely used in standard blackjack, it is sometimes seen in "blackjack-like" games.
===Insurance===
If the dealer's upcard is an ace, the player is offered the option of taking ''insurance'' before the dealer checks his or her 'hole card'.
''Insurance'' is a side bet of up to half the original bet placed on a special portion of the table usually marked "Insurance Pays 2 to 1". This side bet is offered only when the dealer's exposed card is an ace. The idea is that the dealer's second card has a fairly high probability (nearly one-third) to be ten-valued, giving the dealer a blackjack and almost results in a certain loss for the player. It is attractive (although not necessarily wise) for the player to insure against this possibility by making an "insurance" bet, which pays 2-to-1 if the dealer has a blackjack, in which case the "insurance proceeds" will make up for the concomitant loss on the original bet. The insurance bet is lost if the dealer does not have blackjack, although the player can still win or lose on the original bet.
Insurance is a poor bet for the player unless he is counting cards because, in an infinite deck, 4/13 of the cards have a value of ten (10, J, Q, or K) and 9/13 therefore are not, so the theoretical return for an infinite deck game is 4/13 * 2 * bet - 9/13 * bet = -1 /13 * bet, or -7.69%. In practice, the average house edge will be lower than this, because by eliminating even one non-ten card from the shoe (the dealer's ace), the proportion of the remaining cards that are valued at ten is higher. Even so, the bet is generally to be avoided, as the house's average edge is still more than 7%.
A player who is counting cards can keep count of the remaining tens in the shoe and use it to make insurance bets only when he has an edge (e.g., when more than one third of the remaining cards are tens). In addition, in a multi-hand single deck game, it is possible for insurance to be a good bet simply by observing the other cards on the table - for an initial hand, if the dealer has an ace, then there are 51 cards left in the deck, of which 16 are tens. However, if there are as few as 2 players playing, and none of their two initial cards are tens, then that means that 16 out of 47 remaining cards are ten - better than 1 in 3, and so the insurance bet is a good one.<ref>[http://www.beatingbonuses.com/insurance.htm Blackjack Insurance Exceptions]</ref>
When the player has blackjack and the dealer has an ace, the insurance bet may be offered as "even money", meaning that the ''player's'' blackjack is paid immediately at 1:1 before checking the dealer's hand. 'Even money' is just a way of expressing the actual payout on the insurance bet, given that the player has blackjack, it is not a different bet, and taking even money is generally even worse than average, because one of the player's two cards is tens, so the proportion of tens remaining in the deck is lower.
In casinos where a hole card is dealt, a dealer who is showing a card with a value of ace or 10 may slide the corner of his hole card over a small mirror or electronic sensor on the tabletop in order to check whether he has a blackjack. This practice minimizes the risk of inadvertently revealing the hole card, which may give the sharp-eyed player a considerable advantage.
===Side bets===
Some casinos offer a [[side bet]] with their blackjack games. Examples include side bets based on getting three 7s, a [[three card poker]]-style bet, a pair, and many others.<ref>[http://wizardofodds.com/blackjack/appendix8.html Blackjack side bets -- analyzed by The Wizard of Odds]</ref> For the side bet, the player will typically put up an additional wager alongside his main bet and can win or lose the side bet, regardless of the main game result. As there is little or no strategy involved, the house edge for side bets is usually much higher than the main game.
==Blackjack strategy==
===Basic strategy===
Because blackjack has an element of player choice, players can reduce casino advantage by playing optimally. The complete set of optimal plays is known as ''basic strategy''. There are slight variations depending on the house rules and number of decks. <CENTER>
{| BORDER="1" class="wikitable" style="text-align:center"
|-
! rowspan="2" | Your hand
! COLSPAN="10" | Dealer's face-up card
|-
| 2
| 3
| 4
| 5
| 6
| 7
| 8
| 9
| 10
| A
|-
! COLSPAN="11" | Hard totals (excluding pairs)
|-
! 17-20
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
|-
! 16
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:white; color:black" | SU
| style="background:white; color:black" | SU
| style="background:white; color:black" | SU
|-
! 15
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:white; color:black" | SU
| style="background:lime; color:black" | H
|-
! 13-14
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! 12
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! 11
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:lime; color:black" | H
|-
! 10
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! 9
| style="background:lime; color:black" | H
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! 5-8
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! COLSPAN="11" | Soft totals
|-
|
| 2
| 3
| 4
| 5
| 6
| 7
| 8
| 9
| 10
| A
|-
! A,8 A,9
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
|-
! A,7
| style="background:red; color:black" | S
| style="background:cyan; color:black" | Ds
| style="background:cyan; color:black" | Ds
| style="background:cyan; color:black" | Ds
| style="background:cyan; color:black" | Ds
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! A,6
| style="background:lime; color:black" | H
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! A,4 A,5
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! A,2 A,3
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! COLSPAN="11" | Pairs
|-
|
| 2
| 3
| 4
| 5
| 6
| 7
| 8
| 9
| 10
| A
|-
! A,A
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
|-
! 10,10
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
|-
! 9,9
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:red; color:black" | S
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:red; color:black" | S
| style="background:red; color:black" | S
|-
! 8,8
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
|-
! 7,7
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! 6,6
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! 5,5
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! 4,4
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! 2,2 3,3
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|}
</CENTER>
The above is a basic strategy table for 3 or more decks, dealer stands on soft 17, double on any 2 cards, double after split allowed, dealer peeks for blackjack, and blackjack pays 3:2.
Key:
:<span style="background:red; color:black">'''S'''</span> = Stand
:<span style="background:lime; color:black">'''H'''</span> = Hit
:<span style="background:cyan; color:black">'''Dh'''</span> = Double (if not allowed, then hit)
:<span style="background:cyan; color:black">'''Ds'''</span> = Double (if not allowed, then stand)
:<span style="background:yellow; color:black">'''SP'''</span> = Split
:<span style="background:white; color:black">'''SU'''</span> = Surrender (if not allowed, then hit)
Most [[Las Vegas Strip]] casinos hit on soft 17. This rule change requires a slightly modified basic strategy table: double on 11 verses a dealer's upcard being an ace, double on A/7 verses a dealer 2, and double on A/8 verses a 6. Most casinos outside of Las Vegas still stand on soft 17.
===Card counting===
{{Main|Card counting}}
Basic strategy provides the player with the optimal play for any blackjack situation based on billions of hands played in the long run. By keeping track of the cards that have already been played, it is possible to know when the cards remaining in the deck are advantageous for the player.
Card counting creates two opportunities:
* The player can make larger bets when he has the advantage. For example, the player can increase the starting bet if there are many aces and tens left in the deck, in the hope of hitting a blackjack.
* The player can use information about the remaining cards to improve upon the basic strategy rules for specific hands played. For example, with many tens left in the deck, the player may double down in more situations since there is a better chance of making a strong hand.
Virtually all card-counting systems do not require the player to remember which cards have been played. Rather, a point system is established for the cards, and the player keeps track of a simple point count as the cards are played out from the dealer.
Depending on the particular blackjack rules in a given casino, basic strategy reduces the house advantage to less than 1%.<ref>[http://www.beatingbonuses.com/blackjack.htm#table Rules & House Edge Table]</ref> Card-counting, if done correctly, can give the ''player'' an [[Advantage gambling|advantage]], typically ranging from 0 to 2% over the house.<ref>''Theory of Blackjack'', p. 5</ref>
Card-counting mentally is legal and is not considered cheating.<ref>''Theory of Blackjack'', pp 6–7</ref> However, most casinos have the right to ban players, with or without cause, and card-counting is frequently used as a justification to ban a player. Usually, the casino will inform the player that he is no longer welcome to play blackjack at that casino and may be banned from the property. Players must be careful not to signal the fact that they are counting, and the use of electronic or other counting devices is usually illegal.
:''See also: [[MIT Blackjack Team]]
===Composition-dependent strategy===
Basic strategy is based on a player's point total and the dealer's visible card. A player's ideal decision may depend on the composition of his hand, not just the information considered in the basic strategy. For example, a player should ordinarily stand when holding 12 against a dealer 4. However, in a single deck game, the player should hit if his 12 consists of a 10 and a 2; this is because the player wants to receive any card other than a 10 if hitting, and the 10 in the player's hand is one less card available to cause a bust for the player or the dealer.<ref name= wizard>{{cite web | url= http://wizardofodds.com/blackjack/appendix3c.html | title= The Wizard of Odds | work= Fine points of basic strategy in single-deck blackjack | dateformat = mdy |accessdate=[[December 8]] 2006}}</ref>
However, in situations where basic and composition-dependent strategy lead to different actions, the difference in expected value between the two decisions will be small. Additionally, as the number of decks used in a blackjack game rises, both the number of situations where composition determines the correct strategy and the house edge improvement from using a composition-dependent strategy will fall. Using a composition-dependent strategy only reduces house edge by 0.0031% in a six-deck game, less than one tenth the improvement in a single-deck game (0.0387%).<ref name= wizard2>{{cite web | url= http://wizardofodds.com/blackjack/appendix15.html | title= The Wizard of Odds | work= Total Dependent and Composition Dependent Basic Strategy in Blackjack | dateformat = mdy |accessdate=December 19, 2006}}</ref>
===Shuffle tracking and other advantage-play techniques===
Techniques other than card-counting can swing the advantage of casino blackjack towards the player. All such techniques are based on the value of the cards to the player and the casino, as originally conceived by [[Edward O. Thorp]].<ref>[http://www.bjmath.com/bjmath/thorp/tog.htm The Mathematics of Gambling]</ref> One technique, mainly applicable in multi-deck games, involves tracking groups of cards (aka slugs, clumps, packs) during the play of the shoe, following them through the shuffle and then playing and betting accordingly when those cards come into play from the new shoe. This technique, which is admittedly much more difficult than straight card-counting and requires excellent eyesight and powers of visual estimation, has the additional benefit of fooling casino employees who are monitoring the player's actions and the count, since the shuffle tracker could be, at times, betting and/or playing opposite to how a straightforward card-counter would.<ref>[http://www.blackjackincolor.com/Shuffletracking2.htm Shuffle Tracking Counts]</ref>
Arnold Snyder's articles in ''[[Blackjack Forum]]'' magazine brought shuffle tracking to the general public. His book, ''The Shuffle Tracker's Cookbook,'' mathematically analyzed the player edge available from shuffle tracking based on the actual size of the tracked slug. [[Jerry L. Patterson]] also developed and published a shuffle-tracking method for tracking favorable clumps of cards and cutting them into play and tracking unfavorable clumps of cards and cutting them out of play.
<ref>''The Gambling Times Guide to Blackjack''; Gambling Times Incorporated, Hollywood, CA; © 1984; Page 110; ISBN 0-89746-015-4 Shuffle-Tracking An Easy Way to Start ]</ref><ref>''Break the Dealer''; by Jerry L. Patterson and Eddie Olsen; Perigee Books; A Division of Penguin Putnam; © 1986; ISBN 0-399-51233-0 Shuffle-Tracking; Chapter 6, Page 83]</ref><ref>''Blackjack: A Winner’s Handbook''; by Jerry L. Patterson; Perigee Books; A Division of Penguin Putnam; © 1990; ISBN 0-399-51598-4 Shuffle-Tracking; Chapter 4, Page 51]</ref> Other legal methods of gaining a player advantage at blackjack include a wide variety of techniques for [[hole carding]] or gaining information about the next card to be dealt. In addition, match-play coupons give the skillful basic-strategy blackjack player an edge. And finally, a special promotion - such as 2:1 for a blackjack - can temporarily swing the advantage to the player.
==Variants==
Pontoon is an English variation of blackjack with significant rule and strategy differences. However, in Australia and Malaysia, [[Pontoon (game)|Pontoon]] is an unlicensed version of the American game [[Spanish 21]] played without a hole card; despite the name, it bears no relation to English Pontoon.
[[Spanish 21]] provides players with many liberal blackjack rules, such as doubling down any number of cards (with the option to 'rescue', or surrender only one wager to the house), payout bonuses for five or more card 21s, 6-7-8 21s, 7-7-7 21s, late surrender, and player blackjacks always winning and player 21s always winning, at the cost of having no 10 cards in the deck (though there are jacks, queens, and kings).
21st-Century Blackjack (also known as "Vegas Style" Blackjack) is commonly found in many California card rooms. In this form of the game, a player bust does not always result in an automatic loss; there are a handful of situations where the player can still push if the dealer busts as well, provided that the dealer busts with a higher total.
Certain rule changes are employed to create new variant games. These changes, while attracting the novice player, actually increase the house edge in these games. [[Double Exposure Blackjack]] is a variant in which the dealer's cards are both face-up. This game increases house edge by paying [[even money]] on blackjacks and players losing ties. [[Double Attack Blackjack]] has very liberal blackjack rules and the option of increasing one's wager after seeing the dealer's up card. This game is dealt from a Spanish shoe, and blackjacks only pay even money.
The French and German variant "Vingt-et-un" (Twenty-one) and "Siebzehn und Vier" (Seventeen and Four) don't include splitting. An ace can only count as eleven, but two aces count as a blackjack. This variant is seldom found in casinos but is more common in private circles and barracks.
[[Chinese Blackjack]] is played by many in Asia, having no splitting of cards, but with other card combination regulations.
Another variant is [[Blackjack Switch]], a version in which a player is dealt two hands and is allowed to switch cards. For example, if the player is dealt 10-6 and 5-10, then the player can switch two cards to make hands of 10-10 and 6-5. Natural blackjacks are paid 1:1 instead of the standard 3:2, and a dealer 22 is a push.
In [[Multiple Action Blackjack]] the player places between 2 or 3 bets on a single hand. The dealer then gets a hand for each bet the player places on a hand. This essentially doubles the number of hands a single dealer can play per hour. Splitting and Doubling are still allowed.
Recently, thanks to the popularity of poker, [[Elimination Blackjack]] has gained a following. Elimination Blackjack is a tournament format of blackjack.
Many casinos offer optional side bets at standard blackjack tables. For example, one common side-bet is "Royal Match", in which the player is paid if his first two cards are in the same suit, and receives a higher payout if they are a suited queen and king (and a jackpot payout if both the player and the dealer have a suited queen-king hand). Another increasingly common variant is "21+3," in which the player's two cards and the dealer's up card form a three-card poker hand; players are paid 9 to 1 on a straight, flush or three of a kind. These side bets invariably offer worse odds than well-played blackjack.
In April 2007, a new version of blackjack, called "three card blackjack" was approved for play in the State of Washington and is played with one deck of 52 cards. In this version of the game, the players place an ante bet. The players and dealer are then dealt 3 cards each. The players make the best blackjack (21) hand they can using 2 or all 3 cards. If the player likes his hand he makes a play bet that is equivalent to the ante bet. The dealer must qualify with an 18 or better. If the dealer qualifies and the player beats the dealer, the player is paid 1-1 on both the Ante and Play bets. If the dealer does not qualify, the player is paid 1-1 on his Ante bet and Play bet pushes. There is no hitting and no busting. At the same time that the player makes the Ante bet, he has the option of making an "ace plus" bet. If the player has one ace in his hand of 3 cards, he gets paid 1-1. An ace and a 10 or face card pays 3-1. An ace and two 10's or face cards is paid 5-1. Two aces pays 15-1. Three aces pays 100-1.
==Blackjack Hall of Fame==
{{Main|Blackjack Hall of Fame}}
In 2002, professional gamblers around the world were invited to nominate great blackjack players for admission into the [[Blackjack Hall of Fame]]. Seven members were inducted in 2002, with new people inducted every year after. The Hall of Fame is at the [[Barona Casino]] in [[San Diego]]. Members include [[Edward O. Thorp]], author of the 1960s book ''Beat the Dealer'' which proved that the game could be beaten with a combination of basic strategy and [[card counting]]; [[Ken Uston]], who popularized the concept of team play; [[Arnold Snyder]], author and editor of the ''[[Blackjack Forum]]'' trade journal; [[Stanford Wong]], author and popularizer of the "Wonging" technique of only playing at a positive count, and several others.
==See also==
* [[Glossary of blackjack terms]]
==Notes==
<div class="references-small" style="-moz-column-count:2; column-count:2;">
<references /></div>
==Sources==
* ''Beat the Dealer : A Winning Strategy for the Game of Twenty-One'', [[Edward O. Thorp]], 1966, ISBN 978-0-394-70310-7
* ''Blackbelt in Blackjack'', [[Arnold Snyder]], 1998 (1980), ISBN 978-0-910575-05-8
* ''Blackjack: A Winner’s Handbook'', [[Jerry L. Patterson]], 2001, (1978), ISBN 978-0-399-52683-1
* ''Ken Uston on Blackjack'', [[Ken Uston]], 1986, ISBN 978-0-8184-0411-5
* ''Knock-Out Blackjack'', Olaf Vancura and Ken Fuchs, 1998, ISBN 978-0-929712-31-4
* ''Luck, Logic, and White Lies: The Mathematics of Games'', Jörg Bewersdorff, 2004, ISBN 978-1-56881-210-6, 121-134
* ''Million Dollar Blackjack'', [[Ken Uston]], 1994 (1981), ISBN 978-0-89746-068-2
* ''Playing Blackjack as a Business'', [[Lawrence Revere]], 1998 (1971), ISBN 978-0-8184-0064-3
* ''Professional Blackjack'', [[Stanford Wong]], 1994 (1975), ISBN 978-0-935926-21-7
* ''The Theory of Blackjack'', Peter Griffin, 1996 (1979), ISBN 978-0-929712-12-3
* ''The Theory of Gambling and Statistical Logic'', [[Richard A. Epstein]], 1977, ISBN 978-0-12-240761-1, 215-251
* ''The World's Greatest Blackjack Book'', Lance Humble and Carl Cooper, 1980, ISBN 978-0385153829
'''Regulation in the United Kingdom'''
* [http://www.opsi.gov.uk/si/si1994/Uksi_19942899_en_1.htm Statutory Instrument 1994 No. 2899 The Gaming Clubs (Bankers' Games) Regulations 1994]
* [http://www.opsi.gov.uk/si/si2000/20000597.htm Statutory Instrument 2000 No. 597 The Gaming Clubs (Bankers' Games) (Amendment) Regulations 2000]
* [http://www.opsi.gov.uk/si/si2002/20021130.htm Statutory Instrument 2002 No. 1130 The Gaming Clubs (Bankers' Games) (Amendment) Regulations 2002]
==External links==
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*[http://www.blackjackincolor.com/ BlackjackinColor]
===Blackjack calculators===
*[http://www.beatblackjack.org/tables.html Server based calculator]
*[http://www.bewersdorff-online.de/black-jack/ Browser based calculator (using JavaScript)]
*[http://www.card-counting.com/ Card-counting.com - Multiple calculators and charts]
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hro87euxcfhyks6df1c7o02m0pcphuq
3916
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2009-12-09T04:53:20Z
Kingstonlee
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/* Blackjack calculators */
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wikitext
text/x-wiki
{{About|the gambling game|other uses|Black Jack}}
[[File:BlackJackGame.jpg|thumb|300px|right|A game of Blackjack with a blackjack hand of 21.]]
'''Blackjack''', also known as '''Twenty-one''', '''''Vingt-et-un''''' ([[French language|French]] for Twenty-one), or '''Pontoon''', is the most widely played [[casino game|casino]] banking game in the world.<ref>''Scarne's New Complete Guide to Gambling'', p. 342</ref> The standard game is played with one or more [[Playing cards#Anglo-American|Anglo-American decks]] containing 52 cards. The basic rules of the game involve adding the value of an initial two card hand in hopes of being dealt a value of twenty-one. If a value of less than twenty-one is dealt, the player may choose to be dealt single cards until they either reach a value of twenty one, reach a value they feel comfortable to play, or reach a value that exceeds twenty-one. The winner holds a hand with a value of, or nearest to, twenty-one without exceeding it. The game is played in many variations at casinos with different table rules. Much of blackjack's popularity is due to the mix of chance, skill, and the publicity that surrounds [[card counting]] (calculating the probability of advantages based on the ratio of high cards to low cards). The casino version of the game should not be confused with the British card game [[Black Jack (card game)|Black Jack]] (a variant of [[Crazy Eights]]).
==History==
Blackjack's precursor was "twenty-one," a game of unknown origin. The first written reference is found in a book of [[Miguel de Cervantes]], the author of [[Don Quixote]], and a gambler himself. The main characters of his tale "Rinconete y Cortadillo", from "Novelas Ejemplares", are a couple of cheaters working in [[Seville]]. They are proficient at cheating at "veintiuna" (Spanish for twenty-one), and stated that the object of the game is to reach 21 points without busting, and that the Ace values 1 or 11. The game is played with [[Baraja (playing cards)|''Baraja'']], that is without tens, which makes the game similar to the current [[Spanish 21]]. This short story was written between 1601 and 1602, so the game was played in [[Kingdom of Castile|Castilia]] since the beginning of the 17th Century or even earlier. Later references of this game are found in France and Spain.<ref>{{cite book | last = Fontbona | first = Marc | title = Historia del Juego en España. De la Hispania romana a nuestros días | isbn = 978-84-96495-30-2 | url = http://www.loteriasyapuestas.es/index.php/mod.pags/mem.libros/libro.18/idpag.600008/relcategoria.271032 | year = 2008 | publisher = Flor del Viento Ediciones | location = Barcelona | p = 89}}</ref>
When 21 was introduced in the United States it was not very popular, so [[gambling]] houses tried offering various bonus payouts to get the players to the tables. One such bonus was a 10-to-1 payout if the player's hand consisted of the ace of spades and a black Jack (either the Jack of clubs or the Jack of spades). This hand was called a "blackjack" and the name stuck to the game, even though the bonus payout was soon abolished. In the modern game, a "natural" or "blackjack" is simply an ace plus a ten-value card.
==Rules of play against a casino==
In casino blackjack,{{Clarify|date=August 2009|reason=the differences between United States rules and European rules: please indicate where they differ or make region-specific sections}} the dealer faces one to seven players from behind a kidney-shaped table. Each player plays his hand independently against the dealer. At the beginning of each round, the player places a bet in the "betting box" and receives an initial hand of two cards. The object of the game is to get a higher card total than the dealer, but without going over 21 which is called "busting", "breaking", or many other terms.{{Which?|date=November 2009}} Cards with a number 2 to 10 printed on them count as that value; the jack, queen, and king (also known as "face cards") count as 10; and the ace card can be either 1 or 11 at the player's choice. The player goes first and plays his hand by taking additional cards if he desires. If he goes over 21 points, he "busts" and automatically loses the hand and his bet. Then the dealer plays his or her hand. If the dealer busts, he loses to all remaining players who have cards whose values are equal to or below 21. If neither busts, the higher hand total wins. If a player ties with the dealer the hand is a "push" and the player's bet is returned.{{Clarify|date=August 2009|reason=United States rule only? What about European casino blackjack? Cites would be helpful here.}} It is possible for the dealer to lose to some players but still beat other players in the same round.
[[File:Blackjack game example.JPG|thumb|Example of a Blackjack game. The top half of the picture shows the beginning of the round, with bets placed and an initial two cards for each player. The bottom half shows the end of the round, with the associated losses or payoffs.]]
Cards are dealt in three ways, either from one or two hand-held decks, from a box (known as a "shoe") containing four to eight decks, or from a shuffling machine. When dealt by hand, the player's two initial cards are usually face-down, while the dealer has one face-up card called the "[[upcard]]" and one face-down card called the "hole card." (In European blackjack, the dealer's hole card is not actually dealt until the players all play their hands.) When dealt from a shoe, all player cards are normally dealt face-up, with minor exceptions. It shouldn't matter to the non-expert player whether his cards are dealt face-down or face-up since the dealer must play according to predetermined rules. If the dealer has less than 17, he must hit. If the dealer has 17 or more, he must stand (take no more cards), unless it is a "soft 17" (a hand that includes an ace valued as "11," for example a hand consisting of Ace+6, or Ace+2+4). With a soft 17, the dealer follows the casino rules printed on the blackjack table, either to "hit soft 17" or to "stand on all 17's."
Normally, the highest possible hand is a "blackjack" or "natural," meaning an initial two-card total of 21 (an ace and a ten-value card). A player blackjack is an automatic winner unless the dealer also has blackjack, in which case the hand is a "push" (a tie). When the dealer upcard is an ace, the player is allowed to make a side bet called "insurance," supposedly to guard against the risk that the dealer has a blackjack (i.e., a ten-value card as his hole card). The insurance bet pays 2-to-1 if the dealer has a blackjack. Whenever the dealer has a blackjack, he wins against all player hands except those that also have a blackjack (which are a "push").
The minimum and maximum bets are posted on the table. The payoff on most bets is 1:1, meaning that the player wins the same amount as he bets. The payoff for a player blackjack is 3:2, meaning that the casino pays $3 for each $2 originally bet. (There are many single-deck games which pay only 6:5 for a blackjack.{{Which?|date=November 2009}})
===Player decisions===
After receiving his initial two cards, the player has four standard options: he can "Hit," "Stand," "Double Down," or "Split a pair." Each option requires the use of a hand signal. At some casinos or tables, the player may have a fifth option called "Surrender."
* '''Hit''': Take another card from the dealer.
: ''signal'': (handheld) Scrape cards against table. (face up) Touch finger to table or wave hand toward himself.
* '''Stand''': Take no more cards; also known as "stick" or "stay".
: ''signal'': (handheld) Slide cards under bet. (face up) Wave hand horizontally.
* '''Double down''': After receiving his first two cards and before any more are dealt to him, a player has the option to "double down." This means the player is allowed to double his initial bet in exchange for receiving only one more card from the dealer. The hand played consists of his original two cards plus one more from the dealer. To do this he moves a second bet equal to the first into the betting box next to his original bet. (If desired and allowed by casino rules, the player is usually allowed to "double down for less," placing an amount less than the original bet next to it in the betting box, although this is generally not a good idea as the player should only double in favorable situations but should then increase the bet as much as possible. Adversely, a player cannot "double down for more" than the value of the original bet.)
: ''signal'': Place additional chips next to (not on top of) the original bet.
* '''Split a pair''': If his first two cards are a "pair," meaning two cards of the same value, the player can "split the pair." To do this, he moves a second bet equal to the first into an area outside the betting box of the original bet. The dealer separates the cards to create two hands, placing one bet with each hand. The player then plays two separate hands.
: ''signal'': Place additional chips next to the original bet outside of the betting box.
* '''Surrender''': Some casinos offer a fifth option called "surrender." After the dealer has checked for blackjack, the player may "surrender" by giving up half his bet and not playing out the hand.
: ''signal'': There is no commonly accepted hand signal; it is just done verbally.
Hand signals are used to assist the "eye in the sky," a person or video camera located above the table but concealed behind one-way glass. This tool is used to protect the casino against dealers or players who cheat. It may also be used to protect the casino against [[Card counting|card counters]], even though card counting is not illegal.
The player can take as many hits as he wants as long as the total in his hand is not above hard-20. However, if he busts, he loses that hand. After all players have finished making their decisions, the dealer then reveals his hole card and plays out his or her hand according to predetermined rules.
==Rule variations and the "house advantage"==
The blackjack player will encounter many rule variations which affect the house advantage and therefore affect his chances of winning. Some rules are determined by law or regulation, others by the casino itself. Not all rules are posted, so the player may have to ask either beforehand or when the situation occurs. Over 100 variations exist.<ref>[http://www.qfit.com/blackjack-rules.htm QFIT.com 100+ Blackjack variations]</ref>
The casino has a "house advantage" at blackjack just as it does at any other casino game. The primary house advantage in blackjack comes from the fact that if the player busts he loses, irrespective of whether the dealer subsequently busts. If a particular casino game has a house advantage of 5%, it means that - over the long run - the casino will win about 5% of any initial bet. As long as the blackjack player uses the best possible strategy (a strategy which is known as "basic strategy"), the house advantage in blackjack is usually less than 1%. This is very favorable to the player compared to other casino games. Of course, many blackjack players do not know basic strategy or do not follow it, so the true house advantage in those cases may be much higher.
===Dealer hits soft 17===
Each casino has a rule about whether or not the dealer hits soft 17, a rule which is printed on the table itself. In the "S17" game, the dealer stands on all 17s. In the "H17" game, the dealer hits on ''soft'' 17s. Of course, the dealer always stands on ''hard'' 17s. In either case, the dealer has no choice; he either ''must'' or ''must not'' hit. The "Hit soft 17" game is less favorable to the player with about a 0.2% higher house advantage.
===Number of decks===
The number of decks used has a major effect on the player's chance of winning, because it affects the house advantage. All things being equal, fewer decks are always more favorable for the basic strategy player. One cause of this is that player blackjack is slightly more likely in single deck blackjack (because blackjack requires two different cards, by removing a card of one type (e.g., a Ten), getting one of a different type (e.g., an Ace) is more likely - and the effect is much greater in a single deck game than in a multi-deck game), and if the player does have blackjack, the dealer is significantly less likely to have blackjack as well (which is a push), meaning that statistically the player should get paid at 3:2 more often in the single deck game.
In reality, multi-deck games almost always have ''otherwise'' better rules than single-deck games. For illustrative purposes, the statistics below all use the same rules: double after split, resplit to four hands, one card to split Aces, no surrender, double on any two cards, original bets only lost on dealer blackjack, dealer hits soft 17, and cut-card used. The single deck game is much better than double deck, which is significantly better than four decks, while from six decks and up there is very little difference.
{| class="wikitable"
!Number of Decks!!House Advantage
|-
|Single deck||0.17%
|-
|Double deck||0.46%
|-
|Four decks||0.60%
|-
|Six decks ||0.64%
|-
|Eight decks||0.66%
|}
===Surrender===
Some casinos offer a favorable option called "surrender," which allows the player to give up half his bet and not play out the hand. This option is sometimes referred to as "late" surrender because it occurs ''after'' the dealer has checked his or her hole card for a blackjack. When casinos first opened in Atlantic City, the surrender option was available ''before'' the dealer checked for blackjack - a rule highly advantageous to the player - but this "early surrender" option soon disappeared. Early surrender variations still exist in several countries.{{Which?|date=November 2009}}
The player should only surrender on the very worst hands, because having even a 25% chance of winning will result in a better average return than giving up half of his bet. With early surrender, a player is more likely to surrender against a dealer Ace.
===Resplitting===
If the player splits a pair other than aces and a third card of that value appears, the player can usually split again (or "resplit") by putting up another bet equal to the original bet. Then there will be three bets on the table and three separate hands. Some casinos allow unlimited resplitting of cards other than aces, while others may limit it to a certain number of hands, such as four hands (for example, "resplit to 4").
===Hit/resplit split aces===
After splitting aces, one common rule is that only one card will be dealt to each ace; the player cannot split, double, or take another hit on either hand. Rule variants include allowing resplitting aces or allowing the player to hit split aces. Allowing the player to hit aces reduces the casino edge by about 0.13%, allowing resplitting aces reduces the edge by about 0.03%.
===Double after split===
After splitting a pair, some casinos allow the player to "double down" on either or both of the new two-card hands. This is called "double after split" and provides an advantage to the player of about 0.12%.
===Double on 9/10/11 or 10/11 only===
Often called "Reno" rules, this rule restricts the player to doubling down ''only'' on an initial player total of 10 or 11 (sometimes 9, 10, or 11 - more common in Europe). It prevents doubling on soft hands such as soft 17 (ace-6), and is unfavorable for the player. It increases the house advantage by between 0.09% (8 decks) and 0.15% (1 deck) for the 9-11 rule, and between 0.17% (8 decks) and 0.26% (single deck) for the 10-11 rule. These numbers can vary due to interaction with other rules.
===European no-hole-card rule===
In most non-U.S. casinos, a 'no hole card' game is played. This means that there is no dealer hole card. This usually affects the player's strategy when deciding whether to double and/or split since a dealer blackjack will result in the loss of the split and double bets. For instance, holding 11 against a dealer 10, the correct strategy is to double in a hole card game (where the player knows the dealer's second card is not an ace), but to hit in a no hole card game. The no hole card rule adds approximately 0.11% to the house edge.
In some places,{{Where?}} if the dealer is later found to have blackjack, the player loses only his original bet ''but not'' any additional bets (doubles or splits). This has the same advantage as the usual game, and as such does not change basic strategy.
===Altered payout for blackjack===
In some places,{{Where?}} a blackjack hand pays only 6:5 or even 1:1 instead of the usual 3:2. This is the most unfavorable common variation, increasing the house edge significantly more than most U.S. player restrictions. Since blackjack occurs in approximately 4.8% of hands, the 1:1 game increases the house edge by 2.3%, while the 6:5 game adds 1.4% to the house edge. The 1:1 payout for video blackjack is a key reason why it has never approached the table version in terms of popularity. The 6:5 rule is most commonly employed on table blackjack at single deck games - which are otherwise the most attractive game for a basic strategy player.
===Dealer wins ties===
Allowing the dealer to win all push hands is catastrophic to the player. Though rarely used in standard blackjack, it is sometimes seen in "blackjack-like" games.
===Insurance===
If the dealer's upcard is an ace, the player is offered the option of taking ''insurance'' before the dealer checks his or her 'hole card'.
''Insurance'' is a side bet of up to half the original bet placed on a special portion of the table usually marked "Insurance Pays 2 to 1". This side bet is offered only when the dealer's exposed card is an ace. The idea is that the dealer's second card has a fairly high probability (nearly one-third) to be ten-valued, giving the dealer a blackjack and almost results in a certain loss for the player. It is attractive (although not necessarily wise) for the player to insure against this possibility by making an "insurance" bet, which pays 2-to-1 if the dealer has a blackjack, in which case the "insurance proceeds" will make up for the concomitant loss on the original bet. The insurance bet is lost if the dealer does not have blackjack, although the player can still win or lose on the original bet.
Insurance is a poor bet for the player unless he is counting cards because, in an infinite deck, 4/13 of the cards have a value of ten (10, J, Q, or K) and 9/13 therefore are not, so the theoretical return for an infinite deck game is 4/13 * 2 * bet - 9/13 * bet = -1 /13 * bet, or -7.69%. In practice, the average house edge will be lower than this, because by eliminating even one non-ten card from the shoe (the dealer's ace), the proportion of the remaining cards that are valued at ten is higher. Even so, the bet is generally to be avoided, as the house's average edge is still more than 7%.
A player who is counting cards can keep count of the remaining tens in the shoe and use it to make insurance bets only when he has an edge (e.g., when more than one third of the remaining cards are tens). In addition, in a multi-hand single deck game, it is possible for insurance to be a good bet simply by observing the other cards on the table - for an initial hand, if the dealer has an ace, then there are 51 cards left in the deck, of which 16 are tens. However, if there are as few as 2 players playing, and none of their two initial cards are tens, then that means that 16 out of 47 remaining cards are ten - better than 1 in 3, and so the insurance bet is a good one.<ref>[http://www.beatingbonuses.com/insurance.htm Blackjack Insurance Exceptions]</ref>
When the player has blackjack and the dealer has an ace, the insurance bet may be offered as "even money", meaning that the ''player's'' blackjack is paid immediately at 1:1 before checking the dealer's hand. 'Even money' is just a way of expressing the actual payout on the insurance bet, given that the player has blackjack, it is not a different bet, and taking even money is generally even worse than average, because one of the player's two cards is tens, so the proportion of tens remaining in the deck is lower.
In casinos where a hole card is dealt, a dealer who is showing a card with a value of ace or 10 may slide the corner of his hole card over a small mirror or electronic sensor on the tabletop in order to check whether he has a blackjack. This practice minimizes the risk of inadvertently revealing the hole card, which may give the sharp-eyed player a considerable advantage.
===Side bets===
Some casinos offer a [[side bet]] with their blackjack games. Examples include side bets based on getting three 7s, a [[three card poker]]-style bet, a pair, and many others.<ref>[http://wizardofodds.com/blackjack/appendix8.html Blackjack side bets -- analyzed by The Wizard of Odds]</ref> For the side bet, the player will typically put up an additional wager alongside his main bet and can win or lose the side bet, regardless of the main game result. As there is little or no strategy involved, the house edge for side bets is usually much higher than the main game.
==Blackjack strategy==
===Basic strategy===
Because blackjack has an element of player choice, players can reduce casino advantage by playing optimally. The complete set of optimal plays is known as ''basic strategy''. There are slight variations depending on the house rules and number of decks. <CENTER>
{| BORDER="1" class="wikitable" style="text-align:center"
|-
! rowspan="2" | Your hand
! COLSPAN="10" | Dealer's face-up card
|-
| 2
| 3
| 4
| 5
| 6
| 7
| 8
| 9
| 10
| A
|-
! COLSPAN="11" | Hard totals (excluding pairs)
|-
! 17-20
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
|-
! 16
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:white; color:black" | SU
| style="background:white; color:black" | SU
| style="background:white; color:black" | SU
|-
! 15
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:white; color:black" | SU
| style="background:lime; color:black" | H
|-
! 13-14
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! 12
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! 11
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:lime; color:black" | H
|-
! 10
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! 9
| style="background:lime; color:black" | H
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! 5-8
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! COLSPAN="11" | Soft totals
|-
|
| 2
| 3
| 4
| 5
| 6
| 7
| 8
| 9
| 10
| A
|-
! A,8 A,9
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
|-
! A,7
| style="background:red; color:black" | S
| style="background:cyan; color:black" | Ds
| style="background:cyan; color:black" | Ds
| style="background:cyan; color:black" | Ds
| style="background:cyan; color:black" | Ds
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! A,6
| style="background:lime; color:black" | H
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! A,4 A,5
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! A,2 A,3
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! COLSPAN="11" | Pairs
|-
|
| 2
| 3
| 4
| 5
| 6
| 7
| 8
| 9
| 10
| A
|-
! A,A
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
|-
! 10,10
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
| style="background:red; color:black" | S
|-
! 9,9
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:red; color:black" | S
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:red; color:black" | S
| style="background:red; color:black" | S
|-
! 8,8
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
|-
! 7,7
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! 6,6
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! 5,5
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:cyan; color:black" | Dh
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! 4,4
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|-
! 2,2 3,3
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:yellow; color:black" | SP
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
| style="background:lime; color:black" | H
|}
</CENTER>
The above is a basic strategy table for 3 or more decks, dealer stands on soft 17, double on any 2 cards, double after split allowed, dealer peeks for blackjack, and blackjack pays 3:2.
Key:
:<span style="background:red; color:black">'''S'''</span> = Stand
:<span style="background:lime; color:black">'''H'''</span> = Hit
:<span style="background:cyan; color:black">'''Dh'''</span> = Double (if not allowed, then hit)
:<span style="background:cyan; color:black">'''Ds'''</span> = Double (if not allowed, then stand)
:<span style="background:yellow; color:black">'''SP'''</span> = Split
:<span style="background:white; color:black">'''SU'''</span> = Surrender (if not allowed, then hit)
Most [[Las Vegas Strip]] casinos hit on soft 17. This rule change requires a slightly modified basic strategy table: double on 11 verses a dealer's upcard being an ace, double on A/7 verses a dealer 2, and double on A/8 verses a 6. Most casinos outside of Las Vegas still stand on soft 17.
===Card counting===
{{Main|Card counting}}
Basic strategy provides the player with the optimal play for any blackjack situation based on billions of hands played in the long run. By keeping track of the cards that have already been played, it is possible to know when the cards remaining in the deck are advantageous for the player.
Card counting creates two opportunities:
* The player can make larger bets when he has the advantage. For example, the player can increase the starting bet if there are many aces and tens left in the deck, in the hope of hitting a blackjack.
* The player can use information about the remaining cards to improve upon the basic strategy rules for specific hands played. For example, with many tens left in the deck, the player may double down in more situations since there is a better chance of making a strong hand.
Virtually all card-counting systems do not require the player to remember which cards have been played. Rather, a point system is established for the cards, and the player keeps track of a simple point count as the cards are played out from the dealer.
Depending on the particular blackjack rules in a given casino, basic strategy reduces the house advantage to less than 1%.<ref>[http://www.beatingbonuses.com/blackjack.htm#table Rules & House Edge Table]</ref> Card-counting, if done correctly, can give the ''player'' an [[Advantage gambling|advantage]], typically ranging from 0 to 2% over the house.<ref>''Theory of Blackjack'', p. 5</ref>
Card-counting mentally is legal and is not considered cheating.<ref>''Theory of Blackjack'', pp 6–7</ref> However, most casinos have the right to ban players, with or without cause, and card-counting is frequently used as a justification to ban a player. Usually, the casino will inform the player that he is no longer welcome to play blackjack at that casino and may be banned from the property. Players must be careful not to signal the fact that they are counting, and the use of electronic or other counting devices is usually illegal.
:''See also: [[MIT Blackjack Team]]
===Composition-dependent strategy===
Basic strategy is based on a player's point total and the dealer's visible card. A player's ideal decision may depend on the composition of his hand, not just the information considered in the basic strategy. For example, a player should ordinarily stand when holding 12 against a dealer 4. However, in a single deck game, the player should hit if his 12 consists of a 10 and a 2; this is because the player wants to receive any card other than a 10 if hitting, and the 10 in the player's hand is one less card available to cause a bust for the player or the dealer.<ref name= wizard>{{cite web | url= http://wizardofodds.com/blackjack/appendix3c.html | title= The Wizard of Odds | work= Fine points of basic strategy in single-deck blackjack | dateformat = mdy |accessdate=[[December 8]] 2006}}</ref>
However, in situations where basic and composition-dependent strategy lead to different actions, the difference in expected value between the two decisions will be small. Additionally, as the number of decks used in a blackjack game rises, both the number of situations where composition determines the correct strategy and the house edge improvement from using a composition-dependent strategy will fall. Using a composition-dependent strategy only reduces house edge by 0.0031% in a six-deck game, less than one tenth the improvement in a single-deck game (0.0387%).<ref name= wizard2>{{cite web | url= http://wizardofodds.com/blackjack/appendix15.html | title= The Wizard of Odds | work= Total Dependent and Composition Dependent Basic Strategy in Blackjack | dateformat = mdy |accessdate=December 19, 2006}}</ref>
===Shuffle tracking and other advantage-play techniques===
Techniques other than card-counting can swing the advantage of casino blackjack towards the player. All such techniques are based on the value of the cards to the player and the casino, as originally conceived by [[Edward O. Thorp]].<ref>[http://www.bjmath.com/bjmath/thorp/tog.htm The Mathematics of Gambling]</ref> One technique, mainly applicable in multi-deck games, involves tracking groups of cards (aka slugs, clumps, packs) during the play of the shoe, following them through the shuffle and then playing and betting accordingly when those cards come into play from the new shoe. This technique, which is admittedly much more difficult than straight card-counting and requires excellent eyesight and powers of visual estimation, has the additional benefit of fooling casino employees who are monitoring the player's actions and the count, since the shuffle tracker could be, at times, betting and/or playing opposite to how a straightforward card-counter would.<ref>[http://www.blackjackincolor.com/Shuffletracking2.htm Shuffle Tracking Counts]</ref>
Arnold Snyder's articles in ''[[Blackjack Forum]]'' magazine brought shuffle tracking to the general public. His book, ''The Shuffle Tracker's Cookbook,'' mathematically analyzed the player edge available from shuffle tracking based on the actual size of the tracked slug. [[Jerry L. Patterson]] also developed and published a shuffle-tracking method for tracking favorable clumps of cards and cutting them into play and tracking unfavorable clumps of cards and cutting them out of play.
<ref>''The Gambling Times Guide to Blackjack''; Gambling Times Incorporated, Hollywood, CA; © 1984; Page 110; ISBN 0-89746-015-4 Shuffle-Tracking An Easy Way to Start ]</ref><ref>''Break the Dealer''; by Jerry L. Patterson and Eddie Olsen; Perigee Books; A Division of Penguin Putnam; © 1986; ISBN 0-399-51233-0 Shuffle-Tracking; Chapter 6, Page 83]</ref><ref>''Blackjack: A Winner’s Handbook''; by Jerry L. Patterson; Perigee Books; A Division of Penguin Putnam; © 1990; ISBN 0-399-51598-4 Shuffle-Tracking; Chapter 4, Page 51]</ref> Other legal methods of gaining a player advantage at blackjack include a wide variety of techniques for [[hole carding]] or gaining information about the next card to be dealt. In addition, match-play coupons give the skillful basic-strategy blackjack player an edge. And finally, a special promotion - such as 2:1 for a blackjack - can temporarily swing the advantage to the player.
==Variants==
Pontoon is an English variation of blackjack with significant rule and strategy differences. However, in Australia and Malaysia, [[Pontoon (game)|Pontoon]] is an unlicensed version of the American game [[Spanish 21]] played without a hole card; despite the name, it bears no relation to English Pontoon.
[[Spanish 21]] provides players with many liberal blackjack rules, such as doubling down any number of cards (with the option to 'rescue', or surrender only one wager to the house), payout bonuses for five or more card 21s, 6-7-8 21s, 7-7-7 21s, late surrender, and player blackjacks always winning and player 21s always winning, at the cost of having no 10 cards in the deck (though there are jacks, queens, and kings).
21st-Century Blackjack (also known as "Vegas Style" Blackjack) is commonly found in many California card rooms. In this form of the game, a player bust does not always result in an automatic loss; there are a handful of situations where the player can still push if the dealer busts as well, provided that the dealer busts with a higher total.
Certain rule changes are employed to create new variant games. These changes, while attracting the novice player, actually increase the house edge in these games. [[Double Exposure Blackjack]] is a variant in which the dealer's cards are both face-up. This game increases house edge by paying [[even money]] on blackjacks and players losing ties. [[Double Attack Blackjack]] has very liberal blackjack rules and the option of increasing one's wager after seeing the dealer's up card. This game is dealt from a Spanish shoe, and blackjacks only pay even money.
The French and German variant "Vingt-et-un" (Twenty-one) and "Siebzehn und Vier" (Seventeen and Four) don't include splitting. An ace can only count as eleven, but two aces count as a blackjack. This variant is seldom found in casinos but is more common in private circles and barracks.
[[Chinese Blackjack]] is played by many in Asia, having no splitting of cards, but with other card combination regulations.
Another variant is [[Blackjack Switch]], a version in which a player is dealt two hands and is allowed to switch cards. For example, if the player is dealt 10-6 and 5-10, then the player can switch two cards to make hands of 10-10 and 6-5. Natural blackjacks are paid 1:1 instead of the standard 3:2, and a dealer 22 is a push.
In [[Multiple Action Blackjack]] the player places between 2 or 3 bets on a single hand. The dealer then gets a hand for each bet the player places on a hand. This essentially doubles the number of hands a single dealer can play per hour. Splitting and Doubling are still allowed.
Recently, thanks to the popularity of poker, [[Elimination Blackjack]] has gained a following. Elimination Blackjack is a tournament format of blackjack.
Many casinos offer optional side bets at standard blackjack tables. For example, one common side-bet is "Royal Match", in which the player is paid if his first two cards are in the same suit, and receives a higher payout if they are a suited queen and king (and a jackpot payout if both the player and the dealer have a suited queen-king hand). Another increasingly common variant is "21+3," in which the player's two cards and the dealer's up card form a three-card poker hand; players are paid 9 to 1 on a straight, flush or three of a kind. These side bets invariably offer worse odds than well-played blackjack.
In April 2007, a new version of blackjack, called "three card blackjack" was approved for play in the State of Washington and is played with one deck of 52 cards. In this version of the game, the players place an ante bet. The players and dealer are then dealt 3 cards each. The players make the best blackjack (21) hand they can using 2 or all 3 cards. If the player likes his hand he makes a play bet that is equivalent to the ante bet. The dealer must qualify with an 18 or better. If the dealer qualifies and the player beats the dealer, the player is paid 1-1 on both the Ante and Play bets. If the dealer does not qualify, the player is paid 1-1 on his Ante bet and Play bet pushes. There is no hitting and no busting. At the same time that the player makes the Ante bet, he has the option of making an "ace plus" bet. If the player has one ace in his hand of 3 cards, he gets paid 1-1. An ace and a 10 or face card pays 3-1. An ace and two 10's or face cards is paid 5-1. Two aces pays 15-1. Three aces pays 100-1.
==Blackjack Hall of Fame==
{{Main|Blackjack Hall of Fame}}
In 2002, professional gamblers around the world were invited to nominate great blackjack players for admission into the [[Blackjack Hall of Fame]]. Seven members were inducted in 2002, with new people inducted every year after. The Hall of Fame is at the [[Barona Casino]] in [[San Diego]]. Members include [[Edward O. Thorp]], author of the 1960s book ''Beat the Dealer'' which proved that the game could be beaten with a combination of basic strategy and [[card counting]]; [[Ken Uston]], who popularized the concept of team play; [[Arnold Snyder]], author and editor of the ''[[Blackjack Forum]]'' trade journal; [[Stanford Wong]], author and popularizer of the "Wonging" technique of only playing at a positive count, and several others.
==See also==
* [[Glossary of blackjack terms]]
==Notes==
<div class="references-small" style="-moz-column-count:2; column-count:2;">
<references /></div>
==Sources==
* ''Beat the Dealer : A Winning Strategy for the Game of Twenty-One'', [[Edward O. Thorp]], 1966, ISBN 978-0-394-70310-7
* ''Blackbelt in Blackjack'', [[Arnold Snyder]], 1998 (1980), ISBN 978-0-910575-05-8
* ''Blackjack: A Winner’s Handbook'', [[Jerry L. Patterson]], 2001, (1978), ISBN 978-0-399-52683-1
* ''Ken Uston on Blackjack'', [[Ken Uston]], 1986, ISBN 978-0-8184-0411-5
* ''Knock-Out Blackjack'', Olaf Vancura and Ken Fuchs, 1998, ISBN 978-0-929712-31-4
* ''Luck, Logic, and White Lies: The Mathematics of Games'', Jörg Bewersdorff, 2004, ISBN 978-1-56881-210-6, 121-134
* ''Million Dollar Blackjack'', [[Ken Uston]], 1994 (1981), ISBN 978-0-89746-068-2
* ''Playing Blackjack as a Business'', [[Lawrence Revere]], 1998 (1971), ISBN 978-0-8184-0064-3
* ''Professional Blackjack'', [[Stanford Wong]], 1994 (1975), ISBN 978-0-935926-21-7
* ''The Theory of Blackjack'', Peter Griffin, 1996 (1979), ISBN 978-0-929712-12-3
* ''The Theory of Gambling and Statistical Logic'', [[Richard A. Epstein]], 1977, ISBN 978-0-12-240761-1, 215-251
* ''The World's Greatest Blackjack Book'', Lance Humble and Carl Cooper, 1980, ISBN 978-0385153829
'''Regulation in the United Kingdom'''
* [http://www.opsi.gov.uk/si/si1994/Uksi_19942899_en_1.htm Statutory Instrument 1994 No. 2899 The Gaming Clubs (Bankers' Games) Regulations 1994]
* [http://www.opsi.gov.uk/si/si2000/20000597.htm Statutory Instrument 2000 No. 597 The Gaming Clubs (Bankers' Games) (Amendment) Regulations 2000]
* [http://www.opsi.gov.uk/si/si2002/20021130.htm Statutory Instrument 2002 No. 1130 The Gaming Clubs (Bankers' Games) (Amendment) Regulations 2002]
==External links==
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*[http://www.blackjackincolor.com/ BlackjackinColor]
===Blackjack calculators===
*[http://www.beatblackjack.org/tables.html Server based calculator]
*[http://www.bewersdorff-online.de/black-jack/ Browser based calculator (using JavaScript)]
*[http://www.card-counting.com/ Card-counting.com - Multiple calculators and charts]
[[Category:Blackjack| ]]
[[Category:Anglo-American playing card games]]
[[Category:Comparing card games]]
[[Category:Gambling games]]
[[Category:Card Games]]
[[Category:Gambling]]
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{{primary sources|date=July 2009}}
'''Blue Marble Game''' (부루마불게임) is a [[Korea]]n board game similar to [[Monopoly (board game)|Monopoly]] manufactured by Si-Yat-Sa. Where Monopoly is traditionally played across locations in a single city, the Blue Marble Game features cities from across the world; its title is a reference to the [[The Blue Marble|"blue marble"]] description of the Earth as seen from space.
The game was first published in 1982.<ref>{{cite web|url=http://www.boardgamegeek.com/boardgame/10506 |title=Blue Marble | Board Game |publisher=BoardGameGeek |date= |accessdate=2009-07-06}}</ref> It can be played by 2 to 4 players.<ref> Blue Marble Game instruction booklet</ref>
==Game Mechanics==
Players move around the board in order to buy property, build buildings on the properties, pay [[rent]] to other players, and earn a [[salary]]. There are also random events cards called Golden Key cards. The game ends when all but one player has gone [[bankrupt]]. This is similar to Monopoly.
More similarities to Monopoly include:
*a 4 space game board
*2 6 sided dice
*a salary of ₩200000 ($200) earned when passing start.
*increasing value of properties as players progress to spaces further from start.
*properties based (mostly) on real locations.
*functionally similar spaces, start (GO) the deserted island (Jail) and Welfare (Free Parking under certain Monopoly house rules)
*extension of the player's turn after rolling doubles.
==Differences from Monopoly==
===Money===
The game currency is in [[South Korean won|Korean Won]], rather than dollars. The denominations are a thousand times greater than those in Monopoly. The lowest denomination is ₩1000, which corresponds to $1. This is similar to the value of the actual Korean won and US dollar today, although the value of the currencies fluctuate. When the game was made in 1982, the dollar was worth between ₩700 and ₩750.<ref>{{cite web|url=http://www.fxstreet.com/fundamental/economic-time-series/data/fedstl/exkous.aspx |title=South Korea / U.S. Foreign Exchange Rate: South Korean Won To One U.S. Dollar |publisher=Fxstreet.com |date= |accessdate=2009-07-06}}</ref>
===Board Layout===
{{Monopoly board layout
|Edition = '''Blue Marble'''
|Banner = 부루마불
|corner_1 = '''[[Start]]'''|corner_2 = [[Deserted Island]]
|corner_3 = [[Social Welfare|Welfare]]
|corner_4 = [[Space Flight|Space Travel]]
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SkyBlue |Space_101 = [[Taipei]]
|Color_102 = |Space_102 = Golden Key
|Color_103 = SkyBlue |Space_103 = [[Hong Kong]]
|Color_104 = SkyBlue |Space_104 = [[Manila]]
|Color_105 = |Space_105 = [[Cheju Island]]
|Color_106 = SkyBlue |Space_106 = [[Singapore|Singa-pore]]
|Color_107 = |Space_107 = Golden Key
|Color_108 = SkyBlue |Space_108 = [[Cairo]]
|Color_109 = SkyBlue |Space_109 = [[Istanbul]]
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = Blue |Space_204 = [[Athens|Atene]]
|Color_205 = |Space_205 = Golden Key
|Color_206 = Blue |Space_206 = [[Copenhagen]]
|Color_207 = Blue |Space_207 = [[Stockholm]]
|Color_208 = |Space_208 = [[Concorde|Concord]]
|Color_209 = Blue |Space_209 = [[Zurich]]
|Color_210 = |Space_210 = Golden Key
|Color_211 = Blue |Space_211 = [[Berlin]]
|Color_212 = Blue |Space_212 = [[Montreal|Montriol]]
|Color_301 = Green |Space_301 = [[Buenos Aires]]
|Color_302 = |Space_302 = Golden Key
|Color_303 = Green |Space_303 = [[Sao Paulo]]
|Color_304 = Green |Space_304 = [[Sydney]]
|Color_305 = |Space_305 = [[Busan]]
|Color_306 = Green |Space_306 = [[Hawaii]]
|Color_307 = Green |Space_307 = [[Lisbon]]
|Color_308 = |Space_308 = [[RMS Queen Elizabeth 2|Queen Elizabeth]]
|Color_309 = Green |Space_309 = [[Madrid]]
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Red |Space_401 = [[Tokyo]]
|Color_402 = |Space_402 = [[Space Shuttle Columbia]]
|Color_403 = Red |Space_403 = [[Paris]]
|Color_404 = Red |Space_404 = [[Rome]]
|Color_405 = |Space_405 = Golden Key
|Color_406 = Red |Space_406 = [[London]]
|Color_407 = Red |Space_407 = [[New York City|New York]]
|Color_408 = |Space_408 = Pay Welfare
|Color_409 = Yellow |Space_409 = [[Seoul|SEOUL]] [[1988 Summer Olympics|OLYMPIC]]
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
Most of the color spaces on the board represent cities in the world, with the exception of [[Hawaii]]. The railroad spaces are replaced by [[Jeju Island]], The Concord, [[Busan]], The Queen Elizabeth ocean liner, and the [[Columbia Space Shuttle]]. Having combinations of these does not raise the price of rent.
The board includes several spaces with special rules:-
*Deserted Island Space - This space corresponds to the Jail space in Monopoly, however, there is no "Go to Jail" Space. Players are stuck on the deserted island if they land on it. There are also key cards that send players to the Deserted Island. Once there, the player is stuck for three turns unless the player has the "Escape the Deserted Island" card or rolls doubles. Players may not escape by paying bail, like in Monopoly. Also, rolling doubles more than twice consecutively does not force players to go to the deserted island.
*Welfare Space - This space corresponds to the Free Parking space in Monopoly, however, rather than functioning as an empty space, 2 things can happen here. If there are no funds in welfare, the player must pay 10% of his net worth to welfare. If there are funds in welfare, then the player collects all of the accumulated funds. Players must pay welfare every time they land on an empty welfare space or land on the Seoul Olympic space. A variant rule also exists where all fees owed to the bank from the Key cards are instead paid to welfare.
*Space Travel - This space corresponds with the "Go to Jail" space in Monopoly, but rather than going to Jail as in Monopoly, the player may on his next turn go to any space on the board (including the Space Travel space or the deserted island). However, they must pay a fee to the owner of the Columbia Space shuttle, if it is owned. If the player is the owner of the Space Shuttle Columbia, then space travel is free.
*Seoul Olympic - [[Seoul]] was the host of the [[1988 Summer Olympics|1988 Olympics]]. This is the most valuable space on the board and corresponds to Boardwalk. Buildings can't be built on Seoul. Players who land on the Seoul Olympic space must pay ₩150,000 to welfare and ₩2,000,000 to its owner.
*Athens, Montreal, and Concorde are misspelled on the game board. This is likely due to the game creator and publisher's unfamiliarity with these terms English, and approximating the English from how these are written in [[Hangul]].
===Building===
Players can build houses, office buildings and hotels. Players do not have to collect color combinations in order to build on their properties, but may build only when landing on a property they already own. There is an increase in rent on properties with buildings. Increases occur in the following increments:
*one house - small increase
*two houses - medium increase
*office building - large increase
*hotel - larger increase
The rulebook does not specifically state that there are building pre-requisites.
===Bankruptcy===
If a player does not have enough cash to pay off a debt, that player is bankrupt. The player can raise money by selling buildings at half price to the bank, or by selling owned properties back to the bank at full price, or to other players at any price. There is no mortgage system in the Blue Marble Game.
===Statistics===
In Blue Marble Game, there is no space that sends the player to the deserted island other than the deserted island space itself. Furthermore rolling of doubles more than twice consecutively does not send the player to the deserted island. Therefore, the properties between the "Deserted Island" and "Space Travel" are not as likely to be landed on as the corresponding properties in Monopoly (between "Jail" and "Go to Jail").
Space Travel allows the player to choose to go to any space on the board. Thus, likelihood of landing on a particular space in Blue Marble Game can't be exactly calculated like in Monopoly, as players can choose to go to different spaces on the board based on current game conditions. Because of Space Travel, it is probably less likely that players would land on Blue Marble's "Seoul Olympic" space than on Monopoly's "Boardwalk" space, as space traveling players could opt to minimize their likelihood of landing on "Seoul Olympic" by choosing to travel to "Start". However, this too depends on current game conditions.
==Loopholes==
*If the player owns the Space Shuttle Columbia, then he can totally avoid landing on other players' spaces. After initially landing on space travel, this player may simply elect to go to the space travel space every turn. Players who do not own the space shuttle also have this option, but they would eventually run out of money as they would have to pay the owner of the space shuttle on every turn, but space travel is free for the space shuttle owner.
* It is possible to create a building shortage with only one property, provided the player has enough money, because there is no building pre-requisite in the game, and because the rulebook does not place any limit on the number of buildings one may build on a property.
==References==
{{reflist}}
[[Category:Korean culture]]
[[Category:Roll-and-move board games]]
[[Category:Economic simulation board games]]
[[ko:부루마불]]
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{{primary sources|date=July 2009}}
'''Blue Marble Game''' (부루마불게임) is a [[Korea]]n board game similar to [[Monopoly (board game)|Monopoly]] manufactured by Si-Yat-Sa. Where Monopoly is traditionally played across locations in a single city, the Blue Marble Game features cities from across the world; its title is a reference to the [[The Blue Marble|"blue marble"]] description of the Earth as seen from space.
The game was first published in 1982.<ref>{{cite web|url=http://www.boardgamegeek.com/boardgame/10506 |title=Blue Marble | Board Game |publisher=BoardGameGeek |date= |accessdate=2009-07-06}}</ref> It can be played by 2 to 4 players.<ref> Blue Marble Game instruction booklet</ref>
==Game Mechanics==
Players move around the board in order to buy property, build buildings on the properties, pay [[rent]] to other players, and earn a [[salary]]. There are also random events cards called Golden Key cards. The game ends when all but one player has gone [[bankrupt]]. This is similar to Monopoly.
More similarities to Monopoly include:
*a 4 space game board
*2 6 sided dice
*a salary of ₩200000 ($200) earned when passing start.
*increasing value of properties as players progress to spaces further from start.
*properties based (mostly) on real locations.
*functionally similar spaces, start (GO) the deserted island (Jail) and Welfare (Free Parking under certain Monopoly house rules)
*extension of the player's turn after rolling doubles.
==Differences from Monopoly==
===Money===
The game currency is in [[South Korean won|Korean Won]], rather than dollars. The denominations are a thousand times greater than those in Monopoly. The lowest denomination is ₩1000, which corresponds to $1. This is similar to the value of the actual Korean won and US dollar today, although the value of the currencies fluctuate. When the game was made in 1982, the dollar was worth between ₩700 and ₩750.<ref>{{cite web|url=http://www.fxstreet.com/fundamental/economic-time-series/data/fedstl/exkous.aspx |title=South Korea / U.S. Foreign Exchange Rate: South Korean Won To One U.S. Dollar |publisher=Fxstreet.com |date= |accessdate=2009-07-06}}</ref>
===Board Layout===
{{Monopoly board layout
|Edition = '''Blue Marble'''
|Banner = 부루마불
|corner_1 = '''[[Start]]'''|corner_2 = [[Deserted Island]]
|corner_3 = [[Social Welfare|Welfare]]
|corner_4 = [[Space Flight|Space Travel]]
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SkyBlue |Space_101 = [[Taipei]]
|Color_102 = |Space_102 = Golden Key
|Color_103 = SkyBlue |Space_103 = [[Hong Kong]]
|Color_104 = SkyBlue |Space_104 = [[Manila]]
|Color_105 = |Space_105 = [[Cheju Island]]
|Color_106 = SkyBlue |Space_106 = [[Singapore|Singa-pore]]
|Color_107 = |Space_107 = Golden Key
|Color_108 = SkyBlue |Space_108 = [[Cairo]]
|Color_109 = SkyBlue |Space_109 = [[Istanbul]]
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = Blue |Space_204 = [[Athens|Atene]]
|Color_205 = |Space_205 = Golden Key
|Color_206 = Blue |Space_206 = [[Copenhagen]]
|Color_207 = Blue |Space_207 = [[Stockholm]]
|Color_208 = |Space_208 = [[Concorde|Concord]]
|Color_209 = Blue |Space_209 = [[Zurich]]
|Color_210 = |Space_210 = Golden Key
|Color_211 = Blue |Space_211 = [[Berlin]]
|Color_212 = Blue |Space_212 = [[Montreal|Montriol]]
|Color_301 = Green |Space_301 = [[Buenos Aires]]
|Color_302 = |Space_302 = Golden Key
|Color_303 = Green |Space_303 = [[Sao Paulo]]
|Color_304 = Green |Space_304 = [[Sydney]]
|Color_305 = |Space_305 = [[Busan]]
|Color_306 = Green |Space_306 = [[Hawaii]]
|Color_307 = Green |Space_307 = [[Lisbon]]
|Color_308 = |Space_308 = [[RMS Queen Elizabeth 2|Queen Elizabeth]]
|Color_309 = Green |Space_309 = [[Madrid]]
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Red |Space_401 = [[Tokyo]]
|Color_402 = |Space_402 = [[Space Shuttle Columbia]]
|Color_403 = Red |Space_403 = [[Paris]]
|Color_404 = Red |Space_404 = [[Rome]]
|Color_405 = |Space_405 = Golden Key
|Color_406 = Red |Space_406 = [[London]]
|Color_407 = Red |Space_407 = [[New York City|New York]]
|Color_408 = |Space_408 = Pay Welfare
|Color_409 = Yellow |Space_409 = [[Seoul|SEOUL]] [[1988 Summer Olympics|OLYMPIC]]
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
Most of the color spaces on the board represent cities in the world, with the exception of [[Hawaii]]. The railroad spaces are replaced by [[Jeju Island]], The Concord, [[Busan]], The Queen Elizabeth ocean liner, and the [[Columbia Space Shuttle]]. Having combinations of these does not raise the price of rent.
The board includes several spaces with special rules:-
*Deserted Island Space - This space corresponds to the Jail space in Monopoly, however, there is no "Go to Jail" Space. Players are stuck on the deserted island if they land on it. There are also key cards that send players to the Deserted Island. Once there, the player is stuck for three turns unless the player has the "Escape the Deserted Island" card or rolls doubles. Players may not escape by paying bail, like in Monopoly. Also, rolling doubles more than twice consecutively does not force players to go to the deserted island.
*Welfare Space - This space corresponds to the Free Parking space in Monopoly, however, rather than functioning as an empty space, 2 things can happen here. If there are no funds in welfare, the player must pay 10% of his net worth to welfare. If there are funds in welfare, then the player collects all of the accumulated funds. Players must pay welfare every time they land on an empty welfare space or land on the Seoul Olympic space. A variant rule also exists where all fees owed to the bank from the Key cards are instead paid to welfare.
*Space Travel - This space corresponds with the "Go to Jail" space in Monopoly, but rather than going to Jail as in Monopoly, the player may on his next turn go to any space on the board (including the Space Travel space or the deserted island). However, they must pay a fee to the owner of the Columbia Space shuttle, if it is owned. If the player is the owner of the Space Shuttle Columbia, then space travel is free.
*Seoul Olympic - [[Seoul]] was the host of the [[1988 Summer Olympics|1988 Olympics]]. This is the most valuable space on the board and corresponds to Boardwalk. Buildings can't be built on Seoul. Players who land on the Seoul Olympic space must pay ₩150,000 to welfare and ₩2,000,000 to its owner.
*Athens, Montreal, and Concorde are misspelled on the game board. This is likely due to the game creator and publisher's unfamiliarity with these terms English, and approximating the English from how these are written in [[Hangul]].
===Building===
Players can build houses, office buildings and hotels. Players do not have to collect color combinations in order to build on their properties, but may build only when landing on a property they already own. There is an increase in rent on properties with buildings. Increases occur in the following increments:
*one house - small increase
*two houses - medium increase
*office building - large increase
*hotel - larger increase
The rulebook does not specifically state that there are building pre-requisites.
===Bankruptcy===
If a player does not have enough cash to pay off a debt, that player is bankrupt. The player can raise money by selling buildings at half price to the bank, or by selling owned properties back to the bank at full price, or to other players at any price. There is no mortgage system in the Blue Marble Game.
===Statistics===
In Blue Marble Game, there is no space that sends the player to the deserted island other than the deserted island space itself. Furthermore rolling of doubles more than twice consecutively does not send the player to the deserted island. Therefore, the properties between the "Deserted Island" and "Space Travel" are not as likely to be landed on as the corresponding properties in Monopoly (between "Jail" and "Go to Jail").
Space Travel allows the player to choose to go to any space on the board. Thus, likelihood of landing on a particular space in Blue Marble Game can't be exactly calculated like in Monopoly, as players can choose to go to different spaces on the board based on current game conditions. Because of Space Travel, it is probably less likely that players would land on Blue Marble's "Seoul Olympic" space than on Monopoly's "Boardwalk" space, as space traveling players could opt to minimize their likelihood of landing on "Seoul Olympic" by choosing to travel to "Start". However, this too depends on current game conditions.
==Loopholes==
*If the player owns the Space Shuttle Columbia, then he can totally avoid landing on other players' spaces. After initially landing on space travel, this player may simply elect to go to the space travel space every turn. Players who do not own the space shuttle also have this option, but they would eventually run out of money as they would have to pay the owner of the space shuttle on every turn, but space travel is free for the space shuttle owner.
* It is possible to create a building shortage with only one property, provided the player has enough money, because there is no building pre-requisite in the game, and because the rulebook does not place any limit on the number of buildings one may build on a property.
==References==
{{reflist}}
[[Category:Korean culture]]
[[Category:Roll-and-move board games]]
[[Category:Economic simulation board games]]
[[ko:부루마불]]
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Blue Moon (game)
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{{Infobox_Game|
subject_name=Blue Moon |
image_link=[[Image:Blue Moon Card Game.gif|250px|Blue Moon Basic Set]] |
image_caption=Players play characters or other helpful cards from their deck in an attempt to battle for control of the dragons, to win the game.|
designer=[[Reiner Knizia]]|
publisher=[[999 Games]]<br>[[Kosmos]]<br>[[Fantasy Flight Games]]<br>[[Tilsit Editions|Tilsit]]|
players=2 |
ages=10 years and up |
setup_time=less than 1 minute |
playing_time= approx. 30 minutes |
complexity=Medium |
strategy=Medium |
random_chance=Medium |
skills=[[Trick-taking game|Trick taking]], Hand Management|
bggid=9446 |
bggxrefs= |
footnotes=
}}
'''''Blue Moon''''', published by [[Kosmos]]/[[Fantasy Flight Games]], is [[Reiner Knizia]]'s most successful take on the [[collectible card game]] (CCG) genre. It is a card game for two players that bears some resemblance to the well-known ''[[Magic: The Gathering]]'' (by [[Richard Garfield]]), although the game mechanics are quite different. However ''Blue Moon'' is not a CCG; although each player has to use his own deck, there are no booster packs and, apart from a few promotional cards, all cards are sold in decks of fixed composition, so that there are no rare cards.
Based in a unique fantasy setting, ''Blue Moon'' simulates the struggles of the various peoples who live in the Blue Moon world. Each people has its own unique traits and gameplay mechanics, and is represented by a 30 card deck (plus a "leader" card).
The base ''Blue Moon'' game box contains a small game board, three small plastic dragons (used as scoring counters in the game) and two complete decks for the Vulca and Hoax peoples. ''Blue Moon'' cards are over-sized and resemble tarot cards: at the moment, it is quite difficult to buy card sleeves to protect them.
Additional peoples (to be bought separately) are the following:
* Mimix
* Flit
* Khind
* Terrah
* Pillar
* Aqua
* Buka (Buka Invasion)
In addition, two more decks called ''Emissaries & Inquisitors: Allies'' and ''Emissaries & Inquisitors: Blessings'' contain additional cards which can be used in at least two ways. Advanced rules in the basic set allow players more freedom in constructing their own decks, each based on a single people with imported cards from other peoples (limited by the cards' deck construction costs measured in "moons"). The ''Emissaries & Inquisitors'' decks allow additional deck building possibilities.
Many ''Blue Moon'' cards carry text to specify the cards' influence on the game (sometimes overriding the game rules). The game is therefore very language-dependent. Known available editions exist in English (Fantasy Flight Games), German (Kosmos), Dutch ([[999 Games]], excluding the Buka Invasion), and (very incomplete) French (Tilsit). Artwork for game boxes differs. Some promotional cards have been released and given as gifts at various gaming events.
In 2006 Fantasy Flight Games published a ''Blue Moon''-related board game called ''[[Blue Moon City]]'': this is not compatible with the ''Blue Moon'' card game and is a complete [[German-style board game]] for 2 to 4 players, set in the same Blue Moon world. It also shares artwork with the ''Blue Moon'' card games, but (apart from some fairly tenuous thematic links) this is where the links end.
During the 2007 edition of the Lucca Comics & Games Italian comics and games convention, Reiner Knizia himself confirmed that no new decks for Blue Moon are under development, as the publisher is no longer interested in publishing them.{{Fact|date=February 2008}} So, the game should be considered "complete" with its current set of decks.
==External links==
* [http://new.fantasyflightgames.com/edge_minisite.asp?eidm=62 Official ''Blue Moon'' page] (Fantasy Flight Edition)
* {{bgg|9446|''Blue Moon''}}
* [http://www.blue-moon-fans.com/index.php?c=3 Kosmos-supported ''Blue Moon Fans'' website] (English language forum)
* [http://www.mnemosyne.demon.co.uk/bgames/bluemoon "(Almost) official" English language FAQ list and Simple Tournament Rules]
===Illustrators===
* [http://www.johnmatson.com/ John Matson] - Vulca
* [http://www.franz-vohwinkel.com Franz Vohwinkel] - Hoax and Mutants (also dragon designer)
* [http://www.toddlockwood.com Todd Lockwood] - Mimix
* [http://www.theispot.com/artist/jnelson Jim Nelson] - Flit
* [http://www.fischart.com Scott M. Fischer] - Khind
* [http://www.darenbader.com Daren Bader] - Terrah
* [http://www.slothproductions.com Michael Phillippi] - Pillar
* [http://www.randygallegos.com Randy Gallegos] - Hyla
* [http://www.larsgrantwest.com Lars Grant-West] - Aqua
* [http://www.jeremyjarvis.com Jeremy Jarvis] - Interference Cards
[[Category:Dedicated deck card games]]
[[Category:Reiner Knizia games]]
[[Category:Kosmos games]]
[[Category:Fantasy Flight Games games]]
[[de:Blue Moon (Kartenspiel)]]
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{{Infobox_Game|
subject_name=Blue Moon |
image_link=[[Image:Blue Moon Card Game.gif|250px|Blue Moon Basic Set]] |
image_caption=Players play characters or other helpful cards from their deck in an attempt to battle for control of the dragons, to win the game.|
designer=[[Reiner Knizia]]|
publisher=[[999 Games]]<br>[[Kosmos]]<br>[[Fantasy Flight Games]]<br>[[Tilsit Editions|Tilsit]]|
players=2 |
ages=10 years and up |
setup_time=less than 1 minute |
playing_time= approx. 30 minutes |
complexity=Medium |
strategy=Medium |
random_chance=Medium |
skills=[[Trick-taking game|Trick taking]], Hand Management|
bggid=9446 |
bggxrefs= |
footnotes=
}}
'''''Blue Moon''''', published by [[Kosmos]]/[[Fantasy Flight Games]], is [[Reiner Knizia]]'s most successful take on the [[collectible card game]] (CCG) genre. It is a card game for two players that bears some resemblance to the well-known ''[[Magic: The Gathering]]'' (by [[Richard Garfield]]), although the game mechanics are quite different. However ''Blue Moon'' is not a CCG; although each player has to use his own deck, there are no booster packs and, apart from a few promotional cards, all cards are sold in decks of fixed composition, so that there are no rare cards.
Based in a unique fantasy setting, ''Blue Moon'' simulates the struggles of the various peoples who live in the Blue Moon world. Each people has its own unique traits and gameplay mechanics, and is represented by a 30 card deck (plus a "leader" card).
The base ''Blue Moon'' game box contains a small game board, three small plastic dragons (used as scoring counters in the game) and two complete decks for the Vulca and Hoax peoples. ''Blue Moon'' cards are over-sized and resemble tarot cards: at the moment, it is quite difficult to buy card sleeves to protect them.
Additional peoples (to be bought separately) are the following:
* Mimix
* Flit
* Khind
* Terrah
* Pillar
* Aqua
* Buka (Buka Invasion)
In addition, two more decks called ''Emissaries & Inquisitors: Allies'' and ''Emissaries & Inquisitors: Blessings'' contain additional cards which can be used in at least two ways. Advanced rules in the basic set allow players more freedom in constructing their own decks, each based on a single people with imported cards from other peoples (limited by the cards' deck construction costs measured in "moons"). The ''Emissaries & Inquisitors'' decks allow additional deck building possibilities.
Many ''Blue Moon'' cards carry text to specify the cards' influence on the game (sometimes overriding the game rules). The game is therefore very language-dependent. Known available editions exist in English (Fantasy Flight Games), German (Kosmos), Dutch ([[999 Games]], excluding the Buka Invasion), and (very incomplete) French (Tilsit). Artwork for game boxes differs. Some promotional cards have been released and given as gifts at various gaming events.
In 2006 Fantasy Flight Games published a ''Blue Moon''-related board game called ''[[Blue Moon City]]'': this is not compatible with the ''Blue Moon'' card game and is a complete [[German-style board game]] for 2 to 4 players, set in the same Blue Moon world. It also shares artwork with the ''Blue Moon'' card games, but (apart from some fairly tenuous thematic links) this is where the links end.
During the 2007 edition of the Lucca Comics & Games Italian comics and games convention, Reiner Knizia himself confirmed that no new decks for Blue Moon are under development, as the publisher is no longer interested in publishing them.{{Fact|date=February 2008}} So, the game should be considered "complete" with its current set of decks.
==External links==
* [http://new.fantasyflightgames.com/edge_minisite.asp?eidm=62 Official ''Blue Moon'' page] (Fantasy Flight Edition)
* {{bgg|9446|''Blue Moon''}}
* [http://www.blue-moon-fans.com/index.php?c=3 Kosmos-supported ''Blue Moon Fans'' website] (English language forum)
* [http://www.mnemosyne.demon.co.uk/bgames/bluemoon "(Almost) official" English language FAQ list and Simple Tournament Rules]
===Illustrators===
* [http://www.johnmatson.com/ John Matson] - Vulca
* [http://www.franz-vohwinkel.com Franz Vohwinkel] - Hoax and Mutants (also dragon designer)
* [http://www.toddlockwood.com Todd Lockwood] - Mimix
* [http://www.theispot.com/artist/jnelson Jim Nelson] - Flit
* [http://www.fischart.com Scott M. Fischer] - Khind
* [http://www.darenbader.com Daren Bader] - Terrah
* [http://www.slothproductions.com Michael Phillippi] - Pillar
* [http://www.randygallegos.com Randy Gallegos] - Hyla
* [http://www.larsgrantwest.com Lars Grant-West] - Aqua
* [http://www.jeremyjarvis.com Jeremy Jarvis] - Interference Cards
[[Category:Dedicated deck card games]]
[[Category:Reiner Knizia games]]
[[Category:Kosmos games]]
[[Category:Fantasy Flight Games games]]
[[de:Blue Moon (Kartenspiel)]]
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Bohnanza
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{{Infobox Game
| title = Bohnanza
| subtitle =
| image_link = [[FILE:Bohnanza.jpg]]
| image_caption =
| designer =
| illustrator = [[Uwe Rosenberg]]
| publisher = [[Amigo Spiele]] / [[Rio Grande Games]]
| players =
| ages = 10+
| setup_time = approx. 5 min.
| playing_time = 20-40 minutes
| footnotes =
| bggid = 3955
| bggxrefs =
}}
[[File:Deskohraní 08s4 235 - Bohnanza.jpg|thumb|Two players in a game of Bohnanza.]]
'''''Bohnanza''''' is a [[German-style board game|German-style]] [[card game]] of trading and politics, designed by [[Uwe Rosenberg]] and released in 1997 by [[Amigo Spiele]] in German and by [[Rio Grande Games]] in English. It is played with a deck of cards with comical illustrations of eight different types of [[beans]] (of varying scarcities), which the players are trying to plant and sell in order to raise money.<ref name="HG">{{citation
| contribution=Bohnanza
| first=Mike
| last=Selinker
| author-link=Mike Selinker
| editor-first=James
| editor-last=Lowder
| editor-link=James Lowder
| title=Hobby Games: The 100 Best
| publisher=[[Green Ronin Publishing]]
| pages=31–33
| year=2007
| isbn=978-1-932442-96-0}}</ref> The principal restriction is that players may only be farming two or three types of bean at once, but they obtain beans of all different types randomly from the deck, and so must engage in trading with the other players to be successful. The original game is for three to six players and takes about one hour to play, but the Rio Grande edition adds alternative rules to allow games for two or seven players.
The name is a [[pun]] on the words "bonanza" and "''Bohne''" ([[German language|German]] for "bean"). The official English release preserved the name ''Bohnanza''.
== Rules ==
=== Cards ===
{| border="1" cellpadding="4" cellspacing="0"
|-
! colspan="2" | Name
! rowspan="2" | Total in Deck
! colspan="4" | Number Needed to Harvest
|-
! English !! German !! 1 !! 2 !! 3 !! 4
|-
|Coffee Bean || Kaffeebohne{{fn|1}} || 24 || 4 || 7 || 10 || 12
|-
|Wax Bean{{fn|2}} || Weinbrandbohne{{fn|1}} || 22 || 4 || 7 || 9 || 11
|-
|Blue Bean || Blaue Bohne{{fn|3}} || 20 || 4 || 6 || 8 || 10
|-
|Chili Bean || Feuerbohne || 18 || 3 || 6 || 8 || 9
|-
|Stink Bean || Saubohne || 16 || 3 || 5 || 7 || 8
|-
|Green Bean || Brechbohne{{fn|4}} || 14 || 3 || 5 || 6 || 7
|-
|Soy Bean || Sojabohne || 12 || 2 || 4 || 6 || 7
|-
|Black-eyed Bean || Augenbohne || 10 || 2 || 4 || 5 || 6
|-
|Red Bean || Rote Bohne || 8 || 2 || 3 || 4 || 5
|-
|Garden Bean || Gartenbohne || 6 || - || 2 || 3 || -
|-
|Cocoa Bean || Kakaobohne{{fn|1}} || 4 || - || 2 || 3 || 4
|}
{{fnb|1}} These beans were added in an expansion in the German edition. In the English edition of the game, the beans were included in the standard set.
{{fnb|2}} The English edition of the game changed the Weinbrandbohne (Brandy Bean) into the Wax Bean.
{{fnb|3}} In German, "Blaue Bohnen" is slang for [[bullets]], explaining the illustration of the blue bean dressed as a [[cowboy]].
{{fnb|4}} In German, green beans are called "Brechbohnen" referring to the verb "brechen" meaning "to break" ("breaking" the beans from the bush in order to harvest them), but "brechen" in German can also mean "to vomit", explaining the illustration of the vomiting green bean
=== Setup ===
Each player is dealt a hand of cards to start (the exact hand size varies with expansion set and number of players; in the base version it is five cards). ''Cards in hand must be kept in the order in which they are dealt at all times.''
Players take turns in order. Each player starts with two invisible fields in which to plant beans. A third field may be bought by any player at any point during the game for three coins. No player may have more than three fields. Each field may contain any number of bean cards, of any '''one''' bean type. If a bean of a type different from those already growing in a field is planted into that field, the beans previously in it get ''harvested'' for coins. A field containing just one bean ''may not'' be harvested by a player who also owns a field containing more than one bean.
Each player also has a trading area. Cards in the hand are kept hidden. Cards in the trading areas and fields are visible to all players. The number of cards in each treasury is secret, although its presence need not be. The discard pile is face up, but only the top card is visible (the rest being underneath it) and players may not examine the pile.
When the deck runs out, the discard pile is reshuffled into it; this happens twice. The game-play ends instantly the third time the deck runs out.
=== Turn sequence ===
During their turn, each player does the following:
# They ''must'' play the first card in their hand ''(the one at the front; i.e., the one dealt to them earliest)'' into a field. ''This may result in them having to harvest beans!''
# They ''may'' play the next card in their hand into a field.
# They ''must'' take the top two cards from the deck and place them face up into their trading area.
# Trading opens. Players may make offers and trade cards from ''(and only from)'' their hands ''(but they may offer/trade any card(s) in their hands in any order)'' and the cards in the active player's trading area. Traded cards go into the recipient's trading area. Trade may only occur with the player whose turn it is. No cards may ever be traded from fields. No cards can ever get placed ''into'' a player's hand by trading. No cards that have been traded once may be traded again - once a bean has been traded it must be planted in the field of the person it has been traded with.
# Trading ends whenever the player whose turn it is decides it should. At end of trading, each player must plant all cards in their trading area into their fields. ''This may involve harvesting beans, possibly several times; take note of the order in which beans are planted into fields if there are more types of beans being planted than fields they are being planted into.''
# The player ends their turn by drawing cards from the deck, one by one, and placing them at the ''back'' of their hand (so they get played last). ''Again, the exact number of cards drawn here varies. If players started with a hand of five, three cards are drawn in this stage.''
A good way to reinforce this turn sequence is with these four phrases: "Must plant, can plant," "Turn up two," "Trade and plant trades," and "Draw three cards."
=== Harvesting ===
Each bean card carries a list of how many cards of that type are needed in order to obtain one, two, three and four coins when harvesting a field. To harvest a field, a player counts the beans in it and works out the largest amount of coins he or she can obtain from them. (This may be none at all.) The player places that many of the cards face down in his or her treasury (a coin is drawn on the back of each card). The rest of the cards go on top of the discard pile, face up. This means the deck gets smaller with each reshuffle (in practice the first reshuffle marks approximately halfway through the game). Fields with more than one card must be harvested in preference to fields with only one card.
=== Winning ===
When the game-play ends, all players discard all cards not in their fields, and harvest all beans in their fields. The player with the most coins in their treasury wins.
''Rules adapted from description at [http://www.toothycat.net/wiki/wiki.pl?Bohnanza ToothyWiki:Bohnanza], as permitted by [http://www.toothycat.net/wiki/wiki.pl?CopyrightMatters ToothyWiki:CopyrightMatters]''
== Expansions ==
Uwe Rosenberg and [[Hanno Girke]] have designed a number of expansions to the game, released as [[Special edition|limited edition]]s by [[Lookout Games]].
;''Erweiterungsset'' ([[1997 in games|1997]]):Adds three more bean types, allowing up to seven people to play. This was included in the English edition of the game.
;''La Isla Bohnitâ'' ([[1999 in games|1999]]):Adds two new bean types, trading ships which help bean trading, and [[pirate]] ships which steal beans. While the name parodies [[Madonna (entertainer)|Madonna]]'s song, the game is Rosenberg's answer to ''[[Seafarers of Catan]]''.
;''High Bohn'' ([[2000 in games|2000]]):A [[wild west]]-themed expansion (cf. ''[[High Noon]]'') which adds buildings which can be purchased when a player cashes in a field. There is one building type for each bean type, and they each give the player a different advantage to planting, harvesting or trading. Buildings also add to a player's score at the end of the game. This expansion has been revised and expanded by Amigo and Rio Grande, and released as ''High Bohn Plus'' in [[2004 in games|2004]].
;''Mutabohn'' ([[2001 in games|2001]]):A [[Genetic modification|GM]]-themed expansion. In ''Mutabohn'', players may "mutate" their beans into less-valuable beans, allowing them to plant different crops in the same field. Bonus cards award points for specific sequences of mutations.
;''Ladybohn'' ([[2002 in games|2002]]):Adds female versions of the bean types available. Players can earn more thalers by cashing in a field with a female bean at the top. Allows a two player game. This has later ([[2007 in games|2007]]) been reworked as ''Ladybohn: Manche Mögen's Heiss!''
;''Bohnaparte'' ([[2003 in games|2003]]):A [[Napoleonic]] expansion where players play ''Bohnanza'' to finance a military campaign to conquer the Bohnreich. Girke describes this game as "''Bohnanza'' meets ''[[Risk (game)|Risk]]''".
;''Dschingis Bohn'' ([[2003 in games|2003]]):Another military expansion where Mongols attack the Bohnreich (cf. [[Genghis Khan]]). ''Dschingis Bohn'' can be combined with ''Bohnaparte'' to allow seven player games.
;''Telebohn'' ([[2004 in games|2004]]):An expansion in which [[hostile takeover]]s replace trading.
;''The Bohnentaler'':Adds a plastic playing piece which allows a player to draw four cards instead of three. A player can only take the piece if he has enough unharvested beans in his fields.
;''Rabohnzel'' ([[2005 in games|2005]]):An expansion which adds magic to the game of ''Bohnanza''
;''Bohnröschen'' ([[2007 in games|2007]]):An expansion where the players become Jack from [[Jack and the beanstalk]] and tries to climb the beanstalk to enter the castle and rescue the princess. Each step of the beanstalk is represented by a card that needs to be fulfilled in game terms (i.e. harvest exactly one bean from a field etc.) before the player can move on to the next step. This is the first expansion that explicitly states that it needs either ''Bohnanza'' or ''Ladybohn: Manche Mögen's Heiss!'' to play, but many of the older expansions will work with either base game.
;''Auf der schwäb'schen Eisenbohn'' ([[2008 in games|2008]]):An expansion which transform the game into a railroad game where beans are transported on 5 railway companies.
== Spinoffs ==
''Bohnanza'' has inspired six spinoffs; additionally, one Amigo card game, ''[[Nicht die Bohne]]'', is named in parody of the game.
;''[[Space Beans]]'' ([[1999 in games|1999]]):A simpler game than ''Bohnanza''. Players have one "public" and one "secret" field, and can harvest when the number of beans in a field matches the number on a bean, for that number of points. The first player to harvest 30 beans wins.
;''Al Cabohne'' ([[2000 in games|2000]]):A [[mafia]]-themed spinoff (cf. [[Al Capone]]) allowing solitaire and two-player games.
;''[[Bean Trader]]'' ([[2002 in games|2002]]):A [[board game]] based on ''Bohnanza'', released by Amigo and Rio Grande. The German version is called ''[[Bohnhansa]]'' which elaborates the pun as ''Hansestadt'' refers to a city in the [[Hanseatic League]] (ie. a [[free port]]).
;''Bohnkick'' ([[2006 in games|2006]]): A [[card game]] released in time for the [[FIFA World Cup 2006]] in Germany. It's a soccer themed game with beans playing soccer. Most of the beans are caricatures of real soccer players (i.e. [[Ronaldinho]], [[David Beckham]], [[Zinedine Zidane]] etc. with [[Pierluigi Collina]] as referee)
;''Kannibohne'' ([[2006 in games|2006]]): A 2 player cannibal themed spinoff where the players have magic abilities which can be used to attack each other. These abilities depends on the beans planted.
;''Ladybohn: Manche Mögen's Heiss!'' ([[2007 in games|2007]]): (Ladybean: Some like it hot) This is a standalone version of Ladybohn. The title refers to the 1959 [[Marilyn Monroe]] movie [[Some like it hot]] and the cover depicts a female bean in Monroe's classic position over an air duct.
==References==
<references/>
== External links ==
* Rio Grande's [http://www.riograndegames.com/games.html?id=36 official ''Bohnanza'' homepage]
* {{bgg par
|section1=game|id1=11|name1=''Bohnanza''
|section2=wiki/page|id2=Bohnanza+series|name2=the ''Bohnanza'' series
}}
* [http://vimeo.com/1589870 Video overview]
[[Category:Negotiation tabletop games]]
[[Category:Dedicated deck card games]]
[[Category:Uwe Rosenberg games]]
[[Category:Amigo Spiele games]]
[[Category:Rio Grande Games games]]
[[cs:Bohnanza]]
[[de:Bohnanza]]
[[fr:Bohnanza]]
[[it:Bohnanza]]
[[nl:Boonanza]]
[[pl:Fasolki (gra)]]
[[fi:Bohnanza]]
[[sv:Bohnanza]]
[[zh:種豆 (紙牌遊戲)]]
h58mecx7bd34j3c59sdpefdzxi8r0a4
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{{Infobox Game
| title = Bohnanza
| subtitle =
| image_link = [[FILE:Bohnanza.jpg]]
| image_caption =
| designer =
| illustrator = [[Uwe Rosenberg]]
| publisher = [[Amigo Spiele]] / [[Rio Grande Games]]
| players =
| ages = 10+
| setup_time = approx. 5 min.
| playing_time = 20-40 minutes
| footnotes =
| bggid = 3955
| bggxrefs =
}}
[[File:Deskohraní 08s4 235 - Bohnanza.jpg|thumb|Two players in a game of Bohnanza.]]
'''''Bohnanza''''' is a [[German-style board game|German-style]] [[card game]] of trading and politics, designed by [[Uwe Rosenberg]] and released in 1997 by [[Amigo Spiele]] in German and by [[Rio Grande Games]] in English. It is played with a deck of cards with comical illustrations of eight different types of [[beans]] (of varying scarcities), which the players are trying to plant and sell in order to raise money.<ref name="HG">{{citation
| contribution=Bohnanza
| first=Mike
| last=Selinker
| author-link=Mike Selinker
| editor-first=James
| editor-last=Lowder
| editor-link=James Lowder
| title=Hobby Games: The 100 Best
| publisher=[[Green Ronin Publishing]]
| pages=31–33
| year=2007
| isbn=978-1-932442-96-0}}</ref> The principal restriction is that players may only be farming two or three types of bean at once, but they obtain beans of all different types randomly from the deck, and so must engage in trading with the other players to be successful. The original game is for three to six players and takes about one hour to play, but the Rio Grande edition adds alternative rules to allow games for two or seven players.
The name is a [[pun]] on the words "bonanza" and "''Bohne''" ([[German language|German]] for "bean"). The official English release preserved the name ''Bohnanza''.
== Rules ==
=== Cards ===
{| border="1" cellpadding="4" cellspacing="0"
|-
! colspan="2" | Name
! rowspan="2" | Total in Deck
! colspan="4" | Number Needed to Harvest
|-
! English !! German !! 1 !! 2 !! 3 !! 4
|-
|Coffee Bean || Kaffeebohne{{fn|1}} || 24 || 4 || 7 || 10 || 12
|-
|Wax Bean{{fn|2}} || Weinbrandbohne{{fn|1}} || 22 || 4 || 7 || 9 || 11
|-
|Blue Bean || Blaue Bohne{{fn|3}} || 20 || 4 || 6 || 8 || 10
|-
|Chili Bean || Feuerbohne || 18 || 3 || 6 || 8 || 9
|-
|Stink Bean || Saubohne || 16 || 3 || 5 || 7 || 8
|-
|Green Bean || Brechbohne{{fn|4}} || 14 || 3 || 5 || 6 || 7
|-
|Soy Bean || Sojabohne || 12 || 2 || 4 || 6 || 7
|-
|Black-eyed Bean || Augenbohne || 10 || 2 || 4 || 5 || 6
|-
|Red Bean || Rote Bohne || 8 || 2 || 3 || 4 || 5
|-
|Garden Bean || Gartenbohne || 6 || - || 2 || 3 || -
|-
|Cocoa Bean || Kakaobohne{{fn|1}} || 4 || - || 2 || 3 || 4
|}
{{fnb|1}} These beans were added in an expansion in the German edition. In the English edition of the game, the beans were included in the standard set.
{{fnb|2}} The English edition of the game changed the Weinbrandbohne (Brandy Bean) into the Wax Bean.
{{fnb|3}} In German, "Blaue Bohnen" is slang for [[bullets]], explaining the illustration of the blue bean dressed as a [[cowboy]].
{{fnb|4}} In German, green beans are called "Brechbohnen" referring to the verb "brechen" meaning "to break" ("breaking" the beans from the bush in order to harvest them), but "brechen" in German can also mean "to vomit", explaining the illustration of the vomiting green bean
=== Setup ===
Each player is dealt a hand of cards to start (the exact hand size varies with expansion set and number of players; in the base version it is five cards). ''Cards in hand must be kept in the order in which they are dealt at all times.''
Players take turns in order. Each player starts with two invisible fields in which to plant beans. A third field may be bought by any player at any point during the game for three coins. No player may have more than three fields. Each field may contain any number of bean cards, of any '''one''' bean type. If a bean of a type different from those already growing in a field is planted into that field, the beans previously in it get ''harvested'' for coins. A field containing just one bean ''may not'' be harvested by a player who also owns a field containing more than one bean.
Each player also has a trading area. Cards in the hand are kept hidden. Cards in the trading areas and fields are visible to all players. The number of cards in each treasury is secret, although its presence need not be. The discard pile is face up, but only the top card is visible (the rest being underneath it) and players may not examine the pile.
When the deck runs out, the discard pile is reshuffled into it; this happens twice. The game-play ends instantly the third time the deck runs out.
=== Turn sequence ===
During their turn, each player does the following:
# They ''must'' play the first card in their hand ''(the one at the front; i.e., the one dealt to them earliest)'' into a field. ''This may result in them having to harvest beans!''
# They ''may'' play the next card in their hand into a field.
# They ''must'' take the top two cards from the deck and place them face up into their trading area.
# Trading opens. Players may make offers and trade cards from ''(and only from)'' their hands ''(but they may offer/trade any card(s) in their hands in any order)'' and the cards in the active player's trading area. Traded cards go into the recipient's trading area. Trade may only occur with the player whose turn it is. No cards may ever be traded from fields. No cards can ever get placed ''into'' a player's hand by trading. No cards that have been traded once may be traded again - once a bean has been traded it must be planted in the field of the person it has been traded with.
# Trading ends whenever the player whose turn it is decides it should. At end of trading, each player must plant all cards in their trading area into their fields. ''This may involve harvesting beans, possibly several times; take note of the order in which beans are planted into fields if there are more types of beans being planted than fields they are being planted into.''
# The player ends their turn by drawing cards from the deck, one by one, and placing them at the ''back'' of their hand (so they get played last). ''Again, the exact number of cards drawn here varies. If players started with a hand of five, three cards are drawn in this stage.''
A good way to reinforce this turn sequence is with these four phrases: "Must plant, can plant," "Turn up two," "Trade and plant trades," and "Draw three cards."
=== Harvesting ===
Each bean card carries a list of how many cards of that type are needed in order to obtain one, two, three and four coins when harvesting a field. To harvest a field, a player counts the beans in it and works out the largest amount of coins he or she can obtain from them. (This may be none at all.) The player places that many of the cards face down in his or her treasury (a coin is drawn on the back of each card). The rest of the cards go on top of the discard pile, face up. This means the deck gets smaller with each reshuffle (in practice the first reshuffle marks approximately halfway through the game). Fields with more than one card must be harvested in preference to fields with only one card.
=== Winning ===
When the game-play ends, all players discard all cards not in their fields, and harvest all beans in their fields. The player with the most coins in their treasury wins.
''Rules adapted from description at [http://www.toothycat.net/wiki/wiki.pl?Bohnanza ToothyWiki:Bohnanza], as permitted by [http://www.toothycat.net/wiki/wiki.pl?CopyrightMatters ToothyWiki:CopyrightMatters]''
== Expansions ==
Uwe Rosenberg and [[Hanno Girke]] have designed a number of expansions to the game, released as [[Special edition|limited edition]]s by [[Lookout Games]].
;''Erweiterungsset'' ([[1997 in games|1997]]):Adds three more bean types, allowing up to seven people to play. This was included in the English edition of the game.
;''La Isla Bohnitâ'' ([[1999 in games|1999]]):Adds two new bean types, trading ships which help bean trading, and [[pirate]] ships which steal beans. While the name parodies [[Madonna (entertainer)|Madonna]]'s song, the game is Rosenberg's answer to ''[[Seafarers of Catan]]''.
;''High Bohn'' ([[2000 in games|2000]]):A [[wild west]]-themed expansion (cf. ''[[High Noon]]'') which adds buildings which can be purchased when a player cashes in a field. There is one building type for each bean type, and they each give the player a different advantage to planting, harvesting or trading. Buildings also add to a player's score at the end of the game. This expansion has been revised and expanded by Amigo and Rio Grande, and released as ''High Bohn Plus'' in [[2004 in games|2004]].
;''Mutabohn'' ([[2001 in games|2001]]):A [[Genetic modification|GM]]-themed expansion. In ''Mutabohn'', players may "mutate" their beans into less-valuable beans, allowing them to plant different crops in the same field. Bonus cards award points for specific sequences of mutations.
;''Ladybohn'' ([[2002 in games|2002]]):Adds female versions of the bean types available. Players can earn more thalers by cashing in a field with a female bean at the top. Allows a two player game. This has later ([[2007 in games|2007]]) been reworked as ''Ladybohn: Manche Mögen's Heiss!''
;''Bohnaparte'' ([[2003 in games|2003]]):A [[Napoleonic]] expansion where players play ''Bohnanza'' to finance a military campaign to conquer the Bohnreich. Girke describes this game as "''Bohnanza'' meets ''[[Risk (game)|Risk]]''".
;''Dschingis Bohn'' ([[2003 in games|2003]]):Another military expansion where Mongols attack the Bohnreich (cf. [[Genghis Khan]]). ''Dschingis Bohn'' can be combined with ''Bohnaparte'' to allow seven player games.
;''Telebohn'' ([[2004 in games|2004]]):An expansion in which [[hostile takeover]]s replace trading.
;''The Bohnentaler'':Adds a plastic playing piece which allows a player to draw four cards instead of three. A player can only take the piece if he has enough unharvested beans in his fields.
;''Rabohnzel'' ([[2005 in games|2005]]):An expansion which adds magic to the game of ''Bohnanza''
;''Bohnröschen'' ([[2007 in games|2007]]):An expansion where the players become Jack from [[Jack and the beanstalk]] and tries to climb the beanstalk to enter the castle and rescue the princess. Each step of the beanstalk is represented by a card that needs to be fulfilled in game terms (i.e. harvest exactly one bean from a field etc.) before the player can move on to the next step. This is the first expansion that explicitly states that it needs either ''Bohnanza'' or ''Ladybohn: Manche Mögen's Heiss!'' to play, but many of the older expansions will work with either base game.
;''Auf der schwäb'schen Eisenbohn'' ([[2008 in games|2008]]):An expansion which transform the game into a railroad game where beans are transported on 5 railway companies.
== Spinoffs ==
''Bohnanza'' has inspired six spinoffs; additionally, one Amigo card game, ''[[Nicht die Bohne]]'', is named in parody of the game.
;''[[Space Beans]]'' ([[1999 in games|1999]]):A simpler game than ''Bohnanza''. Players have one "public" and one "secret" field, and can harvest when the number of beans in a field matches the number on a bean, for that number of points. The first player to harvest 30 beans wins.
;''Al Cabohne'' ([[2000 in games|2000]]):A [[mafia]]-themed spinoff (cf. [[Al Capone]]) allowing solitaire and two-player games.
;''[[Bean Trader]]'' ([[2002 in games|2002]]):A [[board game]] based on ''Bohnanza'', released by Amigo and Rio Grande. The German version is called ''[[Bohnhansa]]'' which elaborates the pun as ''Hansestadt'' refers to a city in the [[Hanseatic League]] (ie. a [[free port]]).
;''Bohnkick'' ([[2006 in games|2006]]): A [[card game]] released in time for the [[FIFA World Cup 2006]] in Germany. It's a soccer themed game with beans playing soccer. Most of the beans are caricatures of real soccer players (i.e. [[Ronaldinho]], [[David Beckham]], [[Zinedine Zidane]] etc. with [[Pierluigi Collina]] as referee)
;''Kannibohne'' ([[2006 in games|2006]]): A 2 player cannibal themed spinoff where the players have magic abilities which can be used to attack each other. These abilities depends on the beans planted.
;''Ladybohn: Manche Mögen's Heiss!'' ([[2007 in games|2007]]): (Ladybean: Some like it hot) This is a standalone version of Ladybohn. The title refers to the 1959 [[Marilyn Monroe]] movie [[Some like it hot]] and the cover depicts a female bean in Monroe's classic position over an air duct.
==References==
<references/>
== External links ==
* Rio Grande's [http://www.riograndegames.com/games.html?id=36 official ''Bohnanza'' homepage]
* {{bgg par
|section1=game|id1=11|name1=''Bohnanza''
|section2=wiki/page|id2=Bohnanza+series|name2=the ''Bohnanza'' series
}}
* [http://vimeo.com/1589870 Video overview]
[[Category:Negotiation tabletop games]]
[[Category:Dedicated deck card games]]
[[Category:Uwe Rosenberg games]]
[[Category:Amigo Spiele games]]
[[Category:Rio Grande Games games]]
[[cs:Bohnanza]]
[[de:Bohnanza]]
[[fr:Bohnanza]]
[[it:Bohnanza]]
[[nl:Boonanza]]
[[pl:Fasolki (gra)]]
[[fi:Bohnanza]]
[[sv:Bohnanza]]
[[zh:種豆 (紙牌遊戲)]]
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Bookchase
0
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Im>JIP
0
moved [[Bookchase (game)]] to [[Bookchase]]: remove needless disambiguation
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{{Infobox Game
| title =Bookchase
| subtitle =
| image_link = [[Image:Bookchase ontable.jpg]]
| image_caption = Bookchase board - plan view
| designer =
| illustrator =
| publisher = [[Art Meets Matter]]
| players = 2–6
| ages = 5 upwards
| setup_time = 5 minutes
| playing_time = from 10 minutes to about 2 hours
| complexity = Low
| strategy = Medium
| random_chance = Medium ([[Dice|dice rolling]], card drawing, luck)
| skills = [[General knowledge]], [[popular culture]], simple [[knowledge]]; such as guessing, awareness of popular [[books]] and strategy<br>[[social interaction|social skills]]<br>[[negotiation]]
| footnotes =
| bggid = 32742
| bggxrefs =
|
}}
'''''Bookchase''''' is a [[board game]] published by [[Art Meets Matter]]. Players compete to acquire six small books for their [[bookshelf]]. They do this by partly by answering multiple-choice [[questions]], partly by visiting special spaces on the board: The Bookshop, The Book Corner, The Library and also by chance events triggered by the turn of an Award or Sentence card.
Each player takes turns moving round the board until one player has acquired six books: one of each of six categories. Once the player has a book shelf with six books they head for the centre space and if they arrive with book shelf intact they win.
The board game was first launched and played at The [[Hay Festival]] of Literature in 2007.
==Equipment==
Each player is represented by a small coloured [[bookshelf]]. This is moved around the board according to the roll of two [[dice]]. Each [[bookshelf]] can accommodate up to six small books. Each book is colour coded to represent a category of books: [[Sci-fi]] & [[Fantasy]], [[Crime]] & [[Thrillers]], [[Poetry]] & [[Play (theatre)|Plays]], [[Children]] & [[Fun]], [[Travel]] & [[Adventure]],[[Classics]] & [[Modern]].
Items in the standard edition are:
* The board
* 6 different coloured bookshelves
* 36 books - six of each category colour
* A set of small labels (or [[Dust jacket]]s) - optional for use on the small books
* 1200 multiple-choice question cards
* 42 Award & Sentence cards
* 2 dice
* Rules
==Official Rules==
Each Player selects a Bookchase Shelf as their playing token and places it near the board centre. For example, the Yellow Shelf is placed on the Travel Adventure space (Yellow) near the centre, the Light Blue Shelf on Crime & Thrillers space (Light Blue) etc. The Bookchase Shelf is used to collect one of each of the six coloured books representing the different categories of Bookchase. Each Player rolls the dice and the highest scorer starts play. If two or more Players tie they roll again until the highest scorer is clear. Play runs clockwise. Each Player rolls in turn. First Player rolls the dice moving this number
of spaces in any direction they choose. The idea is to visit each section of the board and claim a book by landing on a Bookchase Runner and answering a multiple-choice question correctly. A Player’s turn must always use the exact number rolled. A Player may change direction at the start of each turn and at intersections or ‘dead-ends’ but no backtracking is allowed. As soon as a Player has a Bookchase Shelf with six books, one from each Category they must race for the centre space of the board. An exact number must be thrown to land on this space. Players need to be careful at this stage to avoid hazards.
==Variations in play==
Depending on type, age and skill level of players a number of variations of play are possible. The game is designed to allow player customisation and the creation of [[house rules]]. Known variations include: Kids, Dash, Expert, and Collector.
==References==
1. http://www.hayfestival.com/wales/sponsors.aspx
==External links==
* [http://www.bookchase.info The official world "Bookchase" web site]
* [http://www.hayfestival.com The Hay Literary Festival web site]
* [http://bookchase.typepad.com/bookchase/2007/10/bookchase-launc.html A blog about bookchase]
* [http://www.suchsmallportions.com/pagesfinal/events/haydaytwo.html Such small portions blog]
[[Category:Roll-and-move board games]]
[[Category:Games of mental skill]]
[[Category:Party board games]]
[[Category:Quiz games]]
0jxchuzb0cfbq0lpkefoejjrh8wo3yc
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Kingstonlee
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{{Infobox Game
| title =Bookchase
| subtitle =
| image_link = [[Image:Bookchase ontable.jpg]]
| image_caption = Bookchase board - plan view
| designer =
| illustrator =
| publisher = [[Art Meets Matter]]
| players = 2–6
| ages = 5 upwards
| setup_time = 5 minutes
| playing_time = from 10 minutes to about 2 hours
| complexity = Low
| strategy = Medium
| random_chance = Medium ([[Dice|dice rolling]], card drawing, luck)
| skills = [[General knowledge]], [[popular culture]], simple [[knowledge]]; such as guessing, awareness of popular [[books]] and strategy<br>[[social interaction|social skills]]<br>[[negotiation]]
| footnotes =
| bggid = 32742
| bggxrefs =
|
}}
'''''Bookchase''''' is a [[board game]] published by [[Art Meets Matter]]. Players compete to acquire six small books for their [[bookshelf]]. They do this by partly by answering multiple-choice [[questions]], partly by visiting special spaces on the board: The Bookshop, The Book Corner, The Library and also by chance events triggered by the turn of an Award or Sentence card.
Each player takes turns moving round the board until one player has acquired six books: one of each of six categories. Once the player has a book shelf with six books they head for the centre space and if they arrive with book shelf intact they win.
The board game was first launched and played at The [[Hay Festival]] of Literature in 2007.
==Equipment==
Each player is represented by a small coloured [[bookshelf]]. This is moved around the board according to the roll of two [[dice]]. Each [[bookshelf]] can accommodate up to six small books. Each book is colour coded to represent a category of books: [[Sci-fi]] & [[Fantasy]], [[Crime]] & [[Thrillers]], [[Poetry]] & [[Play (theatre)|Plays]], [[Children]] & [[Fun]], [[Travel]] & [[Adventure]],[[Classics]] & [[Modern]].
Items in the standard edition are:
* The board
* 6 different coloured bookshelves
* 36 books - six of each category colour
* A set of small labels (or [[Dust jacket]]s) - optional for use on the small books
* 1200 multiple-choice question cards
* 42 Award & Sentence cards
* 2 dice
* Rules
==Official Rules==
Each Player selects a Bookchase Shelf as their playing token and places it near the board centre. For example, the Yellow Shelf is placed on the Travel Adventure space (Yellow) near the centre, the Light Blue Shelf on Crime & Thrillers space (Light Blue) etc. The Bookchase Shelf is used to collect one of each of the six coloured books representing the different categories of Bookchase. Each Player rolls the dice and the highest scorer starts play. If two or more Players tie they roll again until the highest scorer is clear. Play runs clockwise. Each Player rolls in turn. First Player rolls the dice moving this number
of spaces in any direction they choose. The idea is to visit each section of the board and claim a book by landing on a Bookchase Runner and answering a multiple-choice question correctly. A Player’s turn must always use the exact number rolled. A Player may change direction at the start of each turn and at intersections or ‘dead-ends’ but no backtracking is allowed. As soon as a Player has a Bookchase Shelf with six books, one from each Category they must race for the centre space of the board. An exact number must be thrown to land on this space. Players need to be careful at this stage to avoid hazards.
==Variations in play==
Depending on type, age and skill level of players a number of variations of play are possible. The game is designed to allow player customisation and the creation of [[house rules]]. Known variations include: Kids, Dash, Expert, and Collector.
==References==
1. http://www.hayfestival.com/wales/sponsors.aspx
==External links==
* [http://www.bookchase.info The official world "Bookchase" web site]
* [http://www.hayfestival.com The Hay Literary Festival web site]
* [http://bookchase.typepad.com/bookchase/2007/10/bookchase-launc.html A blog about bookchase]
* [http://www.suchsmallportions.com/pagesfinal/events/haydaytwo.html Such small portions blog]
[[Category:Roll-and-move board games]]
[[Category:Games of mental skill]]
[[Category:Party board games]]
[[Category:Quiz games]]
0jxchuzb0cfbq0lpkefoejjrh8wo3yc
Bradley's Toy Money Complete with Game Of Banking
0
2083
3994
2009-11-12T09:30:52Z
Im>Phil Bridger
0
this is ineligible for [[WP:PROD]] deletion because it has been through AfD
3994
wikitext
text/x-wiki
[[Image:Bradley's Toy Money Complete with Game of Banking.JPG|300px|right]][[Image:Entire inside -Bradley's Toy Money Complete with Game of Banking.JPG|300px|right]]<!-- Commented out because image was deleted: [[Image:Money-Bradley's Toy Money Complete with Game of Banking.JPG|300px|right]] -->
'''Bradley's Toy Money Complete with Game Of Banking''' was produced by the [[Milton Bradley Company]]. The following is the list of instructions as well as information on the items of this game.[http://74.125.95.132/search?q=cache:SxFvo8rSxf4J:www.squidoo.com/Milton-Bradley-Board-Games+%22Toy+Money+Complete+with+Game+Of+Banking%22&cd=11&hl=en&ct=clnk&gl=ca]
'''Outside of cover:''' Bradley’s Toy Money Complete with Game of Banking [[Milton Bradley]] Co. [[Springfield, Massachusetts]] U.S.A. Writing is silver and stamped into red colored cardboard.
'''Inside the cover:''' 4450 The Banking Game. Implements: one set of pay and collect cards. This game is for 2-6 players. One is appointed Banker, and the others are Businessmen. The players take turns being Bankers. TO PLAY: The Banker gives each Businessmen $10.00, and takes $10.00 himself. He then places all the cards face down on the table, and the players (including the Banker) alternate in drawing them. Each player follows the instructions printed on the card, going to the box, and counting the money himself. If the player makes an error in counting the money, he must forfeit one dollar to the player who discovers the error. The one who first has $25.00 wins the game. If the Banker wins the game, he remains Banker for the next game. Milton Bradley
Company, Springfield, Mass. "Makers of the Worlds Best Games."
'''Bills:''' The [[dollar bill]]s are one, two, five, ten, and twenty. They say educational play money, Milton Bradley, Springfield Mass, with the dollar denomination written out and as a numeral and not negotiable. One side is mostly green with white and the other side is mostly white with green.
'''Coins:''' The coins are in one, five, ten, twenty-five, and fifty pieces. One side has the picture of a president with his name circling the coin. It also says Bradley Educational Toy Money circling underneath. The other side of the coin has the denomination written out as a numeral and as a word. This side also has Bradley’s Educational toy Money circling the coin. The coins are made out of cardboard with foil material pressed and glued onto them.
1 = Alexander Hamilton
5 = Theodore Roosevelt
10 = Thomas Jefferson
25 = George Washington
50 = Abraham Lincoln
'''Bill Folds:''' Two bill-folds came with the game and are black that have bill fold written in gold with 2 lines above and below.
'''Collect From Bank''' have various amounts. Could have profit on bond, interest, legacy, bonus, [[Trust law|trust fund]], profit on stocks, tax club, withdrawals, profit on property, wages, dividends, xmas fund, vacation club or insurance income.
'''Pay to Bank''' have various amounts. Could have [[poll tax]], rent, [[income tax]], repairs to car, interest on car, payment on car, [[Excise|excise tax]], repairs to house, interest on mortgage, poll tax or [[service charge]].
[[Category:Economic simulation board games]]
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[[Image:Bradley's Toy Money Complete with Game of Banking.JPG|300px|right]][[Image:Entire inside -Bradley's Toy Money Complete with Game of Banking.JPG|300px|right]]<!-- Commented out because image was deleted: [[Image:Money-Bradley's Toy Money Complete with Game of Banking.JPG|300px|right]] -->
'''Bradley's Toy Money Complete with Game Of Banking''' was produced by the [[Milton Bradley Company]]. The following is the list of instructions as well as information on the items of this game.[http://74.125.95.132/search?q=cache:SxFvo8rSxf4J:www.squidoo.com/Milton-Bradley-Board-Games+%22Toy+Money+Complete+with+Game+Of+Banking%22&cd=11&hl=en&ct=clnk&gl=ca]
'''Outside of cover:''' Bradley’s Toy Money Complete with Game of Banking [[Milton Bradley]] Co. [[Springfield, Massachusetts]] U.S.A. Writing is silver and stamped into red colored cardboard.
'''Inside the cover:''' 4450 The Banking Game. Implements: one set of pay and collect cards. This game is for 2-6 players. One is appointed Banker, and the others are Businessmen. The players take turns being Bankers. TO PLAY: The Banker gives each Businessmen $10.00, and takes $10.00 himself. He then places all the cards face down on the table, and the players (including the Banker) alternate in drawing them. Each player follows the instructions printed on the card, going to the box, and counting the money himself. If the player makes an error in counting the money, he must forfeit one dollar to the player who discovers the error. The one who first has $25.00 wins the game. If the Banker wins the game, he remains Banker for the next game. Milton Bradley
Company, Springfield, Mass. "Makers of the Worlds Best Games."
'''Bills:''' The [[dollar bill]]s are one, two, five, ten, and twenty. They say educational play money, Milton Bradley, Springfield Mass, with the dollar denomination written out and as a numeral and not negotiable. One side is mostly green with white and the other side is mostly white with green.
'''Coins:''' The coins are in one, five, ten, twenty-five, and fifty pieces. One side has the picture of a president with his name circling the coin. It also says Bradley Educational Toy Money circling underneath. The other side of the coin has the denomination written out as a numeral and as a word. This side also has Bradley’s Educational toy Money circling the coin. The coins are made out of cardboard with foil material pressed and glued onto them.
1 = Alexander Hamilton
5 = Theodore Roosevelt
10 = Thomas Jefferson
25 = George Washington
50 = Abraham Lincoln
'''Bill Folds:''' Two bill-folds came with the game and are black that have bill fold written in gold with 2 lines above and below.
'''Collect From Bank''' have various amounts. Could have profit on bond, interest, legacy, bonus, [[Trust law|trust fund]], profit on stocks, tax club, withdrawals, profit on property, wages, dividends, xmas fund, vacation club or insurance income.
'''Pay to Bank''' have various amounts. Could have [[poll tax]], rent, [[income tax]], repairs to car, interest on car, payment on car, [[Excise|excise tax]], repairs to house, interest on mortgage, poll tax or [[service charge]].
[[Category:Economic simulation board games]]
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Brain Chain
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{{Infobox_Game|
subject_name=Brain Chain |
image_link=[[Image:BCBox.JPG|thumb|center|250px|The ''Brain Chain'' Game Box Cover]] | image_caption=[[game player|Players]] use strategy and answer [[trivia|general knowledge]] questions to form a "Brain Chain" |
publisher=Brain Chain Games, Inc. |
players=2–3 players or teams |
ages=8 + |
setup_time= 3 minutes |
playing_time= 30–90 minutes |
complexity=Low |
strategy=High |
genre(s)=[[strategy]], [[trivia]], [[educational]] |
random_chance=Low |
skills=[[Abstract strategy game|Abstract Strategy]], [[Teamwork]], [[Trivia|General knowledge]], [[Social interaction|Social Skills]] |
}}
'''''Brain Chain''''' is a strategy-driven [[trivia]] [[board game]] played by 2 or 3 [[players]] or [[teams]]. The [[objective (goal)|object]] is to be the first player or team to connect an unbroken row of six "links" horizontally, vertically, or diagonally. The game is played on a 10x10 category grid surrounded by an exterior track. ''Brain Chain'' has been described as ''[[Trivial Pursuit]]'' with a [[Go-Moku]] win mechanic plus a dash of ''Pueblo'' added in <ref>{{cite web|url=http://www.boardgamegeek.com/game/16233|title=BoardGameGeek, Review of ''Brain Chain'', October 2, 2006}}</ref>.
''Brain Chain'' was designed by Alicia Vaz and Scot Blackburn, who are [[Los Angeles]] [[Lawyer|attorneys]], <ref>''The Winter Olympics are over but the Competition Continues with Brain Chain, the Awesome Strategy-Meets-Trivia Board Game'', March 2006, located at http://www.24-7pressrelease.com/pdf/2006/03/07/press_release_11758.pdf</ref> and Kris Harter, <ref>[[Pacific Union College]], Website article, November 2006, ''Award-Winning Gamemakers Credit Success to PUC Education'', located at http://www.puc.edu/PUC/newsevents/news/2006/20060110_brain.shtml</ref> who is a [[math]] and [[history]] [[teacher]] at [[Loma Linda Academy]].<ref>Loma Linda Academy Mirror, Volume 72 Number 4, January/February 2005, ''Briefs: Brain Chain'', located at http://www.lla.org/pdf/mirror/jan_feb_05.pdf</ref> Roy Ice designed all of the graphics on the gameboard and box.<ref name="Ibid">''Ibid''.</ref> Brigit Warner edited all of the trivia questions.<ref>''The Southwesterner Online'', December 2006, ''SWAU Alumna Edits Top 100 Board Game'', located at http://southwesterner.swau.edu/index/news-app/story.54/title.swau-alumna-edits-top-100-board-game</ref> ''Brain Chain'' is currently owned and distributed by Brain Chain Games, Inc. <ref>[[The Luding Database]], Game Database Entry, ''Brain Chain'', November 2006, located at http://sunsite.informatik.rwth-aachen.de/cgi-bin/luding/GameName.py?lang=e&gamename=Brain+Chain</ref>
[[Games Magazine]] has named ''Brain Chain'' a [[GAMES 100|Top 100 Game]]. <ref>GAMES Magazine, December 2006 Issue, The 2007's Buyer's Guide to Games/Top 100 Traditional Games List, at page 46</ref>
== Gameplay ==
Before play begins, the players agree on the number of links necessary to win the game. A game of ''Brain Chain'' takes approximately 30 minutes if the goal is four links in a row, an hour if the goal is five links, or 90 minutes if the winning condition is a six-link chain. <ref>[[Curio City Online]], January 2007, ''Brain Chain Trivia Strategy Game'', located at http://www.curiocityonline.com/index.php/action/item/id/443/prevaction/category/previd/4/prevstart/0/</ref>
Each turn begins with the playing of one ''movement card'' and as many ''Brain Pills'' as the player wishes and moving the playing [[pawn]], clockwise, the corresponding number of spaces. All players move the same yellow playing pawn.<ref> Funagain Games, Review by Larry Allen, posted on October 18, 2006, located online at http://www.funagain.com/control/product/~product_id=016565 </ref> If the pawn does not land on one of the four corner squares, the player then picks a trivia category from the same horizontal row or vertical column as the pawn that is not already occupied by a link. The opposing team will then read a trivia question from the selected category. The player may consult his or her team, but only the player whose turn it is may announce the "final answer." If answered correctly, that player places a link on the chosen square in the category grid and takes a Brain Pill. <ref>''Brain Chain'' Official Rules</ref>
If the pawn is moved to one of the four strategic corner squares, instead of picking a category on the row or column the pawn indicates, the player simply follows the instructions on that corner space: Pick any square on the board to answer a question, add a link, remove a link, or move a link.<ref name="Ibid"/>
To create a Brain Chain and win the game a player or team must form an unbroken line of six links in a row vertically, horizontally or diagonally on the Category Grid. The yellow playing pawn is considered a link during a player's turn -- allowing a team to win by connecting five links on the border of the grid and moving the pawn to connect with those links.
==Trivia Questions and Answers==
Each ''Brain Chain'' trivia set consists of approximately 3,200 trivia questions and answers which are divided among eight categories: Business, Entertainment, Geography, History, Science, Sports, Potluck and Oddball.
::{| align="center" class="wikitable" cellpadding="0"
!style="background:#ccf;"|I.D.
!style="background:#ccf;"|Category Name
!style="background:#ccf;"|Types of Questions Asked
|-
||<center>BIZ</center>||<center>[[Business]]</center>||Mergers and acquisitions, stocks and bonds, money and currency, product lines, marketing, advertising slogans, accounting, finance, transportation, business law and management.
|-
||<center>ENT</center>||<center>[[Entertainment]]</center>||Movies, television, books, fine art, pop culture, media and news.
|-
||<center>GEO</center>||<center>[[Geography]]</center>||World and U.S. geography, people of the world, customs, languages and religions.
|-
||<center>HIS</center>||<center>[[History]]</center>||World and U.S. history, law, government, the military and politics.
|-
||<center>SCI</center>||<center>[[Science]]</center>||Inventors and inventions, anatomy, biology, chemistry, physics, weather, astronomy, space exploration, technology, nature, the environment, telecom, mathematics and psychology.
|-
||<center>SPO</center>||<center>[[Sports]]</center>||Vast array of questions covering professional, amateur, college, international or Olympic sports.
|-
||<center>POT</center>||<center>[[Potluck]]</center>||This is a random "catch-all" category and may include questions from any of the above categories or other general knowledge questions.
|-
||<center>ODD</center>||<center>[[Oddball]]</center>||Oddball questions are different from all of the above. Each Oddball question consists of four alternatives; three of them with some positive trait in common. The fourth one does not connect with the others. The answer identifies the one that does not fit with a brief explanation of the positive connection between the other three.
|-
||<center>PLA</center>||<center>Player's Choice</center>||Allows the player to choose from any of the above eight categories.
|-
||<center>OPP</center>||<center>Opponent's Choice</center>||Allows the player's opponent to choose the category of question asked.
|}
== References ==
<references/>
==External links==
* [http://www.brainchaingames.com/ ''Brain Chain'' official website]
* {{bgg|16233|''Brain Chain''}}
[[Category:Connection games]]
[[Category:Games of mental skill]]
[[Category:Party board games]]
[[Category:Quiz games]]
[[Category:Roll-and-move board games]]
[[Category:2004 introductions]]
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{{Infobox_Game|
subject_name=Brain Chain |
image_link=[[Image:BCBox.JPG|thumb|center|250px|The ''Brain Chain'' Game Box Cover]] | image_caption=[[game player|Players]] use strategy and answer [[trivia|general knowledge]] questions to form a "Brain Chain" |
publisher=Brain Chain Games, Inc. |
players=2–3 players or teams |
ages=8 + |
setup_time= 3 minutes |
playing_time= 30–90 minutes |
complexity=Low |
strategy=High |
genre(s)=[[strategy]], [[trivia]], [[educational]] |
random_chance=Low |
skills=[[Abstract strategy game|Abstract Strategy]], [[Teamwork]], [[Trivia|General knowledge]], [[Social interaction|Social Skills]] |
}}
'''''Brain Chain''''' is a strategy-driven [[trivia]] [[board game]] played by 2 or 3 [[players]] or [[teams]]. The [[objective (goal)|object]] is to be the first player or team to connect an unbroken row of six "links" horizontally, vertically, or diagonally. The game is played on a 10x10 category grid surrounded by an exterior track. ''Brain Chain'' has been described as ''[[Trivial Pursuit]]'' with a [[Go-Moku]] win mechanic plus a dash of ''Pueblo'' added in <ref>{{cite web|url=http://www.boardgamegeek.com/game/16233|title=BoardGameGeek, Review of ''Brain Chain'', October 2, 2006}}</ref>.
''Brain Chain'' was designed by Alicia Vaz and Scot Blackburn, who are [[Los Angeles]] [[Lawyer|attorneys]], <ref>''The Winter Olympics are over but the Competition Continues with Brain Chain, the Awesome Strategy-Meets-Trivia Board Game'', March 2006, located at http://www.24-7pressrelease.com/pdf/2006/03/07/press_release_11758.pdf</ref> and Kris Harter, <ref>[[Pacific Union College]], Website article, November 2006, ''Award-Winning Gamemakers Credit Success to PUC Education'', located at http://www.puc.edu/PUC/newsevents/news/2006/20060110_brain.shtml</ref> who is a [[math]] and [[history]] [[teacher]] at [[Loma Linda Academy]].<ref>Loma Linda Academy Mirror, Volume 72 Number 4, January/February 2005, ''Briefs: Brain Chain'', located at http://www.lla.org/pdf/mirror/jan_feb_05.pdf</ref> Roy Ice designed all of the graphics on the gameboard and box.<ref name="Ibid">''Ibid''.</ref> Brigit Warner edited all of the trivia questions.<ref>''The Southwesterner Online'', December 2006, ''SWAU Alumna Edits Top 100 Board Game'', located at http://southwesterner.swau.edu/index/news-app/story.54/title.swau-alumna-edits-top-100-board-game</ref> ''Brain Chain'' is currently owned and distributed by Brain Chain Games, Inc. <ref>[[The Luding Database]], Game Database Entry, ''Brain Chain'', November 2006, located at http://sunsite.informatik.rwth-aachen.de/cgi-bin/luding/GameName.py?lang=e&gamename=Brain+Chain</ref>
[[Games Magazine]] has named ''Brain Chain'' a [[GAMES 100|Top 100 Game]]. <ref>GAMES Magazine, December 2006 Issue, The 2007's Buyer's Guide to Games/Top 100 Traditional Games List, at page 46</ref>
== Gameplay ==
Before play begins, the players agree on the number of links necessary to win the game. A game of ''Brain Chain'' takes approximately 30 minutes if the goal is four links in a row, an hour if the goal is five links, or 90 minutes if the winning condition is a six-link chain. <ref>[[Curio City Online]], January 2007, ''Brain Chain Trivia Strategy Game'', located at http://www.curiocityonline.com/index.php/action/item/id/443/prevaction/category/previd/4/prevstart/0/</ref>
Each turn begins with the playing of one ''movement card'' and as many ''Brain Pills'' as the player wishes and moving the playing [[pawn]], clockwise, the corresponding number of spaces. All players move the same yellow playing pawn.<ref> Funagain Games, Review by Larry Allen, posted on October 18, 2006, located online at http://www.funagain.com/control/product/~product_id=016565 </ref> If the pawn does not land on one of the four corner squares, the player then picks a trivia category from the same horizontal row or vertical column as the pawn that is not already occupied by a link. The opposing team will then read a trivia question from the selected category. The player may consult his or her team, but only the player whose turn it is may announce the "final answer." If answered correctly, that player places a link on the chosen square in the category grid and takes a Brain Pill. <ref>''Brain Chain'' Official Rules</ref>
If the pawn is moved to one of the four strategic corner squares, instead of picking a category on the row or column the pawn indicates, the player simply follows the instructions on that corner space: Pick any square on the board to answer a question, add a link, remove a link, or move a link.<ref name="Ibid"/>
To create a Brain Chain and win the game a player or team must form an unbroken line of six links in a row vertically, horizontally or diagonally on the Category Grid. The yellow playing pawn is considered a link during a player's turn -- allowing a team to win by connecting five links on the border of the grid and moving the pawn to connect with those links.
==Trivia Questions and Answers==
Each ''Brain Chain'' trivia set consists of approximately 3,200 trivia questions and answers which are divided among eight categories: Business, Entertainment, Geography, History, Science, Sports, Potluck and Oddball.
::{| align="center" class="wikitable" cellpadding="0"
!style="background:#ccf;"|I.D.
!style="background:#ccf;"|Category Name
!style="background:#ccf;"|Types of Questions Asked
|-
||<center>BIZ</center>||<center>[[Business]]</center>||Mergers and acquisitions, stocks and bonds, money and currency, product lines, marketing, advertising slogans, accounting, finance, transportation, business law and management.
|-
||<center>ENT</center>||<center>[[Entertainment]]</center>||Movies, television, books, fine art, pop culture, media and news.
|-
||<center>GEO</center>||<center>[[Geography]]</center>||World and U.S. geography, people of the world, customs, languages and religions.
|-
||<center>HIS</center>||<center>[[History]]</center>||World and U.S. history, law, government, the military and politics.
|-
||<center>SCI</center>||<center>[[Science]]</center>||Inventors and inventions, anatomy, biology, chemistry, physics, weather, astronomy, space exploration, technology, nature, the environment, telecom, mathematics and psychology.
|-
||<center>SPO</center>||<center>[[Sports]]</center>||Vast array of questions covering professional, amateur, college, international or Olympic sports.
|-
||<center>POT</center>||<center>[[Potluck]]</center>||This is a random "catch-all" category and may include questions from any of the above categories or other general knowledge questions.
|-
||<center>ODD</center>||<center>[[Oddball]]</center>||Oddball questions are different from all of the above. Each Oddball question consists of four alternatives; three of them with some positive trait in common. The fourth one does not connect with the others. The answer identifies the one that does not fit with a brief explanation of the positive connection between the other three.
|-
||<center>PLA</center>||<center>Player's Choice</center>||Allows the player to choose from any of the above eight categories.
|-
||<center>OPP</center>||<center>Opponent's Choice</center>||Allows the player's opponent to choose the category of question asked.
|}
== References ==
<references/>
==External links==
* [http://www.brainchaingames.com/ ''Brain Chain'' official website]
* {{bgg|16233|''Brain Chain''}}
[[Category:Connection games]]
[[Category:Games of mental skill]]
[[Category:Party board games]]
[[Category:Quiz games]]
[[Category:Roll-and-move board games]]
[[Category:2004 introductions]]
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Brawl (game)
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Date audit per [[wp:mosnum|mosnum]]/[[wp:overlink|overlink]]/Other
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{{otheruses4|card game|other uses|Brawl (disambiguation)}}
'''''Brawl''''' is a [[real-time card game]] designed by [[James Ernest]] and released in [[1999 in games|1999]] by [[Cheapass Games]].
==Gameplay==
Like [[Spit (card game)|Spit]] or ''[[Icehouse (game)|Icehouse]]'', players in ''Brawl'' do not take turns, instead either making a move or staying inactive as best suits their strategy at that moment. The game is fast-paced (games typically last a minute or two) but still has a fairly high level of strategy.
Each player has a different deck of cards. The object of the game is to win the most ''Base''-cards by playing the most ''Hit''-cards onto the ''Base'' before a ''Freeze''-card is played on it. The game ends when a ''Freeze'' is being played on every ''Base'' in play. Player wins a ''Base''-card if he has most ''Hits'' on his side of the ''Base''. If both players have the same number of ''Hits'' on the ''Base'', the owner of the ''Base''-card wins the ''Base''.
===Cards===
Here are all different types of cards published in the decks, as of 2006, including rules applying to them and some facts:
====Nonbase Modifiers====
=====Base=====
*At the beginning of the game, each player places one ''Base'' on the field.
During the play, a ''Base'' is played either to the left or the right of ''Bases'' already in play. There can never be more than three(3) ''Bases'' in play at the same time.
A ''Base'' is considered to have two sides, one for each player, on which one can play ''Hit''-cards
=====Hit=====
''Hits'' come in three(3) basic colours, Blue, Red and Green.
A ''Hit'' can be played on either side of a ''Base'' that does not already have a ''Hit''-card. A The ''Hit'' can also be played on a ''Hit'' of the same colour.
Kasanova-deck introduces a unique ''Wild Hit'', which can be played on any ''Hit'', but not on a ''Base'' or a ''Press''. Also, any ''Hit'' or ''Block'' can be played on a ''Wild Hit''.
=====Hit-2=====
Follows exactly the same rules as an ordinary ''Hit'' and is counted as one, except that it cannot be played on a ''Base'' or a ''Press''. Also, when counting for the winner of a ''Base'', ''Hit-2'' counts as two(2) ''Hits''.
=====Block=====
''Blocks'' come in three(3) basic colours, Blue, Red and Green.
A ''Block'' can be played on a ''Hit'' of the same colour.
Ting Ting -deck introcuses a unique ''Wild Block'', which can be played on any ''Hit''.
=====Clear=====
A ''Clear'' is played on a ''Base'' after which that ''Base'' and all cards played on it are moved to the side of the field. This ''Base'' is no longer in play.
If there is only one(1) ''Base'', you can not play ''Clear'' on it. Also, if there are three(3) ''Bases'' in play, you can not play ''Clear'' on the one in the middle.
=====Press=====
A ''Press'' can be played either on a ''Base'', a Base Modifier or a ''Block''.
If played on a ''Block'', a ''Hit'' can be played on it. This ''Hit'' must be the same colour as the ''Hit'' under the ''Block''.
If played on a ''Base'' or a Base Modifier, it nulls the effect of every Base Modifier (if any) underneath it.
=====Freeze=====
Every deck has three(3) ''Freezes'' and they are places at the bottom of the deck between mixing of the cards and the beginning of the game.
A ''Freeze'' can be played on a ''Base''. After that, no more cards can be played on that ''Base'' or on any other card connected to it.
====Base Modifiers====
The Base Modifiers were first introduced by the ''[[Studio Foglio|Club Foglio]]'' Set and cannot be found from the original 6 decks. They are all played on a ''Base'', another Base Modifier or a ''Press'' played on any of the previous two kinds of cards.
=====Hold=====
If no other card has been played on a ''Hold'', it prevents a ''Clear'' from being played on that ''Base''.
*Only found in the [[Studio Foglio|Club Foglio]] -decks.
=====Null=====
When counting won bases at the end of the game, the base under this card counts towards neither player;
*Only found in the [[Studio Foglio|Club Foglio]] -decks.
=====Reverse=====
When counting hits towards winning a ''Base'', odd number ''Reverses'' switches the owner of both sides.
=====Double=====
When counting won bases at the end of the game, this ''Base'' counts as double the number of bases for each ''Double'' on it.
*First introduced in the [[Catfight]] Set
==Decks==
The original set consisted of 6 decks:
*''Bennett''
*''Chris''
*''Darwin''
*''Hale''
*''Morgan''
*''Pearl''
As of 2006, four sets of expansions are available for the game:
*[[Catfight]] Set
**''Nickie''
**''Sonia''
**''Tamiya''
*[[Studio Foglio|Club Foglio]] Set
**''Alex''
**''Crane''
**''Gina''
**''Mischo''
**''Rent''
**''Tess''
*''Ting-Ting''
*''Kasanova''
In 2001, ''Brawl: Club Foglio'' won the [[Origins Award]]s for ''Best Card Game Expansion or Supplement 2000'' and ''Best Graphic Presentation of a Card Game 2000''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/2000/list-of-winners| title=Origins Award Winners (2000)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-17}}</ref>
In 2005, the French company [[Eclipse Vis Comica]] published the six original decks in French (though the cards were in English), and added a new promotional deck, ''Natacha''. These decks were all 44 cards instead of the original 35 cards, and included new rules, including "customization" options. For this edition, the name of the game was changed to ''Fight'', and the characters were all replaced with more flashy, [[anime]]-style characters.
==References==
{{reflist}}
==External links==
*{{bgg|392|''Brawl''}}
*[http://www.savant-garde.com/kasanova/index2.html Kasanova deck], an unreleased licensed ''Brawl'' deck
*[http://suberic.net/~dmm/games/brawlspoilers.html ''Brawl'' Spoilers], a quick-reference table for the recipe of each of the decks for ''Brawl''
[[Category:Cheapass Games games]]
[[Category:Dedicated deck card games]]
[[Category:Origins Award winners]]
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{{otheruses4|card game|other uses|Brawl (disambiguation)}}
'''''Brawl''''' is a [[real-time card game]] designed by [[James Ernest]] and released in [[1999 in games|1999]] by [[Cheapass Games]].
==Gameplay==
Like [[Spit (card game)|Spit]] or ''[[Icehouse (game)|Icehouse]]'', players in ''Brawl'' do not take turns, instead either making a move or staying inactive as best suits their strategy at that moment. The game is fast-paced (games typically last a minute or two) but still has a fairly high level of strategy.
Each player has a different deck of cards. The object of the game is to win the most ''Base''-cards by playing the most ''Hit''-cards onto the ''Base'' before a ''Freeze''-card is played on it. The game ends when a ''Freeze'' is being played on every ''Base'' in play. Player wins a ''Base''-card if he has most ''Hits'' on his side of the ''Base''. If both players have the same number of ''Hits'' on the ''Base'', the owner of the ''Base''-card wins the ''Base''.
===Cards===
Here are all different types of cards published in the decks, as of 2006, including rules applying to them and some facts:
====Nonbase Modifiers====
=====Base=====
*At the beginning of the game, each player places one ''Base'' on the field.
During the play, a ''Base'' is played either to the left or the right of ''Bases'' already in play. There can never be more than three(3) ''Bases'' in play at the same time.
A ''Base'' is considered to have two sides, one for each player, on which one can play ''Hit''-cards
=====Hit=====
''Hits'' come in three(3) basic colours, Blue, Red and Green.
A ''Hit'' can be played on either side of a ''Base'' that does not already have a ''Hit''-card. A The ''Hit'' can also be played on a ''Hit'' of the same colour.
Kasanova-deck introduces a unique ''Wild Hit'', which can be played on any ''Hit'', but not on a ''Base'' or a ''Press''. Also, any ''Hit'' or ''Block'' can be played on a ''Wild Hit''.
=====Hit-2=====
Follows exactly the same rules as an ordinary ''Hit'' and is counted as one, except that it cannot be played on a ''Base'' or a ''Press''. Also, when counting for the winner of a ''Base'', ''Hit-2'' counts as two(2) ''Hits''.
=====Block=====
''Blocks'' come in three(3) basic colours, Blue, Red and Green.
A ''Block'' can be played on a ''Hit'' of the same colour.
Ting Ting -deck introcuses a unique ''Wild Block'', which can be played on any ''Hit''.
=====Clear=====
A ''Clear'' is played on a ''Base'' after which that ''Base'' and all cards played on it are moved to the side of the field. This ''Base'' is no longer in play.
If there is only one(1) ''Base'', you can not play ''Clear'' on it. Also, if there are three(3) ''Bases'' in play, you can not play ''Clear'' on the one in the middle.
=====Press=====
A ''Press'' can be played either on a ''Base'', a Base Modifier or a ''Block''.
If played on a ''Block'', a ''Hit'' can be played on it. This ''Hit'' must be the same colour as the ''Hit'' under the ''Block''.
If played on a ''Base'' or a Base Modifier, it nulls the effect of every Base Modifier (if any) underneath it.
=====Freeze=====
Every deck has three(3) ''Freezes'' and they are places at the bottom of the deck between mixing of the cards and the beginning of the game.
A ''Freeze'' can be played on a ''Base''. After that, no more cards can be played on that ''Base'' or on any other card connected to it.
====Base Modifiers====
The Base Modifiers were first introduced by the ''[[Studio Foglio|Club Foglio]]'' Set and cannot be found from the original 6 decks. They are all played on a ''Base'', another Base Modifier or a ''Press'' played on any of the previous two kinds of cards.
=====Hold=====
If no other card has been played on a ''Hold'', it prevents a ''Clear'' from being played on that ''Base''.
*Only found in the [[Studio Foglio|Club Foglio]] -decks.
=====Null=====
When counting won bases at the end of the game, the base under this card counts towards neither player;
*Only found in the [[Studio Foglio|Club Foglio]] -decks.
=====Reverse=====
When counting hits towards winning a ''Base'', odd number ''Reverses'' switches the owner of both sides.
=====Double=====
When counting won bases at the end of the game, this ''Base'' counts as double the number of bases for each ''Double'' on it.
*First introduced in the [[Catfight]] Set
==Decks==
The original set consisted of 6 decks:
*''Bennett''
*''Chris''
*''Darwin''
*''Hale''
*''Morgan''
*''Pearl''
As of 2006, four sets of expansions are available for the game:
*[[Catfight]] Set
**''Nickie''
**''Sonia''
**''Tamiya''
*[[Studio Foglio|Club Foglio]] Set
**''Alex''
**''Crane''
**''Gina''
**''Mischo''
**''Rent''
**''Tess''
*''Ting-Ting''
*''Kasanova''
In 2001, ''Brawl: Club Foglio'' won the [[Origins Award]]s for ''Best Card Game Expansion or Supplement 2000'' and ''Best Graphic Presentation of a Card Game 2000''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/2000/list-of-winners| title=Origins Award Winners (2000)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-17}}</ref>
In 2005, the French company [[Eclipse Vis Comica]] published the six original decks in French (though the cards were in English), and added a new promotional deck, ''Natacha''. These decks were all 44 cards instead of the original 35 cards, and included new rules, including "customization" options. For this edition, the name of the game was changed to ''Fight'', and the characters were all replaced with more flashy, [[anime]]-style characters.
==References==
{{reflist}}
==External links==
*{{bgg|392|''Brawl''}}
*[http://www.savant-garde.com/kasanova/index2.html Kasanova deck], an unreleased licensed ''Brawl'' deck
*[http://suberic.net/~dmm/games/brawlspoilers.html ''Brawl'' Spoilers], a quick-reference table for the recipe of each of the decks for ''Brawl''
[[Category:Cheapass Games games]]
[[Category:Dedicated deck card games]]
[[Category:Origins Award winners]]
ggodn36752cmbstlgd2unlwhjoufo01
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Tbug
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added Dodge card
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text/x-wiki
{{otheruses4|card game|other uses|Brawl (disambiguation)}}
'''''Brawl''''' is a [[real-time card game]] designed by [[James Ernest]] and released in [[1999 in games|1999]] by [[Cheapass Games]].
==Gameplay==
Like [[Spit (card game)|Spit]] or ''[[Icehouse (game)|Icehouse]]'', players in ''Brawl'' do not take turns, instead either making a move or staying inactive as best suits their strategy at that moment. The game is fast-paced (games typically last a minute or two) but still has a fairly high level of strategy.
Each player has a different deck of cards. The object of the game is to win the most ''Base''-cards by playing the most ''Hit''-cards onto the ''Base'' before a ''Freeze''-card is played on it. The game ends when a ''Freeze'' is being played on every ''Base'' in play. Player wins a ''Base''-card if he has most ''Hits'' on his side of the ''Base''. If both players have the same number of ''Hits'' on the ''Base'', the owner of the ''Base''-card wins the ''Base''.
===Cards===
Here are all different types of cards published in the decks, as of 2006, including rules applying to them and some facts:
====Nonbase Modifiers====
=====Base=====
*At the beginning of the game, each player places one ''Base'' on the field.
During the play, a ''Base'' is played either to the left or the right of ''Bases'' already in play. There can never be more than three(3) ''Bases'' in play at the same time.
A ''Base'' is considered to have two sides, one for each player, on which one can play ''Hit''-cards
=====Hit=====
''Hits'' come in three(3) basic colours, Blue, Red and Green.
A ''Hit'' can be played on either side of a ''Base'' that does not already have a ''Hit''-card. A The ''Hit'' can also be played on a ''Hit'' of the same colour.
Kasanova-deck introduces a unique ''Wild Hit'', which can be played on any ''Hit'', but not on a ''Base'' or a ''Press''. Also, any ''Hit'' or ''Block'' can be played on a ''Wild Hit''.
=====Hit-2=====
Follows exactly the same rules as an ordinary ''Hit'' and is counted as one, except that it cannot be played on a ''Base'' or a ''Press''. Also, when counting for the winner of a ''Base'', ''Hit-2'' counts as two(2) ''Hits''.
=====Block=====
''Blocks'' come in three(3) basic colours, Blue, Red and Green.
A ''Block'' can be played on a ''Hit'' of the same colour.
Ting Ting -deck introcuses a unique ''Wild Block'', which can be played on any ''Hit''.
=====Clear=====
A ''Clear'' is played on a ''Base'' after which that ''Base'' and all cards played on it are moved to the side of the field. This ''Base'' is no longer in play.
If there is only one(1) ''Base'', you can not play ''Clear'' on it. Also, if there are three(3) ''Bases'' in play, you can not play ''Clear'' on the one in the middle.
=====Press=====
A ''Press'' can be played either on a ''Base'', a Base Modifier or a ''Block''.
If played on a ''Block'', a ''Hit'' can be played on it. This ''Hit'' must be the same colour as the ''Hit'' under the ''Block''.
If played on a ''Base'' or a Base Modifier, it nulls the effect of every Base Modifier (if any) underneath it.
=====Freeze=====
Every deck has three(3) ''Freezes'' and they are places at the bottom of the deck between mixing of the cards and the beginning of the game.
A ''Freeze'' can be played on a ''Base''. After that, no more cards can be played on that ''Base'' or on any other card connected to it.
====Base Modifiers====
The Base Modifiers were first introduced by the ''[[Studio Foglio|Club Foglio]]'' Set and cannot be found from the original 6 decks. They are all played on a ''Base'', another Base Modifier or a ''Press'' played on any of the previous two kinds of cards.
=====Hold=====
If no other card has been played on a ''Hold'', it prevents a ''Clear'' from being played on that ''Base''.
*Only found in the [[Studio Foglio|Club Foglio]] -decks.
=====Null=====
When counting won bases at the end of the game, the base under this card counts towards neither player;
*Only found in the [[Studio Foglio|Club Foglio]] -decks.
=====Reverse=====
When counting hits towards winning a ''Base'', odd number ''Reverses'' switches the owner of both sides.
=====Double=====
When counting won bases at the end of the game, this ''Base'' counts as double the number of bases for each ''Double'' on it.
*First introduced in the [[Catfight]] Set
=====Dodge=====
A Dodge is played on a Hit (or Hit-2), and nullifies ''all cards below it''. When scoring the stack, ignore everything below the Dodge. (If the Dodge wasn’t played on a Hit or Hit-2, then it was not played legally and you can ignore it.)
==Decks==
The original set consisted of 6 decks:
*''Bennett''
*''Chris''
*''Darwin''
*''Hale''
*''Morgan''
*''Pearl''
As of 2006, four sets of expansions are available for the game:
*[[Catfight]] Set
**''Nickie''
**''Sonia''
**''Tamiya''
*[[Studio Foglio|Club Foglio]] Set
**''Alex''
**''Crane''
**''Gina''
**''Mischo''
**''Rent''
**''Tess''
*''Ting-Ting''
*''Kasanova''
In 2001, ''Brawl: Club Foglio'' won the [[Origins Award]]s for ''Best Card Game Expansion or Supplement 2000'' and ''Best Graphic Presentation of a Card Game 2000''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/2000/list-of-winners| title=Origins Award Winners (2000)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-17}}</ref>
In 2005, the French company [[Eclipse Vis Comica]] published the six original decks in French (though the cards were in English), and added a new promotional deck, ''Natacha''. These decks were all 44 cards instead of the original 35 cards, and included new rules, including "customization" options. For this edition, the name of the game was changed to ''Fight'', and the characters were all replaced with more flashy, [[anime]]-style characters.
==References==
{{reflist}}
==External links==
*{{bgg|392|''Brawl''}}
*[http://www.savant-garde.com/kasanova/index2.html Kasanova deck], an unreleased licensed ''Brawl'' deck
*[http://suberic.net/~dmm/games/brawlspoilers.html ''Brawl'' Spoilers], a quick-reference table for the recipe of each of the decks for ''Brawl''
[[Category:Cheapass Games games]]
[[Category:Dedicated deck card games]]
[[Category:Origins Award winners]]
mn77j31ns88dwc5u4se95m18u72jkva
Calamity (board game)
0
2079
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2009-04-03T02:24:23Z
Im>Michael93555
0
Reverted 1 edit by [[Special:Contributions/Michael93555|Michael93555]]. ([[WP:TW|TW]])
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wikitext
text/x-wiki
'''''Calamity''''' is a [[board game]] released by [[Games Workshop]] in 1983.
The game was co-designed by [[Andrew Lloyd Webber]], along with [[Ian Livingstone]] and [[Derek Carver]], with a theme based around the world of high risk insurance. It features a standard ''[[Monopoly (game) | Monopoly]]''-style playing track, although players complete the track only once per game.
==External links==
*{{bgg|1542|''Calamity''}}
[[Category:Economic simulation board games]]
[[Category:Games Workshop games]]
{{board-game-stub}}
0ajx7msz809goftv662nrpg2bptiugs
3987
3986
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Kingstonlee
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1 revision
3987
wikitext
text/x-wiki
'''''Calamity''''' is a [[board game]] released by [[Games Workshop]] in 1983.
The game was co-designed by [[Andrew Lloyd Webber]], along with [[Ian Livingstone]] and [[Derek Carver]], with a theme based around the world of high risk insurance. It features a standard ''[[Monopoly (game) | Monopoly]]''-style playing track, although players complete the track only once per game.
==External links==
*{{bgg|1542|''Calamity''}}
[[Category:Economic simulation board games]]
[[Category:Games Workshop games]]
{{board-game-stub}}
0ajx7msz809goftv662nrpg2bptiugs
Candy Land
0
2125
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98.214.146.189
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text/x-wiki
{{Infobox_Game|
subject_name=Candy Land|
image_link=<!-- Deleted image removed: [[Image:Candyland boardgame.png|260px]] -->|
image_caption=A game of Candy Land in progress.|
players=2 to 4 |
ages=1 to 7 |
setup_time=< 3 minutes |
playing_time=< 15-20 minutes |
complexity=Easy |
strategy=None |
random_chance=Complete |
skills=[[Color vision|Color recognition]] |
footnotes =
}}
'''Candy Land''' ('''Candyland''')<ref>The Hasbro site spells it both ways.</ref> is a simple [[Race game|racing]] [[board game]]. It is among the first board games played by American children as it requires no reading and minimal counting skills.
==Game play==
The race is woven around a story line about finding the lost king of Candy Land. The board consists of a winding, linear track made of 134 spaces, most red, green, blue, yellow, orange or violet. The remaining spaces are named locations such as Candy Cane Forest and Gum Drop Mountain, or characters such as Queen Frostine and Gramma Nutt.
Players take turns removing the top card from a stack, most of which show one of six colors, and then moving their marker ahead to the next space of that color. Some cards have two marks of a color, in which case the player moves his or her marker ahead to the second-next space of that color. The deck has one card for each named location, and drawing such a card moves a player directly to that board location. This move can be either forward or backward in the classic game; backward moves can be ignored for younger players in the 2004 version of the game.
Before the 2004 version, there were three colored spaces marked with a dot. A player who lands on such a space is stuck (all cards are ignored) until a card is drawn of the same color as the square. In the 2004 version, dot spaces were replaced with licorice spaces that prompt the player landing on it to simply lose his or her next turn.
The game is won by landing on or passing the final square; the official rules specify that any card that would cause the player to advance past the last square wins the game, but many play so that one must land exactly on the last square to win. The 2004 version changed the last space to a rainbow space, meaning it applies to any color drawn by a player, thus clarifying any remaining controversy about how one exactly wins the game.
The classic game takes longer to complete than one might expect, because the location cards can send players backwards. Also, the dot spaces could force players to exhaust several turns without moving.
== History of Candy Land ==
The game was designed in the 1940s by [[Eleanor Abbott]], while she was recovering from [[polio]] in [[San Diego]], [[California]].
The game was bought by [[Milton Bradley Company]] (now owned by Hasbro) and first published in 1949.<small><ref name="Wagg">Waggoner, Susan. ''Under the Tree: the Toys and Treats That Made Christmas Special, 1930-1970.'' Stewart, Tabori & Chang, 2007.</ref></small> Hasbro produces several versions of the game and treats it as a brand. For example, they market Candy Land [[jigsaw puzzle|puzzles]], a travel version, a [[personal computer|PC]] [[personal computer game|game]], and a [[Video game|handheld electronic version]].
A December, 2005 article in [[Forbes]] magazine analyzed the most popular American toys by decade, with help from the [[Toy Industry Association]]. Candy Land led the list for the 1940-1949 decade.
== Versions of Candy Land ==
<!-- Deleted image removed: [[Image:Candyland-1949.JPG|thumb|Candy Land (1949)]] -->
At least four versions of the Candy Land board game were made. The first dates from 1949. This version, and other early versions, had only locations (''Molasses Swamp'', ''Gumdrop Mountains'', etc.) and no characters. The next version, as shown in [http://www.gamesmuseum.uwaterloo.ca/VirtualExhibits/Whitehill/candyland/index.html a picture from the Elliott Avedon Museum], of a board copyright 1962, shows a track layout different from the more recent versions. The next revision, from the 1980s and 1990s, has the characters such as ''Mr. Mint'' and ''Gramma Nutt'', has the modern track layout, and ends with a purple square. The rules specify that any card that would cause the player to advance past the purple square wins the game, but a popular variation requires that the player land exactly on it. In the most modern version, there is a rainbow-striped square at the end to make the official rule visually explicit. The rules for the modern game also specify that a character card resulting in a backward move can be ignored, resulting in a much shorter game if desired. Some of the characters are renamed in the modern version; for example, Queen Frostine became Princess Frostine. Finally, the classic ''Molasses Swamp'' was changed to ''Chocolate Swamp'', presumably because the children of 2002 are more familiar with [[chocolate]] than [[molasses]]. The character Plumpy was removed in 2002 presumably due to his [[obesity]].
A VCR board game version of the game was made in 1986, although distribution of the game appears to have been limited. An animated 2005 feature [[Candy Land: The Great Lollipop Adventure]] was produced and later spawned a DVD game version of Candy Land.
The ''Give Kids the World: Village edition'' of Candy Land was produced by Hasbro especially for the [[Give Kids the World]] Village. The GKTW Village is a nonprofit resort in [[Kissimmee, Florida]] for children with life-threatening illnesses and their families. In this version, traditional Candy Land characters and locations were replaced with the venues and characters of the Village. Characters like Mayor Clayton, Ms. Merry, and others are represented on the board.
There are licensed versions of Candy Land with characters such as [[Winnie the Pooh]], [[Dora the Explorer]] and [[SpongeBob]].
{| class="wikitable"
|-
! [[Stock Keeping Unit|SKU]] # !! Title
|-
| || Candy Land <small>(1949 edition)
|-
| || Candy Land <small>(1950s edition)
|-
| || Candy Land <small>(1962 edition)
|-
| || Candy Land <small>(1967 edition)
|-
| || Candy Land <small>(1978 edition)
|-
| || Candy Land <small>(1985 edition)
|-
| || Candy Land: VCR Board Game <small>(1986)
|-
| MB1001 || Candy Land: 50th Anniversary Collector’s Tin <small>(1999)
|-
| 04700 || Candy Land <small>(2002 edition)
|-
| 41051 || Candy Land: [[Winnie-the-Pooh]] Edition
|-
| 41605 || Candy Land: Collector’s Series Game Tin
|-
| 42588 || Candy Land: [[Dora the Explorer]]
|-
| 42743 || Candy Land: Deluxe <small>(only at Toys R Us)
|-
| 42328 || Candy Land: DVD Game
|-
| 53678 || Candy Land: Dora the Explorer with ''Memory'' Game Tin
|-
| || Candy Land Castle Game
|-
| 114866 || Candy Land: Fun of the Run <small>(portable)
|-
| || Candy Land: [[Give Kids the World]]: Village Edition
|}
== Mathematics of Candy Land ==
Mathematically, Candy Land is nearly a [[Markov chain]], and would be exactly such a chain if the deck were re-shuffled after each card is drawn.
There is no strategy or decision making in Candy Land. The moves are wholly determined by the cards, which are drawn in order. The only random chance element comes from each shuffling of the deck. Every time the deck is shuffled, one of ''n + 1'' outcomes is pre-determined, where ''n'' is the number of players: one of the players wins, or the deck will need to be shuffled again after it is used.
==Candy Land characters==
*The Kids
*The Gingerbread People
*Mr. Mint
*Gramma Nut
*King Kandy
*Jolly
*Plumpy (taken out of the most recent version of the game)
*Mamma Ginger Tree (replaces Plumpy)
*Princess Lolly (renamed 'Lolly' after 2002 edition)
*Queen Frostine (renamed 'Princess Frostine' after 2002 edition)
*Lord Licorice
*Gloppy the Molasses Monster (renamed Gloppy the Chocolate Monster)
(These characters depend on the version of the game.)
== Commercial use of the name ==
The Candy section of [[Toys R Us]] in NYC's [[Times Square]] maintained a Candy Land theme, until losing their license for the characters in 2006. The theme included a colored pathway that mimicked the board for the game, several Candy Land characters, and candy-themed shelving and ceiling decorations. [[Dylan's Candy Bar]] also in NYC owned by [[Dylan Lauren]] daughter of [[Ralph Lauren]] was inspired by Candy Land to create her store the characters from the game can be seen all around the store.
==Internet name==
Candy Land was involved in one of the first disputes over internet [[domain name]]s. An adult web content provider registered candyland.com, and Hasbro objected. Hasbro was able to obtain an injunction against the use, and changed the content appropriately after claiming ownership of the site.
On February 5, 2009, [[Universal Pictures]] has announced plans to make a movie based on the popular Candy Land board game. Etan Cohen, a writer on both [[Madagascar: Escape 2 Africa]] and [[Tropic Thunder]], has been hired to write the screenplay. [[Kevin Lima]], of [[Enchanted (2007 film)|Enchanted]], will direct.
==References==
{{reflist}}
==External links==
*Hasbro sites:
**[http://www.hasbro.com/candyland/ Hasbro's main Candy Land page.] Includes the history and pictures of older versions.
**[http://www.hasbro.com/common/instruct/Candyland.PDF Official rules of classic version], in PDF format from the Hasbro site.
*[http://www.lscheffer.com/CandyLand.htm Mathematical Analysis of 1-4 player game]. Includes a picture of the (classic) board.
*[http://www.math.niu.edu/~rusin/uses-math/games/candyland/ Deeper Mathematical Analysis of 1 player game.] Finds expected length of a 1 person game accurate to several hundred digits.
*[http://www.namics.nysaes.cornell.edu/news15/cootie.html Monte Carlo analysis of Candyland, Cootie, and Chutes and Ladders.] Results for Candy Land differ slightly from the analyses above.
*[http://www.gamesmuseum.uwaterloo.ca/VirtualExhibits/Whitehill/candyland/index.html Information about Candyland] from the Elliott Avedon Museum & Archive of Games.
*[http://www.lectlaw.com/files/cas86.htm Injunction against using candyland.com for an adult web site]
[http://www.clevver.com/blog/movie-news/1877/candy-land-is-going-to-be-a-movie.html Candy Land movie being produced]
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Race games]]
[[Category:Roll-and-move board games]]
[[Category:1949 introductions]]
[[Category:Toys of the 1940s]]
[[Category:Markov models]]
mnslpicc4dpayi3mj5fg7zifuzzkji2
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1 revision
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wikitext
text/x-wiki
{{Infobox_Game|
subject_name=Candy Land|
image_link=<!-- Deleted image removed: [[Image:Candyland boardgame.png|260px]] -->|
image_caption=A game of Candy Land in progress.|
players=2 to 4 |
ages=1 to 7 |
setup_time=< 3 minutes |
playing_time=< 15-20 minutes |
complexity=Easy |
strategy=None |
random_chance=Complete |
skills=[[Color vision|Color recognition]] |
footnotes =
}}
'''Candy Land''' ('''Candyland''')<ref>The Hasbro site spells it both ways.</ref> is a simple [[Race game|racing]] [[board game]]. It is among the first board games played by American children as it requires no reading and minimal counting skills.
==Game play==
The race is woven around a story line about finding the lost king of Candy Land. The board consists of a winding, linear track made of 134 spaces, most red, green, blue, yellow, orange or violet. The remaining spaces are named locations such as Candy Cane Forest and Gum Drop Mountain, or characters such as Queen Frostine and Gramma Nutt.
Players take turns removing the top card from a stack, most of which show one of six colors, and then moving their marker ahead to the next space of that color. Some cards have two marks of a color, in which case the player moves his or her marker ahead to the second-next space of that color. The deck has one card for each named location, and drawing such a card moves a player directly to that board location. This move can be either forward or backward in the classic game; backward moves can be ignored for younger players in the 2004 version of the game.
Before the 2004 version, there were three colored spaces marked with a dot. A player who lands on such a space is stuck (all cards are ignored) until a card is drawn of the same color as the square. In the 2004 version, dot spaces were replaced with licorice spaces that prompt the player landing on it to simply lose his or her next turn.
The game is won by landing on or passing the final square; the official rules specify that any card that would cause the player to advance past the last square wins the game, but many play so that one must land exactly on the last square to win. The 2004 version changed the last space to a rainbow space, meaning it applies to any color drawn by a player, thus clarifying any remaining controversy about how one exactly wins the game.
The classic game takes longer to complete than one might expect, because the location cards can send players backwards. Also, the dot spaces could force players to exhaust several turns without moving.
== History of Candy Land ==
The game was designed in the 1940s by [[Eleanor Abbott]], while she was recovering from [[polio]] in [[San Diego]], [[California]].
The game was bought by [[Milton Bradley Company]] (now owned by Hasbro) and first published in 1949.<small><ref name="Wagg">Waggoner, Susan. ''Under the Tree: the Toys and Treats That Made Christmas Special, 1930-1970.'' Stewart, Tabori & Chang, 2007.</ref></small> Hasbro produces several versions of the game and treats it as a brand. For example, they market Candy Land [[jigsaw puzzle|puzzles]], a travel version, a [[personal computer|PC]] [[personal computer game|game]], and a [[Video game|handheld electronic version]].
A December, 2005 article in [[Forbes]] magazine analyzed the most popular American toys by decade, with help from the [[Toy Industry Association]]. Candy Land led the list for the 1940-1949 decade.
== Versions of Candy Land ==
<!-- Deleted image removed: [[Image:Candyland-1949.JPG|thumb|Candy Land (1949)]] -->
At least four versions of the Candy Land board game were made. The first dates from 1949. This version, and other early versions, had only locations (''Molasses Swamp'', ''Gumdrop Mountains'', etc.) and no characters. The next version, as shown in [http://www.gamesmuseum.uwaterloo.ca/VirtualExhibits/Whitehill/candyland/index.html a picture from the Elliott Avedon Museum], of a board copyright 1962, shows a track layout different from the more recent versions. The next revision, from the 1980s and 1990s, has the characters such as ''Mr. Mint'' and ''Gramma Nutt'', has the modern track layout, and ends with a purple square. The rules specify that any card that would cause the player to advance past the purple square wins the game, but a popular variation requires that the player land exactly on it. In the most modern version, there is a rainbow-striped square at the end to make the official rule visually explicit. The rules for the modern game also specify that a character card resulting in a backward move can be ignored, resulting in a much shorter game if desired. Some of the characters are renamed in the modern version; for example, Queen Frostine became Princess Frostine. Finally, the classic ''Molasses Swamp'' was changed to ''Chocolate Swamp'', presumably because the children of 2002 are more familiar with [[chocolate]] than [[molasses]]. The character Plumpy was removed in 2002 presumably due to his [[obesity]].
A VCR board game version of the game was made in 1986, although distribution of the game appears to have been limited. An animated 2005 feature [[Candy Land: The Great Lollipop Adventure]] was produced and later spawned a DVD game version of Candy Land.
The ''Give Kids the World: Village edition'' of Candy Land was produced by Hasbro especially for the [[Give Kids the World]] Village. The GKTW Village is a nonprofit resort in [[Kissimmee, Florida]] for children with life-threatening illnesses and their families. In this version, traditional Candy Land characters and locations were replaced with the venues and characters of the Village. Characters like Mayor Clayton, Ms. Merry, and others are represented on the board.
There are licensed versions of Candy Land with characters such as [[Winnie the Pooh]], [[Dora the Explorer]] and [[SpongeBob]].
{| class="wikitable"
|-
! [[Stock Keeping Unit|SKU]] # !! Title
|-
| || Candy Land <small>(1949 edition)
|-
| || Candy Land <small>(1950s edition)
|-
| || Candy Land <small>(1962 edition)
|-
| || Candy Land <small>(1967 edition)
|-
| || Candy Land <small>(1978 edition)
|-
| || Candy Land <small>(1985 edition)
|-
| || Candy Land: VCR Board Game <small>(1986)
|-
| MB1001 || Candy Land: 50th Anniversary Collector’s Tin <small>(1999)
|-
| 04700 || Candy Land <small>(2002 edition)
|-
| 41051 || Candy Land: [[Winnie-the-Pooh]] Edition
|-
| 41605 || Candy Land: Collector’s Series Game Tin
|-
| 42588 || Candy Land: [[Dora the Explorer]]
|-
| 42743 || Candy Land: Deluxe <small>(only at Toys R Us)
|-
| 42328 || Candy Land: DVD Game
|-
| 53678 || Candy Land: Dora the Explorer with ''Memory'' Game Tin
|-
| || Candy Land Castle Game
|-
| 114866 || Candy Land: Fun of the Run <small>(portable)
|-
| || Candy Land: [[Give Kids the World]]: Village Edition
|}
== Mathematics of Candy Land ==
Mathematically, Candy Land is nearly a [[Markov chain]], and would be exactly such a chain if the deck were re-shuffled after each card is drawn.
There is no strategy or decision making in Candy Land. The moves are wholly determined by the cards, which are drawn in order. The only random chance element comes from each shuffling of the deck. Every time the deck is shuffled, one of ''n + 1'' outcomes is pre-determined, where ''n'' is the number of players: one of the players wins, or the deck will need to be shuffled again after it is used.
==Candy Land characters==
*The Kids
*The Gingerbread People
*Mr. Mint
*Gramma Nut
*King Kandy
*Jolly
*Plumpy (taken out of the most recent version of the game)
*Mamma Ginger Tree (replaces Plumpy)
*Princess Lolly (renamed 'Lolly' after 2002 edition)
*Queen Frostine (renamed 'Princess Frostine' after 2002 edition)
*Lord Licorice
*Gloppy the Molasses Monster (renamed Gloppy the Chocolate Monster)
(These characters depend on the version of the game.)
== Commercial use of the name ==
The Candy section of [[Toys R Us]] in NYC's [[Times Square]] maintained a Candy Land theme, until losing their license for the characters in 2006. The theme included a colored pathway that mimicked the board for the game, several Candy Land characters, and candy-themed shelving and ceiling decorations. [[Dylan's Candy Bar]] also in NYC owned by [[Dylan Lauren]] daughter of [[Ralph Lauren]] was inspired by Candy Land to create her store the characters from the game can be seen all around the store.
==Internet name==
Candy Land was involved in one of the first disputes over internet [[domain name]]s. An adult web content provider registered candyland.com, and Hasbro objected. Hasbro was able to obtain an injunction against the use, and changed the content appropriately after claiming ownership of the site.
On February 5, 2009, [[Universal Pictures]] has announced plans to make a movie based on the popular Candy Land board game. Etan Cohen, a writer on both [[Madagascar: Escape 2 Africa]] and [[Tropic Thunder]], has been hired to write the screenplay. [[Kevin Lima]], of [[Enchanted (2007 film)|Enchanted]], will direct.
==References==
{{reflist}}
==External links==
*Hasbro sites:
**[http://www.hasbro.com/candyland/ Hasbro's main Candy Land page.] Includes the history and pictures of older versions.
**[http://www.hasbro.com/common/instruct/Candyland.PDF Official rules of classic version], in PDF format from the Hasbro site.
*[http://www.lscheffer.com/CandyLand.htm Mathematical Analysis of 1-4 player game]. Includes a picture of the (classic) board.
*[http://www.math.niu.edu/~rusin/uses-math/games/candyland/ Deeper Mathematical Analysis of 1 player game.] Finds expected length of a 1 person game accurate to several hundred digits.
*[http://www.namics.nysaes.cornell.edu/news15/cootie.html Monte Carlo analysis of Candyland, Cootie, and Chutes and Ladders.] Results for Candy Land differ slightly from the analyses above.
*[http://www.gamesmuseum.uwaterloo.ca/VirtualExhibits/Whitehill/candyland/index.html Information about Candyland] from the Elliott Avedon Museum & Archive of Games.
*[http://www.lectlaw.com/files/cas86.htm Injunction against using candyland.com for an adult web site]
[http://www.clevver.com/blog/movie-news/1877/candy-land-is-going-to-be-a-movie.html Candy Land movie being produced]
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Race games]]
[[Category:Roll-and-move board games]]
[[Category:1949 introductions]]
[[Category:Toys of the 1940s]]
[[Category:Markov models]]
mnslpicc4dpayi3mj5fg7zifuzzkji2
Car Wars The Card Game
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2007-11-25T07:40:34Z
SharkD
1221813
[[WP:UNDO|Undid]] revision 173644125 by [[Special:Contributions/SharkD|SharkD]] ([[User talk:SharkD|talk]])
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'''''Car Wars: The Card Game''''' is a [[card game]] version of [[Steve Jackson Games]]' [[Car Wars]] miniatures game. Players have a card in front of them to represent the [[car]] that they're using to battle the other players. In turn, each player plays attack cards to try to do damage to the other players' cars, and the other players respond with armor and maneuver cards to avoid the damage. The object of the game is to make sure your car is the last one functional.
Steve Jackson Games also publishes [[Battle Cattle: The Card Game]], based on [[Wingnut Games]]' [[Battle Cattle]] miniatures game. The game mechanics are the same as Car Wars: The Card Game, so the two games can be combined, with some players playing [[cows]] and other players playing cars.
==External links==
*{{bgg|1126|''Car Wars: The Card Game''}}
[[Category:Dedicated deck card games]]
[[Category:Steve Jackson Games games]]
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'''''Car Wars: The Card Game''''' is a [[card game]] version of [[Steve Jackson Games]]' [[Car Wars]] miniatures game. Players have a card in front of them to represent the [[car]] that they're using to battle the other players. In turn, each player plays attack cards to try to do damage to the other players' cars, and the other players respond with armor and maneuver cards to avoid the damage. The object of the game is to make sure your car is the last one functional.
Steve Jackson Games also publishes [[Battle Cattle: The Card Game]], based on [[Wingnut Games]]' [[Battle Cattle]] miniatures game. The game mechanics are the same as Car Wars: The Card Game, so the two games can be combined, with some players playing [[cows]] and other players playing cars.
==External links==
*{{bgg|1126|''Car Wars: The Card Game''}}
[[Category:Dedicated deck card games]]
[[Category:Steve Jackson Games games]]
m4ej2dkwokp0xwvoonchroaocop3ku2
Carcassone
0
2040
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2009-12-08T01:09:40Z
Kingstonlee
1735031
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[[File:Placeholder|thumb|300px]]
Replace this text by writing your article here!
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Careers (board game)
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2009-10-02T23:04:35Z
173.13.153.50
/* Changes through the years */
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{{Infobox Game
| title = Careers
| image_link = [[Image:Careers.gif]]
| image_caption = Box cover and game layout, [[Winning Moves]] edition
| designer =
| illustrator =
| publisher = [[Winning Moves]]<br>[[Parker Brothers]]<br>[[Pressman Toy Corporation]]<br>[[Waddingtons]]
| players = 2 to 6
| ages = 8 and up
| setup_time = 5-10 minutes
| playing_time = 45-90 minutes
| random_chance = Medium
| skills = Roll-and-Move<br>Win Condition Choice<br>Money Management
| footnotes =
| bggid = 1475
| bggxrefs =
}}
'''''Careers''''' is a [[board game]] first manufactured by [[Parker Brothers]] in 1955, which has been reprinted from time to time up to the present day. It was devised by the [[sociologist]] [[James Cooke Brown]]. Victory conditions (a secret "Success Formula") consist of a minimum amount of fame, happiness and money that the player must gain. Players (from two to six) set their own victory conditions before the game begins, the total of which must be sixty (or one hundred, recommended when only two are playing).
The board consists of a square with an outer track and several minor loops (called occupation paths), each of which starts and ends at a space on the outer track. Originally there were eight loops, but that was later simplified to six. Some fame, happiness and money ("victory points") can be obtained on the outer track. These victory points can be obtained more quickly on the occupation paths. Each occupation path has more opportunities for certain types of victory points than others (e.g., in [[Hollywood]] there are many opportunities to get fame points). Each occupation also has certain minimum entry requirements.
== Game Appeal ==
"Careers" ends when the first player completes their Success Formula, making for a fast game (40-60 minutes for four experienced players). Often the [[endgame]] can be very close. The great number of possible formulae allows for many different strategies, so play can be quite different from game to game. While the Success Formulae are kept secret, players' accumulating victory points are not; as players' points approach or even exceed 60 the game tension mounts (excess points in a category are worthless; e.g., a player's Success Formula specifies 20 fame victory points but they accumulate more than 20 during play).
== Changes through the years ==
The careers featured in various editions of the game have changed several times over the past 50 years. For example "Farming" became "Ecology", "Sea" became "Teaching", "Uranium Prospecting" became "Sports", and the "Park Bench" corner, (representing ''no career''), became the "Unemployment Office". Besides self-evident attempts to keep pace with vocational fashion and mores, certain rules have changed. In 1990 "Careers for Girls" included the jobs "School Teacher", "Fashion Designer" and "Super Mom", while the game's strategy was greatly simplified, as in the 1972 re-release. Simplified versions were ultimately dropped for further releases.
==References==
{{Reflist}}
==External links==
*{{bgg|1475|''Careers''|12929|''Careers for Girls''}}
[[Category:1955 introductions]]
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Parker Brothers games]]
[[Category:Pressman Toy Corporation games]]
[[Category:Winning Moves games]]
[[Category:Waddingtons games]]
{{Board-game-stub}}
9gspzr3hrtqg37jtwuaovvxewt7fy5g
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Kingstonlee
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{{Infobox Game
| title = Careers
| image_link = [[Image:Careers.gif]]
| image_caption = Box cover and game layout, [[Winning Moves]] edition
| designer =
| illustrator =
| publisher = [[Winning Moves]]<br>[[Parker Brothers]]<br>[[Pressman Toy Corporation]]<br>[[Waddingtons]]
| players = 2 to 6
| ages = 8 and up
| setup_time = 5-10 minutes
| playing_time = 45-90 minutes
| random_chance = Medium
| skills = Roll-and-Move<br>Win Condition Choice<br>Money Management
| footnotes =
| bggid = 1475
| bggxrefs =
}}
'''''Careers''''' is a [[board game]] first manufactured by [[Parker Brothers]] in 1955, which has been reprinted from time to time up to the present day. It was devised by the [[sociologist]] [[James Cooke Brown]]. Victory conditions (a secret "Success Formula") consist of a minimum amount of fame, happiness and money that the player must gain. Players (from two to six) set their own victory conditions before the game begins, the total of which must be sixty (or one hundred, recommended when only two are playing).
The board consists of a square with an outer track and several minor loops (called occupation paths), each of which starts and ends at a space on the outer track. Originally there were eight loops, but that was later simplified to six. Some fame, happiness and money ("victory points") can be obtained on the outer track. These victory points can be obtained more quickly on the occupation paths. Each occupation path has more opportunities for certain types of victory points than others (e.g., in [[Hollywood]] there are many opportunities to get fame points). Each occupation also has certain minimum entry requirements.
== Game Appeal ==
"Careers" ends when the first player completes their Success Formula, making for a fast game (40-60 minutes for four experienced players). Often the [[endgame]] can be very close. The great number of possible formulae allows for many different strategies, so play can be quite different from game to game. While the Success Formulae are kept secret, players' accumulating victory points are not; as players' points approach or even exceed 60 the game tension mounts (excess points in a category are worthless; e.g., a player's Success Formula specifies 20 fame victory points but they accumulate more than 20 during play).
== Changes through the years ==
The careers featured in various editions of the game have changed several times over the past 50 years. For example "Farming" became "Ecology", "Sea" became "Teaching", "Uranium Prospecting" became "Sports", and the "Park Bench" corner, (representing ''no career''), became the "Unemployment Office". Besides self-evident attempts to keep pace with vocational fashion and mores, certain rules have changed. In 1990 "Careers for Girls" included the jobs "School Teacher", "Fashion Designer" and "Super Mom", while the game's strategy was greatly simplified, as in the 1972 re-release. Simplified versions were ultimately dropped for further releases.
==References==
{{Reflist}}
==External links==
*{{bgg|1475|''Careers''|12929|''Careers for Girls''}}
[[Category:1955 introductions]]
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Parker Brothers games]]
[[Category:Pressman Toy Corporation games]]
[[Category:Winning Moves games]]
[[Category:Waddingtons games]]
{{Board-game-stub}}
9gspzr3hrtqg37jtwuaovvxewt7fy5g
Cashflow 101
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{{Infobox_Game|
subject_name=Cashflow 101e |
image_link= |
image_caption= |
designer=[[Robert Kiyosaki]]|
publisher= |
players= 2-6|
ages= any |
setup_time= 10–30 minutes|
playing_time= 1–3 hours|
complexity= Medium|
strategy= Compound Growth|
random_chance=Medium |
skills=[[Strategy|Strategic thought]] |
bggid=6552|
bggxrefs=t|
footnotes =
}}
'''''Cashflow 101''''' is an educational tool in [[board game]] format designed by [[Robert Kiyosaki]] (author of ''[[Rich Dad, Poor Dad]]''), which aims to teach the players concepts of [[investing]] by having their [[money]] work for them in a risk free setting (play money) while simultaneously increasing their financial literacy and stressing the imperative nature of accountability.
There are two stages to the game. In the first, "the rat race", the player aims to raise his or her character's [[passive income]] level to where it exceeds the character's [[expense]]s. The winner is determined in the second stage, "the fast track". To win, a player must get his or her character to buy their "dream" or accumulate an additional $50,000 in monthly [[cash flow]].
In place of “score cards”, there are [[financial statements]]. The game requires the players to fill out their own financial statements so that they can see more clearly what is happening with their money. It generally shows how assets generate income and demonstrates that liabilities and 'doodads' are expenses.
Robert Kiyosaki also designed two other ''Cashflow'' games: a children's version called ''Cashflow for Kids'', and a follow-up game to ''Cashflow 101'' for more advanced players, which he released as ''[[Cashflow 202]]''.
Kiyosaki also designed electronic versions of Cashflow 101 and Cashflow 202 called "Cashflow The E-Game" for [[Microsoft Windows]] and [[Macintosh]] operating systems. Currently, these games are not compatible with [[Mac OS X Leopard]].
==External links==
*Reviews of [http://www.staywealthy.com/reviews/money-games/cashflow-101-e-game ''Cashflow 101'' e-game] and [http://www.staywealthy.com/reviews/money-games/cashflow-202-e-game ''Cashflow 202'' e-game] with game screenshots and trailer.
*[http://www.profitadvisors.com/cashflowgame.shtml A review of ''Cashflow 101''] from ''Profit Advisors''
*[http://dly.free.fr/site/article.php3?id_article=9 ''Cashflow 101'' FAQ/Rules] and different ways to play the game
*[http://www.ratrace-players.com ''Cashflow 101'' Players and Clubs]
*[http://lunlun.com/2008/02/19/review-robert-kiyosakis-cashflow-101 ''Cashflow 101 Review'']
*{{bgg|6552|''Cashflow 101''}}
[[Category:Economic simulation board games]]
{{board-game-stub}}
[[hu:Cashflow 101]]
[[pl:Cashflow 101]]
[[zh:現金流101]]
2ifdq99ti641o4q1zpruf29xeijybr6
3933
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2009-12-09T23:29:54Z
Kingstonlee
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{{Infobox_Game|
subject_name=Cashflow 101e |
image_link= |
image_caption= |
designer=[[Robert Kiyosaki]]|
publisher= |
players= 2-6|
ages= any |
setup_time= 10–30 minutes|
playing_time= 1–3 hours|
complexity= Medium|
strategy= Compound Growth|
random_chance=Medium |
skills=[[Strategy|Strategic thought]] |
bggid=6552|
bggxrefs=t|
footnotes =
}}
'''''Cashflow 101''''' is an educational tool in [[board game]] format designed by [[Robert Kiyosaki]] (author of ''[[Rich Dad, Poor Dad]]''), which aims to teach the players concepts of [[investing]] by having their [[money]] work for them in a risk free setting (play money) while simultaneously increasing their financial literacy and stressing the imperative nature of accountability.
There are two stages to the game. In the first, "the rat race", the player aims to raise his or her character's [[passive income]] level to where it exceeds the character's [[expense]]s. The winner is determined in the second stage, "the fast track". To win, a player must get his or her character to buy their "dream" or accumulate an additional $50,000 in monthly [[cash flow]].
In place of “score cards”, there are [[financial statements]]. The game requires the players to fill out their own financial statements so that they can see more clearly what is happening with their money. It generally shows how assets generate income and demonstrates that liabilities and 'doodads' are expenses.
Robert Kiyosaki also designed two other ''Cashflow'' games: a children's version called ''Cashflow for Kids'', and a follow-up game to ''Cashflow 101'' for more advanced players, which he released as ''[[Cashflow 202]]''.
Kiyosaki also designed electronic versions of Cashflow 101 and Cashflow 202 called "Cashflow The E-Game" for [[Microsoft Windows]] and [[Macintosh]] operating systems. Currently, these games are not compatible with [[Mac OS X Leopard]].
==External links==
*Reviews of [http://www.staywealthy.com/reviews/money-games/cashflow-101-e-game ''Cashflow 101'' e-game] and [http://www.staywealthy.com/reviews/money-games/cashflow-202-e-game ''Cashflow 202'' e-game] with game screenshots and trailer.
*[http://www.profitadvisors.com/cashflowgame.shtml A review of ''Cashflow 101''] from ''Profit Advisors''
*[http://dly.free.fr/site/article.php3?id_article=9 ''Cashflow 101'' FAQ/Rules] and different ways to play the game
*[http://www.ratrace-players.com ''Cashflow 101'' Players and Clubs]
*[http://lunlun.com/2008/02/19/review-robert-kiyosakis-cashflow-101 ''Cashflow 101 Review'']
*{{bgg|6552|''Cashflow 101''}}
[[Category:Economic simulation board games]]
{{board-game-stub}}
[[hu:Cashflow 101]]
[[pl:Cashflow 101]]
[[zh:現金流101]]
2ifdq99ti641o4q1zpruf29xeijybr6
Castle (card game)
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2218
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2009-09-07T08:02:29Z
Tiger Marc
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{{Infobox Game |
subject_name=Castle |
image_link= [[Image:Castle(card-game).jpg|175px|center]] |
image_caption=|
designer=[[Bruno Faidutti]]<br/>
[[Serge Laget]] |
publisher=[[Descartes Editeur]]<br/>[[Eurogames (game publisher)|Eurogames]] <br/>
[[Jeux Descartes]] |
players=2–5 |
setup_time= 5 minutes |
playing_time = 60 minutes|
complexity=Medium |
strategy= |
random_chance=Medium |
skills= [[Strategy|Strategic thought]] |
bggid=655
}}
'''''Castle''''' is a [[card game]] designed by [[Bruno Faidutti]] and [[Serge Laget]].
Each player begins the game with a hand of cards and their own personal deck of cards from
which they draw new ones (the number of cards in hand and deck depend upon the number of players in
the game). It is a shedding card game, i.e. the winning player is the one who
disposes of all of their cards (in hand and personal deck) first.
''Castle'' won the 2000 [[Concours International de Créateurs de Jeux de Société]].
==External links==
*{{bgg|655|''Castle''}}
*[http://www.faidutti.com/index.php?Module=mesjeux&id=326 ''Castle''] on Bruno Faidutti's website.
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[Category:Bruno Faidutti games]]
{{card-game-stub}}
cj1uttyn4ubqb1anxi323wkwaqtqhry
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{{Infobox Game |
subject_name=Castle |
image_link= [[Image:Castle(card-game).jpg|175px|center]] |
image_caption=|
designer=[[Bruno Faidutti]]<br/>
[[Serge Laget]] |
publisher=[[Descartes Editeur]]<br/>[[Eurogames (game publisher)|Eurogames]] <br/>
[[Jeux Descartes]] |
players=2–5 |
setup_time= 5 minutes |
playing_time = 60 minutes|
complexity=Medium |
strategy= |
random_chance=Medium |
skills= [[Strategy|Strategic thought]] |
bggid=655
}}
'''''Castle''''' is a [[card game]] designed by [[Bruno Faidutti]] and [[Serge Laget]].
Each player begins the game with a hand of cards and their own personal deck of cards from
which they draw new ones (the number of cards in hand and deck depend upon the number of players in
the game). It is a shedding card game, i.e. the winning player is the one who
disposes of all of their cards (in hand and personal deck) first.
''Castle'' won the 2000 [[Concours International de Créateurs de Jeux de Société]].
==External links==
*{{bgg|655|''Castle''}}
*[http://www.faidutti.com/index.php?Module=mesjeux&id=326 ''Castle''] on Bruno Faidutti's website.
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[Category:Bruno Faidutti games]]
{{card-game-stub}}
cj1uttyn4ubqb1anxi323wkwaqtqhry
Catan Card Game
0
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2009-07-15T23:41:47Z
KelvSYC
27001596
/* Artisans and Benefactors */
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The '''''Catan Card Game''''', originally named '''''The Settlers of Catan: The Card Game''''', is a [[card game]] adaptation of ''[[The Settlers of Catan]]''. It is a member of the ''Catan'' series of games, and is published by [[Kosmos (game publisher)|Kosmos]] in [[German language|German]], and [[Mayfair Games]] in [[English language|English]]. The ''Catan Card Game'' is a two-player game, although the rules can be accommodated as to allow players to share a set or for each player to have their own. Seven expansions of the ''Catan Card Game'' have been released.
In the ''Catan Card Game'', each player controls a principality of Catan, consisting of two settlements, a road between them, and six regions near the settlements, all of which are represented by cards. Throughout the game, players seek to expand their principality, scoring victory points for certain features. Throughout the game the two principalities are kept separate.
Chance and luck play less a role in winning the card game than they do in the board game, especially when both players are using separate copies.
== Gameplay ==
At the start of the game, each player takes a set of principality cards. Each principality begins with two settlements and a road between them in their principality. At the diagonals to the settlements lie a total of six resource fields (one in each of the six resources: brick, grain, lumber, ore, wool, and gold), the two in the middle being shared by the two settlements. Resource fields both produce resources, based on the outcome of the roll of one die, as well as store them, based on the orientation of the card itself. Each resource field may hold up to three of a particular resource, and the game begins with each resource field holding one. The game also contains a limited supply of cards representing roads, settlements, cities, and resource fields, to be used as players expand their principalities; these are placed between the players. In addition, there are five draw piles in the game containing the game's remaining cards; each player, at the start of the game, draws three cards from a draw pile to use as their starting hands.
At the start of each turn, a standard die and a special event die is rolled, after which both players respond to the outcome of the event die and collect resources based on the roll of the standard die. The resource die may cause players to gain a resource bonus, lose resources, or draw and resolve a card from a special event card pile. After this, the player on move may trade resources with their opponent, or with the bank at a ratio of 3:1, build to expand their settlement, or play cards from their hand.
In building, players use resources to build roads, which are played to the left and right of settlements, improvements, which are played above and below settlements, or additional settlements, which are played next to roads. When paying resources, resources may be taken from any combination of resource fields. If a player builds a new settlement, they also gain the use of two new resource fields, as settlements must always border four resource fields at their diagonals. New regions begin with no resources stored on them. Settlements may also be upgraded to cities, which permit a second improvement above and below the city.
=== Improvements ===
Improvements are cards that are held in your hand, and are placed above and below the settlements when they are built. Settlements permit one improvement above and below the settlement itself, while cities permit two. Certain improvements, termed "city expansions", may only be built on cities. Improvements typically earn the player ''commerce points'' or provide a benefit to the cities and/or resource fields adjacent to them. Certain improvements may also require the presence of other improvements as a prerequisite for building.
=== Units ===
Units are special types of improvements. There are two types of units: trade fleets, which allow beneficial trading rates, as well as knights. Each knight provides a strength value and a tournament value. The player with the greatest combined strength value will earn one victory point, while the player with the greatest tournament value will win a free resource if the event die shows "tournament" at the start of their turn.
=== Action Cards ===
Action cards are another type of card that is held in their hand. Action cards are immediately resolved when played. Action cards are divided into three categories: attack, neutral, and defense. Defense action cards may be played at any time, while attack and neutral action cards may not be played unless the combined victory point total of both players is at least seven points.
=== End of turn ===
At the end of a turn, players replenish their hands up to their hand limit (or, if already at their hand limit, exchange one card in their hand for a new one); players begin with a limit of three cards, but this may be expanded with certain improvements. When drawing a new card, players may choose to take the top card from any draw pile, or pay two resources to look through any one draw pile and take the card they need.
== Scoring ==
Each settlement scores one point for their player, while cities score two. Some improvements may also award victory points. The player with the most amount of commerce points, provided that they have a city, is said to have the ''trade advantage'', which is worth one victory point, while the player whose knights have the greatest strength also earns one victory point (if there is a tie in the latter two, neither player wins the associated victory points). The first player to reach 12 victory points is the winner.
== Playing with Expansions ==
There are seven expansions of the ''Catan Card Game''. If both players are sharing one copy of the game, then the expansions are incompatible with each other; this is known as the "expanded game". However, if both players have separate copies of the game, then players may freely mix cards from different expansions under the "tournament rules". Both are played similar to the base game, except for the following:
* In the expanded game, there are six draw piles: four from the base game and two from the expansion. The expanded game also allows players to voluntarily remove their own improvements. Some cards are also limited to one per player in the expanded game: in this case, these cards are removed from the deck and placed between the players, and are returned to this area instead of a deck if they are removed from a principality.
* In the tournament game, players may choose their own deck of 33 cards, three of which may be designated as their starting hand and the remaining forming four draw piles. Though the decks and starting principalities are separate, players share a common supply of settlements, roads, and resource fields, and contribute to building to the event deck from their respective copies. Furthermore, certain types of cards, when played, prevent the opponent from playing an identical card.
Each expansion adds new event cards as well as new cards to be placed in the deck. The seven expansions are as follows:
=== ''Trade and Change'' ===
'''''Trade and Change''''' introduces ''road improvements'', which are played on top of roads, and ''region improvements'', which may be played above or below a resource field (depending on which side of the principality the resource field is in). Each region may only have one region improvement, and region improvements may or may not have a restriction on which resource field they may be played on. ''Trade'' also introduces ''foreign cards'', which are improvements that are to be played in the opposing principality; these may not be voluntarily removed in the expanded game, though there is generally a way for an opponent to remove foreign cards from their principality.
The ''Trade and Change'' expanded game limits players to one Counting House (one card is from the base set, the other from the expansion).
=== ''Politics and Intrigue'' ===
'''''Politics and Intrigue''''' introduces the ''metropolis'', which is a free upgrade to a city, though players may only build one metropolis. Metropolis cards are placed between the players. A metropolis allows units to be deployed as region improvements in the four adjacent regions to the metropolis. Any such units are considered to be part of the metropolis, and metropolises continue to have the benefits of a city. The metropolis is not worth any additional victory points.
The ''Politics and Intrigue'' expanded game limits players to one Town Hall and one Church (all four cards are from the base set).
=== ''Knights and Merchants'' ===
'''''Knights and Merchants''''' introduces the the pirate fleet, which destroys an opponent's trade or pirate fleet when it is played, as well as give extra resources when the "Year of Plenty" is rolled on the event die.
''Knights and Merchants'' also introduces cards which are only used in the tournament rules, and are omitted from the expanded game.
=== ''Science and Progress'' ===
'''''Science and Progress''''' introduces the cannon, a unit that contributes to strength but not to tournament ratings.
The ''Science and Progress'' expanded game limits players to one University (from the expansion).
=== ''Wizards and Dragons'' ===
'''''Wizards and Dragons''''' introduces an alternate upgrade to settlements called ''citadels'', which, like cities, allow two improvements to be played above and below the citadel. However, citadels may not to be built next to each other: there must be a settlement or city between citadels. Citadels are placed between the players at the start of the game. Citadels allow ''wizards'', a type of region improvement, to be played. Citadels are worth one victory point if there are no wizards in the adjacent regions, but two if there are.
''Wizards'' also introduces a new pseudo-resource, magic, into the game. Unlike resources, magic cannot be traded. Magic is stored by the wizards, and is earned by converting the resources stored in the wizard's underlying resource field. Each wizard, when deployed, begins with 2 magic. Like resource fields, magic may be paid from any combination of wizards.
Furthermore, ''Wizards'' also introduces ''citadel expansions'', which may only be played on citadels, as well as ''magic spells'' and ''magic action cards'': citadel expansions and action cards, respectively, whose effects require magic to activate. Magic spells can be activated once per turn. ''Wizards'' also includes new units in ''dragons'', which, like cannons, provide strength but no tournament rating.
=== ''Barbarians and Traders'' ===
'''''Barbarians and Traders''''' introduces two new types of fleets as well as a unit which earns resources when "Tournament" appears on the event die. ''Barbarians'' also adds a new wizard which may be deployed only in resource fields of types in which the opponent has a wizard deployed; in exchange, the wizard begins with no magic. As expansions are incompatible with other expansions in the expanded game, these wizard cards are removed from the deck in the expanded game.
The ''Barbarians and Traders'' expanded game limits players to one Harbour and one Triumphal Arch (one copy of each is in the base game, one in the expansion).
=== ''Artisans and Benefactors'' ===
'''''Artisans and Benefactors''''' introduces the concept of ''public feeling''. Public feeling is an "abstract development card". In the expanded game, each player begins with one public feeling card already deployed; in the tournament game, players may select them as part of their decks, and do not cost anything to deploy. Public feeling cards are deployed similar to region improvements, though they are not region improvements themselves; if a region improvement is played, the public feeling card may be moved to a different region without cost (in essence, once deployed they may not be removed).
Public feeling cards also store stars. Stars, like magic, are not resources (and thus are not tradeable), but are used in a manner similar to resources. If a player has more than one public feeling card in their principality, they may freely redistribute the stars between the cards. Stars can only be gained by the effects of other cards.
The ''Artisans and Benefactors'' expanded game limits players to one public feeling card, as well as one Aqueduct (from the base set) and one House of the Benefactor (from the expansion).
==External links==
*{{bgg par
|section1=game|id1=278|name1=Settlers of Catan Card Game
|section2=search|id2=catan|name2=the Catan series}}
{{Catan navbox}}
[[Category:Settlers of Catan]]
[[Category:Dedicated deck card games]]
[[de:Die Siedler von Catan – Das Kartenspiel]]
[[fr:Les Colons de Catane (le jeu de cartes pour 2 joueurs)]]
[[it:I coloni di Catan (gioco di carte)]]
[[hu:Catan kártyajáték]]
hev1pusdc0vtrqqvv7h8nekp0uyrmxs
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Kingstonlee
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text/x-wiki
The '''''Catan Card Game''''', originally named '''''The Settlers of Catan: The Card Game''''', is a [[card game]] adaptation of ''[[The Settlers of Catan]]''. It is a member of the ''Catan'' series of games, and is published by [[Kosmos (game publisher)|Kosmos]] in [[German language|German]], and [[Mayfair Games]] in [[English language|English]]. The ''Catan Card Game'' is a two-player game, although the rules can be accommodated as to allow players to share a set or for each player to have their own. Seven expansions of the ''Catan Card Game'' have been released.
In the ''Catan Card Game'', each player controls a principality of Catan, consisting of two settlements, a road between them, and six regions near the settlements, all of which are represented by cards. Throughout the game, players seek to expand their principality, scoring victory points for certain features. Throughout the game the two principalities are kept separate.
Chance and luck play less a role in winning the card game than they do in the board game, especially when both players are using separate copies.
== Gameplay ==
At the start of the game, each player takes a set of principality cards. Each principality begins with two settlements and a road between them in their principality. At the diagonals to the settlements lie a total of six resource fields (one in each of the six resources: brick, grain, lumber, ore, wool, and gold), the two in the middle being shared by the two settlements. Resource fields both produce resources, based on the outcome of the roll of one die, as well as store them, based on the orientation of the card itself. Each resource field may hold up to three of a particular resource, and the game begins with each resource field holding one. The game also contains a limited supply of cards representing roads, settlements, cities, and resource fields, to be used as players expand their principalities; these are placed between the players. In addition, there are five draw piles in the game containing the game's remaining cards; each player, at the start of the game, draws three cards from a draw pile to use as their starting hands.
At the start of each turn, a standard die and a special event die is rolled, after which both players respond to the outcome of the event die and collect resources based on the roll of the standard die. The resource die may cause players to gain a resource bonus, lose resources, or draw and resolve a card from a special event card pile. After this, the player on move may trade resources with their opponent, or with the bank at a ratio of 3:1, build to expand their settlement, or play cards from their hand.
In building, players use resources to build roads, which are played to the left and right of settlements, improvements, which are played above and below settlements, or additional settlements, which are played next to roads. When paying resources, resources may be taken from any combination of resource fields. If a player builds a new settlement, they also gain the use of two new resource fields, as settlements must always border four resource fields at their diagonals. New regions begin with no resources stored on them. Settlements may also be upgraded to cities, which permit a second improvement above and below the city.
=== Improvements ===
Improvements are cards that are held in your hand, and are placed above and below the settlements when they are built. Settlements permit one improvement above and below the settlement itself, while cities permit two. Certain improvements, termed "city expansions", may only be built on cities. Improvements typically earn the player ''commerce points'' or provide a benefit to the cities and/or resource fields adjacent to them. Certain improvements may also require the presence of other improvements as a prerequisite for building.
=== Units ===
Units are special types of improvements. There are two types of units: trade fleets, which allow beneficial trading rates, as well as knights. Each knight provides a strength value and a tournament value. The player with the greatest combined strength value will earn one victory point, while the player with the greatest tournament value will win a free resource if the event die shows "tournament" at the start of their turn.
=== Action Cards ===
Action cards are another type of card that is held in their hand. Action cards are immediately resolved when played. Action cards are divided into three categories: attack, neutral, and defense. Defense action cards may be played at any time, while attack and neutral action cards may not be played unless the combined victory point total of both players is at least seven points.
=== End of turn ===
At the end of a turn, players replenish their hands up to their hand limit (or, if already at their hand limit, exchange one card in their hand for a new one); players begin with a limit of three cards, but this may be expanded with certain improvements. When drawing a new card, players may choose to take the top card from any draw pile, or pay two resources to look through any one draw pile and take the card they need.
== Scoring ==
Each settlement scores one point for their player, while cities score two. Some improvements may also award victory points. The player with the most amount of commerce points, provided that they have a city, is said to have the ''trade advantage'', which is worth one victory point, while the player whose knights have the greatest strength also earns one victory point (if there is a tie in the latter two, neither player wins the associated victory points). The first player to reach 12 victory points is the winner.
== Playing with Expansions ==
There are seven expansions of the ''Catan Card Game''. If both players are sharing one copy of the game, then the expansions are incompatible with each other; this is known as the "expanded game". However, if both players have separate copies of the game, then players may freely mix cards from different expansions under the "tournament rules". Both are played similar to the base game, except for the following:
* In the expanded game, there are six draw piles: four from the base game and two from the expansion. The expanded game also allows players to voluntarily remove their own improvements. Some cards are also limited to one per player in the expanded game: in this case, these cards are removed from the deck and placed between the players, and are returned to this area instead of a deck if they are removed from a principality.
* In the tournament game, players may choose their own deck of 33 cards, three of which may be designated as their starting hand and the remaining forming four draw piles. Though the decks and starting principalities are separate, players share a common supply of settlements, roads, and resource fields, and contribute to building to the event deck from their respective copies. Furthermore, certain types of cards, when played, prevent the opponent from playing an identical card.
Each expansion adds new event cards as well as new cards to be placed in the deck. The seven expansions are as follows:
=== ''Trade and Change'' ===
'''''Trade and Change''''' introduces ''road improvements'', which are played on top of roads, and ''region improvements'', which may be played above or below a resource field (depending on which side of the principality the resource field is in). Each region may only have one region improvement, and region improvements may or may not have a restriction on which resource field they may be played on. ''Trade'' also introduces ''foreign cards'', which are improvements that are to be played in the opposing principality; these may not be voluntarily removed in the expanded game, though there is generally a way for an opponent to remove foreign cards from their principality.
The ''Trade and Change'' expanded game limits players to one Counting House (one card is from the base set, the other from the expansion).
=== ''Politics and Intrigue'' ===
'''''Politics and Intrigue''''' introduces the ''metropolis'', which is a free upgrade to a city, though players may only build one metropolis. Metropolis cards are placed between the players. A metropolis allows units to be deployed as region improvements in the four adjacent regions to the metropolis. Any such units are considered to be part of the metropolis, and metropolises continue to have the benefits of a city. The metropolis is not worth any additional victory points.
The ''Politics and Intrigue'' expanded game limits players to one Town Hall and one Church (all four cards are from the base set).
=== ''Knights and Merchants'' ===
'''''Knights and Merchants''''' introduces the the pirate fleet, which destroys an opponent's trade or pirate fleet when it is played, as well as give extra resources when the "Year of Plenty" is rolled on the event die.
''Knights and Merchants'' also introduces cards which are only used in the tournament rules, and are omitted from the expanded game.
=== ''Science and Progress'' ===
'''''Science and Progress''''' introduces the cannon, a unit that contributes to strength but not to tournament ratings.
The ''Science and Progress'' expanded game limits players to one University (from the expansion).
=== ''Wizards and Dragons'' ===
'''''Wizards and Dragons''''' introduces an alternate upgrade to settlements called ''citadels'', which, like cities, allow two improvements to be played above and below the citadel. However, citadels may not to be built next to each other: there must be a settlement or city between citadels. Citadels are placed between the players at the start of the game. Citadels allow ''wizards'', a type of region improvement, to be played. Citadels are worth one victory point if there are no wizards in the adjacent regions, but two if there are.
''Wizards'' also introduces a new pseudo-resource, magic, into the game. Unlike resources, magic cannot be traded. Magic is stored by the wizards, and is earned by converting the resources stored in the wizard's underlying resource field. Each wizard, when deployed, begins with 2 magic. Like resource fields, magic may be paid from any combination of wizards.
Furthermore, ''Wizards'' also introduces ''citadel expansions'', which may only be played on citadels, as well as ''magic spells'' and ''magic action cards'': citadel expansions and action cards, respectively, whose effects require magic to activate. Magic spells can be activated once per turn. ''Wizards'' also includes new units in ''dragons'', which, like cannons, provide strength but no tournament rating.
=== ''Barbarians and Traders'' ===
'''''Barbarians and Traders''''' introduces two new types of fleets as well as a unit which earns resources when "Tournament" appears on the event die. ''Barbarians'' also adds a new wizard which may be deployed only in resource fields of types in which the opponent has a wizard deployed; in exchange, the wizard begins with no magic. As expansions are incompatible with other expansions in the expanded game, these wizard cards are removed from the deck in the expanded game.
The ''Barbarians and Traders'' expanded game limits players to one Harbour and one Triumphal Arch (one copy of each is in the base game, one in the expansion).
=== ''Artisans and Benefactors'' ===
'''''Artisans and Benefactors''''' introduces the concept of ''public feeling''. Public feeling is an "abstract development card". In the expanded game, each player begins with one public feeling card already deployed; in the tournament game, players may select them as part of their decks, and do not cost anything to deploy. Public feeling cards are deployed similar to region improvements, though they are not region improvements themselves; if a region improvement is played, the public feeling card may be moved to a different region without cost (in essence, once deployed they may not be removed).
Public feeling cards also store stars. Stars, like magic, are not resources (and thus are not tradeable), but are used in a manner similar to resources. If a player has more than one public feeling card in their principality, they may freely redistribute the stars between the cards. Stars can only be gained by the effects of other cards.
The ''Artisans and Benefactors'' expanded game limits players to one public feeling card, as well as one Aqueduct (from the base set) and one House of the Benefactor (from the expansion).
==External links==
*{{bgg par
|section1=game|id1=278|name1=Settlers of Catan Card Game
|section2=search|id2=catan|name2=the Catan series}}
{{Catan navbox}}
[[Category:Settlers of Catan]]
[[Category:Dedicated deck card games]]
[[de:Die Siedler von Catan – Das Kartenspiel]]
[[fr:Les Colons de Catane (le jeu de cartes pour 2 joueurs)]]
[[it:I coloni di Catan (gioco di carte)]]
[[hu:Catan kártyajáték]]
hev1pusdc0vtrqqvv7h8nekp0uyrmxs
Cego
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4316
2009-10-12T13:15:30Z
Im>Krenakarore
0
4316
wikitext
text/x-wiki
{{cleanup|date=September 2008}}
{{Infobox card game
| title = Cego
| subtitle =
| image_link = [[Image:Tarots cards deal whitebg.jpg|thumb|none|240px|''A 15-card hand in the 5-player variant''.]]
| image_caption =
| alt_names = Zeco
| type = [[Trick-taking]]
| players = 3-4
| ages =
| num_cards = 54
| deck = Tarock
| play = Counter-clockwise
| card_rank = R D C V 10 9 8 7 6 5 4 3 2 1<br /> Trump suit 21-1
| origin = [[Italy|Italian]]
| related = [[Bridge (card game)|Bridge]]
| playing_time = 30 min.
| random_chance = Moderate
| skills = Tactics, Strategy
| footnotes =
}}
'''Cego''' (Badishes Tarock), also called Ceco, from the [[Latin]] "Caecus" or "blind", is a [[trick-taking]] [[card game]] played mainly in [[Baden]], [[Schwarzwald]], and [[Lake Constance]], in [[Swissland]]. The game is similar to [[French tarot]] and Austrian [[Tarock]]. It is distinguished by a large Skat, or [[Card game#The deal|Talon]], called "the Blind".
== The cards ==
The 54 [[playing card|cards]] in Cego consist of 22 [[Trump (card game)|trumps]], 16 ''images'' and 16 ''empty cards''. 21 of the trumps cards are numbered from one to twenty-one. The highest trump is not numbered. It shows a [[gleeman]] and is called the Stieß or G'stieß (Fool).
All other cards (images and empty cards) are of the regular suits: clubs, spades, hearts, and diamonds. In addition to the King, Queen, and Jack there is also the Knight. ''Images'' cannot win over the trumps, but are important because of their card value with respect to the total of points. ''Empty cards'' have neither high card value nor are they very useful in winning tricks. The red ''empty cards'' are numbered from one to four (one being the highest card) and the black suit of ''empty cards'' are numbered from seven to ten.
=== Card point values ===
{| class="wikitable"
| [[King]]
| 5 points
|-
| [[Queen]]
| 4 points
|-
| Horseman
| 3 points
|-
| [[Jack]]
| 2 points
|-
| ''Stieß/Gstieß''
| 5 points
|-
| 21 or ''Mund'' (mouth)
| 5 points
|-
| 1 or ''Kleiner Mann'' (small man) or ''Geiß'' or ''Babber''
| 5 points
|}
== Rules ==
Cego can be played by three or four players that play in counter-clockwise direction. Normally, one player plays against the rest. By winning tricks he tries to accumulate more card points than the rest of the players together - just as in [[Skat (card game)|Skat]], a card game which is played a lot in all of Germany. There are some special games called "Räuber" (robber), "Drescher" (tresher), in which every player plays for himself.
Unlike in Skat and other major [[card games]], there is no official set of rules for Cego. Because of that every region has established their own set of rules in the history of the game. Sometimes, the rules differ even within a village. The following description is therefore to be seen as a general guideline only.
=== Dealing ===
[[Image:Cego-truempfe.png|thumb|left|250px|The four highest trumps in Cego.]]
'''4 players:''' The dealer deals 11 cards per player and 10 cards separately on the table. Those ten cards are called ''the blind'' (Der Blinde).
'''3 players''': Every player gets 13 cards, 12 go into the blind. With three players the cards ''spades 7'', ''cubs 7'', and ''diamonds 4'' are taken out of the game. It's played with 51 cards only. In both cases there is no special order of dealing as there exists in [[Skat (card game)|Skat]].
After the dealing the players have to check if they can play a ''Solo'': If a player has more than 8 ''truck'' (trumps) or 8 ''truck''+ only 2 colors + 2 ''truck'' with a card value higher than 17 he should call a Solo. If no one goes against it this player will play a hand game. He may not look at the blind but in the scoring it counts for him.
The ''solo'' can be played as ''ultimo'', if one has strong truck and Additionally the ''small man''(truck no.1). At the ''ultimo'' the last trick has to be taken with the ''small man''. In some regions ''ultimos'' are also played with the 2- or 3-''truck'' or with specific combinations of 1-, 2-, and 3-''trucks''. Playing solo one can call beforehand that he will not loose any tricks (called ''Durchmarsch'' - walkover).
If a player meets the requirements for a solo but doesn't say it, it's possible for the player who takes the blind to demand that all cards are put on the table. If a player is then caught copping-out the Solo, he has to pay the game (8 times the last bidded game value). This process called ''Schinden'' is not cheating, but a legal way of conduct bearing the risk of being caught.
==See also==
*[[Tarot, tarock and tarocchi games]]
{{Tarot, tarock and tarocchi games}}
[[Category:Tarot card games]]
[[Category:Tarot]]
[[Category:Dedicated deck card games]]
[[Category:German playing card games]]
[[de:Cego]]
ebv62rdtz72fswpd21gdjailxkp6qey
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Kingstonlee
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1 revision
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{{cleanup|date=September 2008}}
{{Infobox card game
| title = Cego
| subtitle =
| image_link = [[Image:Tarots cards deal whitebg.jpg|thumb|none|240px|''A 15-card hand in the 5-player variant''.]]
| image_caption =
| alt_names = Zeco
| type = [[Trick-taking]]
| players = 3-4
| ages =
| num_cards = 54
| deck = Tarock
| play = Counter-clockwise
| card_rank = R D C V 10 9 8 7 6 5 4 3 2 1<br /> Trump suit 21-1
| origin = [[Italy|Italian]]
| related = [[Bridge (card game)|Bridge]]
| playing_time = 30 min.
| random_chance = Moderate
| skills = Tactics, Strategy
| footnotes =
}}
'''Cego''' (Badishes Tarock), also called Ceco, from the [[Latin]] "Caecus" or "blind", is a [[trick-taking]] [[card game]] played mainly in [[Baden]], [[Schwarzwald]], and [[Lake Constance]], in [[Swissland]]. The game is similar to [[French tarot]] and Austrian [[Tarock]]. It is distinguished by a large Skat, or [[Card game#The deal|Talon]], called "the Blind".
== The cards ==
The 54 [[playing card|cards]] in Cego consist of 22 [[Trump (card game)|trumps]], 16 ''images'' and 16 ''empty cards''. 21 of the trumps cards are numbered from one to twenty-one. The highest trump is not numbered. It shows a [[gleeman]] and is called the Stieß or G'stieß (Fool).
All other cards (images and empty cards) are of the regular suits: clubs, spades, hearts, and diamonds. In addition to the King, Queen, and Jack there is also the Knight. ''Images'' cannot win over the trumps, but are important because of their card value with respect to the total of points. ''Empty cards'' have neither high card value nor are they very useful in winning tricks. The red ''empty cards'' are numbered from one to four (one being the highest card) and the black suit of ''empty cards'' are numbered from seven to ten.
=== Card point values ===
{| class="wikitable"
| [[King]]
| 5 points
|-
| [[Queen]]
| 4 points
|-
| Horseman
| 3 points
|-
| [[Jack]]
| 2 points
|-
| ''Stieß/Gstieß''
| 5 points
|-
| 21 or ''Mund'' (mouth)
| 5 points
|-
| 1 or ''Kleiner Mann'' (small man) or ''Geiß'' or ''Babber''
| 5 points
|}
== Rules ==
Cego can be played by three or four players that play in counter-clockwise direction. Normally, one player plays against the rest. By winning tricks he tries to accumulate more card points than the rest of the players together - just as in [[Skat (card game)|Skat]], a card game which is played a lot in all of Germany. There are some special games called "Räuber" (robber), "Drescher" (tresher), in which every player plays for himself.
Unlike in Skat and other major [[card games]], there is no official set of rules for Cego. Because of that every region has established their own set of rules in the history of the game. Sometimes, the rules differ even within a village. The following description is therefore to be seen as a general guideline only.
=== Dealing ===
[[Image:Cego-truempfe.png|thumb|left|250px|The four highest trumps in Cego.]]
'''4 players:''' The dealer deals 11 cards per player and 10 cards separately on the table. Those ten cards are called ''the blind'' (Der Blinde).
'''3 players''': Every player gets 13 cards, 12 go into the blind. With three players the cards ''spades 7'', ''cubs 7'', and ''diamonds 4'' are taken out of the game. It's played with 51 cards only. In both cases there is no special order of dealing as there exists in [[Skat (card game)|Skat]].
After the dealing the players have to check if they can play a ''Solo'': If a player has more than 8 ''truck'' (trumps) or 8 ''truck''+ only 2 colors + 2 ''truck'' with a card value higher than 17 he should call a Solo. If no one goes against it this player will play a hand game. He may not look at the blind but in the scoring it counts for him.
The ''solo'' can be played as ''ultimo'', if one has strong truck and Additionally the ''small man''(truck no.1). At the ''ultimo'' the last trick has to be taken with the ''small man''. In some regions ''ultimos'' are also played with the 2- or 3-''truck'' or with specific combinations of 1-, 2-, and 3-''trucks''. Playing solo one can call beforehand that he will not loose any tricks (called ''Durchmarsch'' - walkover).
If a player meets the requirements for a solo but doesn't say it, it's possible for the player who takes the blind to demand that all cards are put on the table. If a player is then caught copping-out the Solo, he has to pay the game (8 times the last bidded game value). This process called ''Schinden'' is not cheating, but a legal way of conduct bearing the risk of being caught.
==See also==
*[[Tarot, tarock and tarocchi games]]
{{Tarot, tarock and tarocchi games}}
[[Category:Tarot card games]]
[[Category:Tarot]]
[[Category:Dedicated deck card games]]
[[Category:German playing card games]]
[[de:Cego]]
ebv62rdtz72fswpd21gdjailxkp6qey
Cherry Ames' Nursing Game
0
2137
4106
2008-12-27T21:37:27Z
Im>ItsLassieTime
0
4106
wikitext
text/x-wiki
[[File:Cherry Ames Nursing Game 01.JPG|thumb|200px|Game box, board and components]]
'''''Cherry Ames' Nursing Game''''', or '''''Cherry Ames: A Nurses' Training Game''''' is a 1959 [[Parker Brothers]] roll-and-move track board game for 2 to 6 players. It was based on the [[Cherry Ames]] juvenile series of mysteries<ref name="Chertoff">Chertoff, Nina and Susan Kahn. ''Celebrating Board Games''. Sterling Publishing, 2006.</ref> written by [[Helen Wells]] and Julie Campbell Tatham, and published by [[Grosset & Dunlap]]. The game was one of the few games in American board game history to depict women in a generally positive way.
==Game play==
The object of the game is to "travel around the board, which represents the various phases of hospital training, obtain six rings, and be the first to graduate."<ref name="Parker">Parker Brothers. ''Cherry Ames' Nursing Game: Rules for Playing.'' Parker Brothers, 1959.</ref> The introduction states:<blockquote>"In this game each player becomes a student nurse and takes the many phases of hospital training to win finally the treasured "cap" and become a full-fledged nurse."<ref name="Parker" /></blockquote>
Players move their tokens through maze-like corridors and hospital rooms collecting six colored rings as they do so. They then attempt to leave the board at the space marked 'Graduate'. The first to leave the board is the winner. The game is complicated by bumping players either forward or backward, instructional cards such as "You have stumbled onto the secret of the "Broom Closet"! Take any ring from the board", and "Dr. Wylie said to Cherry, "Wipe that rouge off your face!" Move back four spaces".<ref name="Chertoff" />
==References==
<references/>
[[Category:1959 introductions]]
[[Category:Children's board games]]
[[Category:Race games]]
[[Category:Roll-and-move board games]]
[[Category:Tabletop games]]
[[Category:Toys of the 1950s]]
{{game-stub}}
rqwz4ef7fu90rokxcmqmmj2pz53fn2f
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Kingstonlee
1735031
1 revision
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[[File:Cherry Ames Nursing Game 01.JPG|thumb|200px|Game box, board and components]]
'''''Cherry Ames' Nursing Game''''', or '''''Cherry Ames: A Nurses' Training Game''''' is a 1959 [[Parker Brothers]] roll-and-move track board game for 2 to 6 players. It was based on the [[Cherry Ames]] juvenile series of mysteries<ref name="Chertoff">Chertoff, Nina and Susan Kahn. ''Celebrating Board Games''. Sterling Publishing, 2006.</ref> written by [[Helen Wells]] and Julie Campbell Tatham, and published by [[Grosset & Dunlap]]. The game was one of the few games in American board game history to depict women in a generally positive way.
==Game play==
The object of the game is to "travel around the board, which represents the various phases of hospital training, obtain six rings, and be the first to graduate."<ref name="Parker">Parker Brothers. ''Cherry Ames' Nursing Game: Rules for Playing.'' Parker Brothers, 1959.</ref> The introduction states:<blockquote>"In this game each player becomes a student nurse and takes the many phases of hospital training to win finally the treasured "cap" and become a full-fledged nurse."<ref name="Parker" /></blockquote>
Players move their tokens through maze-like corridors and hospital rooms collecting six colored rings as they do so. They then attempt to leave the board at the space marked 'Graduate'. The first to leave the board is the winner. The game is complicated by bumping players either forward or backward, instructional cards such as "You have stumbled onto the secret of the "Broom Closet"! Take any ring from the board", and "Dr. Wylie said to Cherry, "Wipe that rouge off your face!" Move back four spaces".<ref name="Chertoff" />
==References==
<references/>
[[Category:1959 introductions]]
[[Category:Children's board games]]
[[Category:Race games]]
[[Category:Roll-and-move board games]]
[[Category:Tabletop games]]
[[Category:Toys of the 1950s]]
{{game-stub}}
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Cheyenne (board game)
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{{citations missing|date=December 2007}}
{{Infobox Game
| title = ''Cheyenne''
| subtitle =
| image_link = [[Image:Cheyenne Game 01.jpg|250px]]
| image_caption = Box cover, 1958
| designer =
| illustrator =
| publisher = [[Milton Bradley Company]]
| players = 2-4
| ages = 7-14
| setup_time = 2 minutes
| playing_time = 30 minutes/random
| complexity = Low
| strategy = Low
| random_chance = High (luck)
| skills = Reading/Counting/Physical Dexterity
| footnotes =
| bggid = 13036
| bggxrefs =
}}
'''Cheyenne Game''' (1958) is a [[Milton Bradley Company|Milton Bradley]] children's [[board game]] for 2 to 4 players based on the 1957 [[Golden Globe Award]] winning [[American Broadcasting Company|ABC]] [[Warner Bros.]] [[Western (genre)|western]] [[television series]] ''[[Cheyenne (TV western)|Cheyenne]]'' (1955-1962) starring [[Clint Walker]]. The game is a typical track/racing board game. A second edition of the game was released during Clint Walker's dispute with Warner Bros. that featured ''[[Bronco (TV series)|Bronco]]'' star [[Ty Hardin]] on the box cover. ''Cheyenne'' was one of many board games published during the 1950s based on television programs.
In addition to the typical center-seamed, illustrated game board, a spinner, and four tokens of various colors, the game includes four plastic "revolvers", four plastic "bullets", and six small cardboard obstacles such as a rattlesnake and bandit.
[[Image:Chey 03.JPG|150px|left|thumb|Game board]]
Each player moves in turn along the track in accordance with his spin on the dail. He must stop and "shoot" an obstacle when he reaches a space with a [[gun]] on it, even if his spin would have carried him beyond the gun space. The player sets the obstacle up on its corresponding [[illustration]] ([[Rattlesnake]] on the [[snake]] picture, for example) and removes all other counters from the game board. The player places one of the [[plastic]] disks ("[[bullet]]s") on the orange circle in the lower left hand corner of the game board, then uses his plastic [[revolver]] [[tiddledy wink]] fashion to "shoot" the disk at the obstacle. He must move or knock over the obstacle with the disk in order to advance on the track. Each player must shoot all 6 obstacles before entering the [[Pony Express]] Station at the end of the track. The game is won when one player defeats all 6 obstacles on the game board and enters the Express Station by an exact spin.
==External links==
* {{bgg|13036}}
[[Category:Roll-and-move board games]]
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Board games based on television programs]]
[[it:Cheyenne (gioco da tavolo)]]
qwthzxpaffjos2j9ugfvd94oj9n3m26
4053
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2009-12-09T23:30:09Z
Kingstonlee
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{{citations missing|date=December 2007}}
{{Infobox Game
| title = ''Cheyenne''
| subtitle =
| image_link = [[Image:Cheyenne Game 01.jpg|250px]]
| image_caption = Box cover, 1958
| designer =
| illustrator =
| publisher = [[Milton Bradley Company]]
| players = 2-4
| ages = 7-14
| setup_time = 2 minutes
| playing_time = 30 minutes/random
| complexity = Low
| strategy = Low
| random_chance = High (luck)
| skills = Reading/Counting/Physical Dexterity
| footnotes =
| bggid = 13036
| bggxrefs =
}}
'''Cheyenne Game''' (1958) is a [[Milton Bradley Company|Milton Bradley]] children's [[board game]] for 2 to 4 players based on the 1957 [[Golden Globe Award]] winning [[American Broadcasting Company|ABC]] [[Warner Bros.]] [[Western (genre)|western]] [[television series]] ''[[Cheyenne (TV western)|Cheyenne]]'' (1955-1962) starring [[Clint Walker]]. The game is a typical track/racing board game. A second edition of the game was released during Clint Walker's dispute with Warner Bros. that featured ''[[Bronco (TV series)|Bronco]]'' star [[Ty Hardin]] on the box cover. ''Cheyenne'' was one of many board games published during the 1950s based on television programs.
In addition to the typical center-seamed, illustrated game board, a spinner, and four tokens of various colors, the game includes four plastic "revolvers", four plastic "bullets", and six small cardboard obstacles such as a rattlesnake and bandit.
[[Image:Chey 03.JPG|150px|left|thumb|Game board]]
Each player moves in turn along the track in accordance with his spin on the dail. He must stop and "shoot" an obstacle when he reaches a space with a [[gun]] on it, even if his spin would have carried him beyond the gun space. The player sets the obstacle up on its corresponding [[illustration]] ([[Rattlesnake]] on the [[snake]] picture, for example) and removes all other counters from the game board. The player places one of the [[plastic]] disks ("[[bullet]]s") on the orange circle in the lower left hand corner of the game board, then uses his plastic [[revolver]] [[tiddledy wink]] fashion to "shoot" the disk at the obstacle. He must move or knock over the obstacle with the disk in order to advance on the track. Each player must shoot all 6 obstacles before entering the [[Pony Express]] Station at the end of the track. The game is won when one player defeats all 6 obstacles on the game board and enters the Express Station by an exact spin.
==External links==
* {{bgg|13036}}
[[Category:Roll-and-move board games]]
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Board games based on television programs]]
[[it:Cheyenne (gioco da tavolo)]]
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Chez Geek
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2009-11-26T15:32:56Z
Njr75003
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/* Spinoffs */
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{{Infobox_Game|
subject_name=Chez Geek|
image_link=[[Image:Chez_Geek.jpg|240px|Chez Geek in play]]|
image_caption=Players invite people, buy things and do activities in order to be the roommate with the most [[Church of the SubGenius#Slack|Slack]].|
players=2-5 (more with expansions)|
ages=18+|
setup_time=5 minutes|
playing_time=45 minutes|
complexity=Low|
strategy=Low|
random_chance=High|
skills=[[Dice|Dice rolling]], [[Interpersonal communication|Communication]] |
footnotes = requires a six-sided [[Dice|die]] and a way of recording [[Church of the SubGenius#Slack|Slack]] totals, not included
}}
'''''Chez Geek''''' is a popular [[card game]] that has a humorous take on [[geek]] culture and [[cohabitation]]. It was created by Jon Darbro and developed by Alain H. Dawson, with additional development by [[Steve Jackson (USA)|Steve Jackson]] and Russell Godwin. The cards and rules were illustrated by [[John Kovalic]].
In 2000 ''Chez Geek'' won the [[Origins Award]] for ''Best Traditional Card Game of 1999''<ref>{{cite web|url=http://www.originsgamefair.com/awards/1999/list-of-winners| title=Origins Award Winners (1999)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-17}}</ref> and in 2003 the [[#Spinoffs|spinoff]] ''Chez Greek'' won ''Best Graphic Representation of a Card Game Product 2002''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/2002/list-of-winners| title=Origins Award Winners (2002)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-17}}</ref>
== Gameplay ==
Players play the role of roommates living together in a single multi-room apartment or other dwelling. At the start of the game, each player is dealt a special purple-backed [[employment|Job]] card which lists free time, income, a special ability and a [[Church of the SubGenius#Slack|Slack]] goal. Players are also dealt five yellow-backed [[Life]] cards. (Note: In the first edition, the job cards were also yellow-backed.) The space in front of a player is their Room, where various cards are played during the game. Slack can be represented using any available [[chit (board wargames)|chit]] or counter, but each player begins with a Slack total of zero.
Players take turns as follows:
# Draw Life cards until they have six in hand. (NOTE: Some Jobs vary this to five or seven cards.)
# Make "variable" rolls. Some Job cards have variable free time or income; their values for this turn are decided in this phase (rolling a 1-3 gives them the first amount; rolling a 4-6 gives them the second). If there are any "uninvited" people in a player's room, he or she may also roll to "get rid of" them (by rolling a 4, 5 or 6) and either send each such person to another room or discard them (if they cannot be played to any other room).
# If any of the player's in-hand Life cards are green [[Person]] cards, they may roll to "call" the person to their room. A successful roll (3-6) gets them invited in; otherwise, they are discarded. Some people are "uninvited" (causing bad things to happen), and may be placed without a roll in any player's room. (See above for "getting rid of" these people.) [[Cat]]s (which don't require a roll to enter a room) and [[Dog]]s (which may or may not need to be "called") can also be played in this round.
# For each unit of free time the player's Job card gives them, they may perform one action (play a red [[Activity]] card) or go shopping (play any number of blue [[Thing]] cards). These cards may have a cost; the total cost cannot exceed the income given to them by their Job card.
# At the end of a turn, if a player has more than five cards in hand, the player must discard cards until they have five or fewer. If desired, players can discard all the way down to one card.
Additionally, some Life cards are orange Whenever cards which can be played at any time.
Activity cards and Thing cards typically list a Slack value which is added to the player's Slack total, though some have random Slack totals and some have Slack totals which vary during the game. TV Activity cards and some Whenever cards can be used to cancel cards as they are being played, and some cause previously-played cards to be discarded. Some cards add or subtract Slack from every player's total, while others cause a player to change their Job card (and hence Slack goal). Many cards alter the effects of other cards.
The first player whose Slack total equals or exceeds their Slack goal is the winner.
== Game interest ==
The game's main attraction is in its humor, evident in the cards' design, [[flavor text]] and illustrations. The game itself is very simple to play (although some interactions between cards can be slightly confusing), and requires virtually no setup ahead of time. It also has the advantage of being able to be played with anywhere from 2 to 5 players (or more by combining games or by playing with expansions).
The subject matter on some of the Activity and Thing cards available are unsuitable for minors ([[Sexual intercourse|Nookie]], [[Cigarettes|Smokes]], [[alcoholic beverage|Booze]], [[Marijuana|Weed]], [[Psychedelic mushroom|Shrooms]]), hence the game's 18+ recommended age.
== Expansions ==
The game lends itself well to expansions, which help keep the humor fresh. In addition to the original 112 card set, the following are available:
; ''Chez Geek 2 - Slack Attack'': Adds 56 new cards (including a [[Dog]], Beckett) and provides some clarifications of the rules.
; ''Chez Geek 3 - Block Party'': Adds 56 new cards and a large box to house the combined 224-card set.
Each set also includes a small number of blank Life and Job cards, allowing players to create their own cards to add to the game. (Additional blank cards for all the expansions/spinoffs can be purhased through SJGames' online store, [http://www.warehouse23.com/ Warehouse 23].)
== Spinoffs ==
The game has also seen several stand-alone spinoffs. While these each add some new rules to the ''Chez Geek'' core, they are still (in [[Steve Jackson Games]]' words) "compatible with the original game" to some degree. (Usually, the game rules for each set have suggestions on how to combine its gameplay with the other sets.)
;''Chez Greek'': ''Chez Geek'' set in a [[Fraternities and sororities|Fraternity]] house/College atmosphere; uses '''Majors''' instead of Jobs, and '''Campus''' cards instead of Life cards. Also adds special '''"Week"''' Whenever cards which affect all players when played (Homecoming, Spring Break, Finals Week, etc.).
;''Chez Grunt'': ''Chez Geek'' set in the [[Army]]; uses '''MOS''' (Military Occupational Specialty) cards instead of Jobs, and '''Service''' cards instead of Life cards. (Notable in that cards that can ONLY be used in a straight ''Chez Grunt'' game are marked with white stars.)
;''Chez Goth'': ''Chez Geek'' with [[Goth subculture|Goth]]s; adds '''Gloom''' points, which are earned via tragic events, but can be lost if no one is in your Room (via the "Misery Loves Company" rule) or from special card plays. Gloom points count toward your Slack Goal. ''
;''Chez Guevara'': ''Chez Geek'' with [[Che Guevara|revolutionaries]]; uses '''Ranks''' instead of Jobs. Also includes rules for '''Raids, Wounds/Healing, Pulling Rank''' and '''Promotion/Demotion'''. Due to these Rules additions, this is the LEAST compatible of the Chez games (rules suggest only using the Thing cards in/from other Chez games). This is also the only Chez game that does NOT have artwork by John Kovalic; the artist for this game is [[Greg Hyland]].
;''Chez [[Cthulhu]]'': ''Chez Geek'' dips into the [[H. P. Lovecraft|Lovecraft]] [[Cthulhu Mythos|Mythos]], with elements of the horror genre, and adds '''Madness''' points (similar to the '''Gloom''' points in ''Chez Goth''). [''Due to be released early 2010'']
;''[[Chez Dork]]'': While it has a similar name and play mechanic to ''Chez Geek'', this is a completely different game set in the world of the [[comic strip]] ''[[Dork Tower]]''.
==References==
{{reflist}}
== External links ==
* [http://www.sjgames.com/chezgeek/ ''Chez Geek'' homepage]
** [http://www.sjgames.com/chezgeek/cgrules.pdf PDF of the official rules]
** [http://www.sjgames.com/chezgeek/art.html Images of some of the cards]
* {{bgg|553|''Chez Geek''}}
[[Category:Dedicated deck card games]]
[[Category:Origins Award winners]]
[[Category:Steve Jackson Games games]]
[[de:Chez Geek]]
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{{Infobox_Game|
subject_name=Chez Geek|
image_link=[[Image:Chez_Geek.jpg|240px|Chez Geek in play]]|
image_caption=Players invite people, buy things and do activities in order to be the roommate with the most [[Church of the SubGenius#Slack|Slack]].|
players=2-5 (more with expansions)|
ages=18+|
setup_time=5 minutes|
playing_time=45 minutes|
complexity=Low|
strategy=Low|
random_chance=High|
skills=[[Dice|Dice rolling]], [[Interpersonal communication|Communication]] |
footnotes = requires a six-sided [[Dice|die]] and a way of recording [[Church of the SubGenius#Slack|Slack]] totals, not included
}}
'''''Chez Geek''''' is a popular [[card game]] that has a humorous take on [[geek]] culture and [[cohabitation]]. It was created by Jon Darbro and developed by Alain H. Dawson, with additional development by [[Steve Jackson (USA)|Steve Jackson]] and Russell Godwin. The cards and rules were illustrated by [[John Kovalic]].
In 2000 ''Chez Geek'' won the [[Origins Award]] for ''Best Traditional Card Game of 1999''<ref>{{cite web|url=http://www.originsgamefair.com/awards/1999/list-of-winners| title=Origins Award Winners (1999)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-17}}</ref> and in 2003 the [[#Spinoffs|spinoff]] ''Chez Greek'' won ''Best Graphic Representation of a Card Game Product 2002''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/2002/list-of-winners| title=Origins Award Winners (2002)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-17}}</ref>
== Gameplay ==
Players play the role of roommates living together in a single multi-room apartment or other dwelling. At the start of the game, each player is dealt a special purple-backed [[employment|Job]] card which lists free time, income, a special ability and a [[Church of the SubGenius#Slack|Slack]] goal. Players are also dealt five yellow-backed [[Life]] cards. (Note: In the first edition, the job cards were also yellow-backed.) The space in front of a player is their Room, where various cards are played during the game. Slack can be represented using any available [[chit (board wargames)|chit]] or counter, but each player begins with a Slack total of zero.
Players take turns as follows:
# Draw Life cards until they have six in hand. (NOTE: Some Jobs vary this to five or seven cards.)
# Make "variable" rolls. Some Job cards have variable free time or income; their values for this turn are decided in this phase (rolling a 1-3 gives them the first amount; rolling a 4-6 gives them the second). If there are any "uninvited" people in a player's room, he or she may also roll to "get rid of" them (by rolling a 4, 5 or 6) and either send each such person to another room or discard them (if they cannot be played to any other room).
# If any of the player's in-hand Life cards are green [[Person]] cards, they may roll to "call" the person to their room. A successful roll (3-6) gets them invited in; otherwise, they are discarded. Some people are "uninvited" (causing bad things to happen), and may be placed without a roll in any player's room. (See above for "getting rid of" these people.) [[Cat]]s (which don't require a roll to enter a room) and [[Dog]]s (which may or may not need to be "called") can also be played in this round.
# For each unit of free time the player's Job card gives them, they may perform one action (play a red [[Activity]] card) or go shopping (play any number of blue [[Thing]] cards). These cards may have a cost; the total cost cannot exceed the income given to them by their Job card.
# At the end of a turn, if a player has more than five cards in hand, the player must discard cards until they have five or fewer. If desired, players can discard all the way down to one card.
Additionally, some Life cards are orange Whenever cards which can be played at any time.
Activity cards and Thing cards typically list a Slack value which is added to the player's Slack total, though some have random Slack totals and some have Slack totals which vary during the game. TV Activity cards and some Whenever cards can be used to cancel cards as they are being played, and some cause previously-played cards to be discarded. Some cards add or subtract Slack from every player's total, while others cause a player to change their Job card (and hence Slack goal). Many cards alter the effects of other cards.
The first player whose Slack total equals or exceeds their Slack goal is the winner.
== Game interest ==
The game's main attraction is in its humor, evident in the cards' design, [[flavor text]] and illustrations. The game itself is very simple to play (although some interactions between cards can be slightly confusing), and requires virtually no setup ahead of time. It also has the advantage of being able to be played with anywhere from 2 to 5 players (or more by combining games or by playing with expansions).
The subject matter on some of the Activity and Thing cards available are unsuitable for minors ([[Sexual intercourse|Nookie]], [[Cigarettes|Smokes]], [[alcoholic beverage|Booze]], [[Marijuana|Weed]], [[Psychedelic mushroom|Shrooms]]), hence the game's 18+ recommended age.
== Expansions ==
The game lends itself well to expansions, which help keep the humor fresh. In addition to the original 112 card set, the following are available:
; ''Chez Geek 2 - Slack Attack'': Adds 56 new cards (including a [[Dog]], Beckett) and provides some clarifications of the rules.
; ''Chez Geek 3 - Block Party'': Adds 56 new cards and a large box to house the combined 224-card set.
Each set also includes a small number of blank Life and Job cards, allowing players to create their own cards to add to the game. (Additional blank cards for all the expansions/spinoffs can be purhased through SJGames' online store, [http://www.warehouse23.com/ Warehouse 23].)
== Spinoffs ==
The game has also seen several stand-alone spinoffs. While these each add some new rules to the ''Chez Geek'' core, they are still (in [[Steve Jackson Games]]' words) "compatible with the original game" to some degree. (Usually, the game rules for each set have suggestions on how to combine its gameplay with the other sets.)
;''Chez Greek'': ''Chez Geek'' set in a [[Fraternities and sororities|Fraternity]] house/College atmosphere; uses '''Majors''' instead of Jobs, and '''Campus''' cards instead of Life cards. Also adds special '''"Week"''' Whenever cards which affect all players when played (Homecoming, Spring Break, Finals Week, etc.).
;''Chez Grunt'': ''Chez Geek'' set in the [[Army]]; uses '''MOS''' (Military Occupational Specialty) cards instead of Jobs, and '''Service''' cards instead of Life cards. (Notable in that cards that can ONLY be used in a straight ''Chez Grunt'' game are marked with white stars.)
;''Chez Goth'': ''Chez Geek'' with [[Goth subculture|Goth]]s; adds '''Gloom''' points, which are earned via tragic events, but can be lost if no one is in your Room (via the "Misery Loves Company" rule) or from special card plays. Gloom points count toward your Slack Goal. ''
;''Chez Guevara'': ''Chez Geek'' with [[Che Guevara|revolutionaries]]; uses '''Ranks''' instead of Jobs. Also includes rules for '''Raids, Wounds/Healing, Pulling Rank''' and '''Promotion/Demotion'''. Due to these Rules additions, this is the LEAST compatible of the Chez games (rules suggest only using the Thing cards in/from other Chez games). This is also the only Chez game that does NOT have artwork by John Kovalic; the artist for this game is [[Greg Hyland]].
;''Chez [[Cthulhu]]'': ''Chez Geek'' dips into the [[H. P. Lovecraft|Lovecraft]] [[Cthulhu Mythos|Mythos]], with elements of the horror genre, and adds '''Madness''' points (similar to the '''Gloom''' points in ''Chez Goth''). [''Due to be released early 2010'']
;''[[Chez Dork]]'': While it has a similar name and play mechanic to ''Chez Geek'', this is a completely different game set in the world of the [[comic strip]] ''[[Dork Tower]]''.
==References==
{{reflist}}
== External links ==
* [http://www.sjgames.com/chezgeek/ ''Chez Geek'' homepage]
** [http://www.sjgames.com/chezgeek/cgrules.pdf PDF of the official rules]
** [http://www.sjgames.com/chezgeek/art.html Images of some of the cards]
* {{bgg|553|''Chez Geek''}}
[[Category:Dedicated deck card games]]
[[Category:Origins Award winners]]
[[Category:Steve Jackson Games games]]
[[de:Chez Geek]]
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Chill (role-playing game)
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2305
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2009-12-08T18:14:19Z
Im>Philip Trueman
0
[[Help:Reverting|Reverted]] edits by [[Special:Contributions/64.193.88.5|64.193.88.5]] ([[User talk:64.193.88.5|talk]]) to last version by Abrimmer
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{{Infobox RPG
|title= Chill
|designer= [[Lou Prosperi]], [[Dave Webb]], [[R. Hyrum Savage]], [[John Wick]], [[Jess Heinig]]
|publisher= [[Pacesetter Ltd]], [[Mayfair Games]], [[OtherWorld Creations]]
|date=1984 ''(Pacesetter Ltd)'', 1994 ''(Mayfair Games)''
|genre= [[horror fiction|Horror]]
|system= Percentile based (d100)
|footnotes=
}}[[Image:Chill RPG.jpg|thumb|200px|right|''Chill'' cover, Pacesetter Edition]]
[[Image:maychill.jpg|thumb|200px|right|''Chill'' cover, Mayfair Edition]]
'''''Chill''''' is a [[role-playing game]] that captures the feel of 20th-century [[horror film]]s.<ref name="RPGnet">{{cite web| url=http://www.rpg.net/news+reviews/reviews/rev_6099.html| title=Chill (Review)| year=2002|publisher=[[RPGnet]]|accessdate=2007-10-06}}</ref> Players take on the role of envoys,<ref name="chill1rev">{{Citation| last =Epperson| first =Jerry|title =Horribly Simple to Learn | journal =[[Dragon (magazine)|Dragon Magazine]]| volume =IX| issue =5 (#90)| pages =62–63|date=October, 1984| year =1984| id = ISSN 0279-6848 }}</ref> members of a secret organization known as S.A.V.E. that tracks down and eliminates evil in the world.
The game was originally produced by a company called [[Pacesetter Ltd]].<ref name="RPGnet"/> Once Pacesetter ceased operations, ''Chill'' was bought by [[Mayfair Games]]. At Mayfair, the game was published until the executives of the company decided to no longer publish [[role-playing game|RPGs]] and instead focus on [[board games]]. [[OtherWorld Creations]] announced several years ago that it had licensed the system and setting from Mayfair Games but has not published a new version.
A variety of individual modules (adventure packs) were released by Chill's first two publishers. One example is ''UnDead & Buried'', published by Mayfair Games.
''Chill'' and some modules were translated into Swedish and published under the name ''Chock'' between 1985 and 1987 by [[Target Games]].
==Reception==
Receiving 7 out of 10, the game received a mixed review in issue 61 of ''[[White Dwarf (magazine)|White Dwarf]]'' magazine. The gameplay was felt to be fairly slow and lacking in scares; furthermore, ''Chill's'' significance was lessened as ''[[Call of Cthulhu (role-playing game)|Call of Cthulhu]]'' had already paved the way for horror-based role-playing games.<ref>{{cite journal
| last =McLellan
| first =Angus
| authorlink =
| coauthors =
| title =Open Box: Dungeon Modules
| format = review
| journal =[[White Dwarf (magazine)|White Dwarf]]
| volume =
| issue =Issue 61
| pages =9–10
| publisher =[[Games Workshop]]
| year = 1985
| month = January
| url =
| issn =0265-8712
| accessdate = }}</ref>
==S.A.V.E.==
In ''Chill'', '''''S.A.V.E.''' (Societas Argenti Viae Eternitata, or, The Eternal Society of the Silver Way)'' is a secret society that is dedicated to protecting innocents from the creatures of the Unknown.<ref>{{cite book| last = Melton| first = Gordon| authorlink = J. Gordon Melton| title = The Vampire Book: The Encyclopedia of the Undead| publisher = Visible Ink Press| date = 1994| location = Detroit, MI| pages = 852| edition = 1st| url = http://www.visibleink.com/title.php?id=41| isbn =0-8103-2295-1}}</ref> Agents of SAVE are called envoys.<ref name="RPGnet"/>
==References==
{{reflist}}
==External links==
* [http://www.chillrpg.com/ Official ''Chill'' home page] by OtherWorld Creations
* {{dmoz|Games/Roleplaying/Genres/Horror/Chill|Chill}}
[[Category:Horror role-playing games]]
[[Category:Mayfair Games games]]
[[de:Chill (Rollenspiel)]]
[[fr:Chill (jeu de rôle)]]
[[sv:Chock (rollspel)]]
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{{Infobox RPG
|title= Chill
|designer= [[Lou Prosperi]], [[Dave Webb]], [[R. Hyrum Savage]], [[John Wick]], [[Jess Heinig]]
|publisher= [[Pacesetter Ltd]], [[Mayfair Games]], [[OtherWorld Creations]]
|date=1984 ''(Pacesetter Ltd)'', 1994 ''(Mayfair Games)''
|genre= [[horror fiction|Horror]]
|system= Percentile based (d100)
|footnotes=
}}[[Image:Chill RPG.jpg|thumb|200px|right|''Chill'' cover, Pacesetter Edition]]
[[Image:maychill.jpg|thumb|200px|right|''Chill'' cover, Mayfair Edition]]
'''''Chill''''' is a [[role-playing game]] that captures the feel of 20th-century [[horror film]]s.<ref name="RPGnet">{{cite web| url=http://www.rpg.net/news+reviews/reviews/rev_6099.html| title=Chill (Review)| year=2002|publisher=[[RPGnet]]|accessdate=2007-10-06}}</ref> Players take on the role of envoys,<ref name="chill1rev">{{Citation| last =Epperson| first =Jerry|title =Horribly Simple to Learn | journal =[[Dragon (magazine)|Dragon Magazine]]| volume =IX| issue =5 (#90)| pages =62–63|date=October, 1984| year =1984| id = ISSN 0279-6848 }}</ref> members of a secret organization known as S.A.V.E. that tracks down and eliminates evil in the world.
The game was originally produced by a company called [[Pacesetter Ltd]].<ref name="RPGnet"/> Once Pacesetter ceased operations, ''Chill'' was bought by [[Mayfair Games]]. At Mayfair, the game was published until the executives of the company decided to no longer publish [[role-playing game|RPGs]] and instead focus on [[board games]]. [[OtherWorld Creations]] announced several years ago that it had licensed the system and setting from Mayfair Games but has not published a new version.
A variety of individual modules (adventure packs) were released by Chill's first two publishers. One example is ''UnDead & Buried'', published by Mayfair Games.
''Chill'' and some modules were translated into Swedish and published under the name ''Chock'' between 1985 and 1987 by [[Target Games]].
==Reception==
Receiving 7 out of 10, the game received a mixed review in issue 61 of ''[[White Dwarf (magazine)|White Dwarf]]'' magazine. The gameplay was felt to be fairly slow and lacking in scares; furthermore, ''Chill's'' significance was lessened as ''[[Call of Cthulhu (role-playing game)|Call of Cthulhu]]'' had already paved the way for horror-based role-playing games.<ref>{{cite journal
| last =McLellan
| first =Angus
| authorlink =
| coauthors =
| title =Open Box: Dungeon Modules
| format = review
| journal =[[White Dwarf (magazine)|White Dwarf]]
| volume =
| issue =Issue 61
| pages =9–10
| publisher =[[Games Workshop]]
| year = 1985
| month = January
| url =
| issn =0265-8712
| accessdate = }}</ref>
==S.A.V.E.==
In ''Chill'', '''''S.A.V.E.''' (Societas Argenti Viae Eternitata, or, The Eternal Society of the Silver Way)'' is a secret society that is dedicated to protecting innocents from the creatures of the Unknown.<ref>{{cite book| last = Melton| first = Gordon| authorlink = J. Gordon Melton| title = The Vampire Book: The Encyclopedia of the Undead| publisher = Visible Ink Press| date = 1994| location = Detroit, MI| pages = 852| edition = 1st| url = http://www.visibleink.com/title.php?id=41| isbn =0-8103-2295-1}}</ref> Agents of SAVE are called envoys.<ref name="RPGnet"/>
==References==
{{reflist}}
==External links==
* [http://www.chillrpg.com/ Official ''Chill'' home page] by OtherWorld Creations
* {{dmoz|Games/Roleplaying/Genres/Horror/Chill|Chill}}
[[Category:Horror role-playing games]]
[[Category:Mayfair Games games]]
[[de:Chill (Rollenspiel)]]
[[fr:Chill (jeu de rôle)]]
[[sv:Chock (rollspel)]]
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Chowka bhara
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{{Wikify|date=January 2009}}
'''Chowka bhara''' is a two- or four-player [[abstract strategy]] [[board game]] from [[India]].
==Set up==
Chowka bhara normally has a 5x5 square and 4 players but one can also increase the number of squares depending on the number of players to any odd number X odd number (say 11x11). The 5x5 version looks as shown in the image - there will be 4 players each having 4 pawns. They will start from the 4 crossed squares at the outermost ring and each will play in turn using ''kavade'' which has 2 options, 0 or 1. There will be 4 ''kavade'' and if all 4 will result in 0, it is equal to 8. Depending on the number a player gets, he will move one pawn that number of squares, in an anti-clockwise direction in the outermost ring, then clock-wise in the next ring and again anti-clock wise in the inner circle (if it is there). The inner ring will have an entry from the second square from the extreme left of a player's crossed square i.e ''home''. He must complete one circle before he may move into the next ring.
==Winning==
A player wins if he moves all of his pawns to the center square.
==Rules==
If a player gets 4 or 8, he can throw ''kavade'' again and all numbers he gets can be used to move. One value got after throwing ''kavade'', can be used to move one pawn. In a single turn, if a player has multiple values, he can move multiple pawns.
A player must get a ''kadi'' i.e he should kill any one pawn of another player before he can move his first pawn into second round. Thereafter he doesn't need ''kadi''. But, if all the 4 pawns of a player come back to home, being killed by other players, he must get ''kadi'' once again.
No two pawns of different players can stay in one ''katte'' i.e square. A pawn is safe if it in one of the crossed squares. If the game is being played in 7x7 or more, you can optionally have more crossed (safe) squares at regular intervals not less than 3 squares apart.
Two pawns of a player can stay together only in the inner circles. Once the two pawns are together, he can optionally make them ''juga'' i.e a pair, only after getting 2 in a turn. They should be moved together for even values only and 1 square for every 2. Competitor pawns can not move beyond this ''jodi'' unless they sit on the square at least for one turn. If the player with ''juga'' doesn't get an even value, the competitor player can move the pawn in his turn. A "juga" can not kill a pawn by moving into any square occupied by competitor pawn - the pawn will be killed only if it remains there and in next turn the player with ''juga'' will move having got even number in his turn.
[[Image:Chowka bhara.svg]]
==External links==
[[Category:Abstract strategy games]]
[[Category:Traditional board games]]
[[Category:Roll-and-move board games]]
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{{Wikify|date=January 2009}}
'''Chowka bhara''' is a two- or four-player [[abstract strategy]] [[board game]] from [[India]].
==Set up==
Chowka bhara normally has a 5x5 square and 4 players but one can also increase the number of squares depending on the number of players to any odd number X odd number (say 11x11). The 5x5 version looks as shown in the image - there will be 4 players each having 4 pawns. They will start from the 4 crossed squares at the outermost ring and each will play in turn using ''kavade'' which has 2 options, 0 or 1. There will be 4 ''kavade'' and if all 4 will result in 0, it is equal to 8. Depending on the number a player gets, he will move one pawn that number of squares, in an anti-clockwise direction in the outermost ring, then clock-wise in the next ring and again anti-clock wise in the inner circle (if it is there). The inner ring will have an entry from the second square from the extreme left of a player's crossed square i.e ''home''. He must complete one circle before he may move into the next ring.
==Winning==
A player wins if he moves all of his pawns to the center square.
==Rules==
If a player gets 4 or 8, he can throw ''kavade'' again and all numbers he gets can be used to move. One value got after throwing ''kavade'', can be used to move one pawn. In a single turn, if a player has multiple values, he can move multiple pawns.
A player must get a ''kadi'' i.e he should kill any one pawn of another player before he can move his first pawn into second round. Thereafter he doesn't need ''kadi''. But, if all the 4 pawns of a player come back to home, being killed by other players, he must get ''kadi'' once again.
No two pawns of different players can stay in one ''katte'' i.e square. A pawn is safe if it in one of the crossed squares. If the game is being played in 7x7 or more, you can optionally have more crossed (safe) squares at regular intervals not less than 3 squares apart.
Two pawns of a player can stay together only in the inner circles. Once the two pawns are together, he can optionally make them ''juga'' i.e a pair, only after getting 2 in a turn. They should be moved together for even values only and 1 square for every 2. Competitor pawns can not move beyond this ''jodi'' unless they sit on the square at least for one turn. If the player with ''juga'' doesn't get an even value, the competitor player can move the pawn in his turn. A "juga" can not kill a pawn by moving into any square occupied by competitor pawn - the pawn will be killed only if it remains there and in next turn the player with ''juga'' will move having got even number in his turn.
[[Image:Chowka bhara.svg]]
==External links==
[[Category:Abstract strategy games]]
[[Category:Traditional board games]]
[[Category:Roll-and-move board games]]
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Chrononauts
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/* Expansions and spinoffs */ update Gore Years
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{{Infobox_Game|
subject_name=Chrononauts |
image_link= |
image_caption=''Chrononauts'' is a tabletop card game that investigates cause and effect in historical events.|
players= 1-6 |
ages=11 and up |
setup_time= 5 minutes |
playing_time= 20-45 minutes |
complexity=Medium |
strategy=Medium |
random_chance=Moderate |
skills= [[Strategy]], [[Collecting]] |
footnotes = |
bggid=815
}}
'''''Chrononauts''''' is a [[card game]] that simulates popular fictional ideas about how [[time travel]]lers might alter history, drawing on sources like ''[[Back to the Future]]'' and the short stories collection ''Travels Through Time''. The game was designed by [[Andrew Looney]] in [[2000]] and is published by [[Looney Labs]]. In [[2001]], ''Chrononauts'' won the [[Origins Award]] for ''Best Traditional Card Game of 2000''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/2000/list-of-winners| title=Origins Award Winners (2000)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-17}}</ref>
== Game play ==
Chrononauts is played with a specially designed set of 136 cards. There are 32 "Timeline" cards that form the game board (with four "tiers" of eight cards), 24 cards ("IDs" and "Missions") describing goals for the players, and 80 cards ("Artifacts," "Actions," "Inverters," "Patches," and "Timewarps") that make up the deck from which players draw.
The 32 timeline cards represent significant events in (real) [[history]] of two types: Linchpins and Ripple Points. Players use Inverters to directly change the Linchpin events, changing to the alternative event on the reverse side of the timeline card. Changing a Linchpin also turns over one or more Ripple Point cards, exposing [[paradox]]es. If a player uses a Patch to resolve the paradox, the player receives an extra card for his hand.
For example, turning the [[1865]] "[[Abraham Lincoln|Lincoln]] Assassinated" card to "Lincoln Wounded" causes the [[1868]] "[[Andrew Johnson]] Impeached" card to turn, leaving a paradox in place for that year (1868). This paradox can then be repaired by playing a Patch on top of the paradox that describes Lincoln's impeachment in 1868. (The game designers' historical reasoning behind this sequence of events, and many others used in the game, may be found [http://wunderland.com/LooneyLabs/Chrononauts/Mysteries.html here]; this particular example is #12 on the list.)
The game can be won in one of three ways:
#The timeline can be altered so that certain events happen as described on a player's ID card. This represents the idea that each player comes from a different [[alternate history (fiction)|alternate timeline]] and our "real" history is, for them, an alternate history. Most ID cards depict three key events; two that need to be "altered" to re-create the characters' reality, and a third which happens as it did in "real" history and must remain unaltered (or be restored if it is).
#Each player has a Mission card detailing three Artifacts that can be retrieved through time travel. If a player collects all three of these artifacts, that player wins.
#A player whose hand contains 10 or more cards at the end of their turn wins.
If there are ever 13 or more unpatched paradoxes on the timeline, then the universe is destroyed and all players lose (except ''Crazy Joe'' from the ''Lost Identities'' expansion).
== Expansions and spinoffs ==
In [[2001]], the company released ''Lost Identities'', a set of 13 new IDs and one new Mission (''The Most Toys'') for ''Chrononauts''. Most of these new IDs were created by fans of the game in a submission contest held on Looney Labs' website. Among the new IDs are:
*Crazy Joe: Wins if the universe is destroyed by too many (13 or more) unpatched paradoxes, as he owns a business located outside it.
*Tyberius: A nod to the time travel episodes in the original [[Star Trek]] series.
In [[2004]], Looney Labs released ''Early American Chrononauts'' (''EAC''), a prequel to ''Chrononauts''. Using the same game mechanics, ''EAC'' focuses on 32 more events, set from [[1770]] to [[1916]]. It also introduces "Gadgets," a new card type that can affect the play of the game by allowing an extra turn or blocking other players from stealing Artifacts. Gadgets were retro-added to the third printing of the original game via the addition of two cards originally released as promos (see below).
The ''Chrononauts'' and ''EAC'' timelines can be interconnected to create a third game, ''ÜberChrononauts'', which requires players to satisfy all THREE winning conditions (though NOT simultaneously) to win the game. Looney Labs had discussed the possibility of offering another expansion pack of IDs that makes use of missions and events from both games to support ''ÜberChrononauts'' games, but has since backburnered the project in lieu of ''The Gore Years'' expansion described below (though one ID usable only for ''ÜberChrononauts''--''Spa Fon''--was included with ''EAC'').
Looney Labs has also released several promotional cards that can be added to ''Chrononauts'' and ''EAC'' games. Six of these are available singly from their site, although four of the six are now included in the regular printing of ''Chrononauts'':
* ''Really Fast Time Machine''
* ''Teeny Tiny Time Machine''
* ''Jade Statue of Tirade'' (the broccoli-like "mascot" of Looney Labs)
* ''German Cake'' (as in German [[Chocolate]] Cake)
The two others still available only for single purchase are:
* ''Mating Pair of [[Pterodactyl]]s''
* ''[[Carl Sagan]]'s Joint''
A seventh, titled ''[[Beatles]] Reunion Album'' was first included as a bonus card with the original version of ''[[Fluxx]] Blanxx''. It was made a regular card in the game's fourth printing in [[2009]].
An 11-card expansion pack was released on [[4 December]] [[2009]], encompassing the years 2000-2008 and is entitled ''The Gore Years''. This set includes 5 new Timeline cards, thus adding a fifth "tier" to the timeline for the original ''Chrononauts'' or a ninth "tier" for ''ÜberChrononauts''. It also includes 3 new Patches and 3 new Identities to add to the original or the ''Über'' game.<ref>http://www.boardgamegeek.com/boardgame/53708</ref><ref>[http://www.wunderland.com/LooneyLabs/Chrononauts/GoreYears.html]</ref>
==See also==
*[[Events on the Chrononauts timeline|Events on the ''Chrononauts'' timeline]]
==References==
{{reflist}}
==External links==
*[http://wunderland.com/LooneyLabs/Chrononauts/Default.html Official ''Chrononauts'' site] and [http://wunderland.com/LooneyLabs/EAC/Default.html ''EAC'' site]
*[http://www.wunderland.com/LooneyLabs/EAC/UberChrono.html ''ÜberChrononauts'' rules]
*[http://www.wunderland.com/LooneyLabs/PromoCards/Index.html#Chrononauts List of ''Chrononauts'' (and other Looney Labs games) promo cards]
*{{bgg|815|''Chrononauts''}}
*[http://zenith.homelinux.net/chrononauts/ Chrononauts PC] (Java implementation, originally at www.chrononautspc.com) <!-- The server is stable; its connection to the outside world is less so. Please don't remove the link just because it's unreachable on a single check. -->
[[Category:Dedicated deck card games]]
[[Category:Origins Award winners]]
[[Category:Time travel in fiction]]
[[Category:Andrew Looney games]]
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{{Infobox_Game|
subject_name=Chrononauts |
image_link= |
image_caption=''Chrononauts'' is a tabletop card game that investigates cause and effect in historical events.|
players= 1-6 |
ages=11 and up |
setup_time= 5 minutes |
playing_time= 20-45 minutes |
complexity=Medium |
strategy=Medium |
random_chance=Moderate |
skills= [[Strategy]], [[Collecting]] |
footnotes = |
bggid=815
}}
'''''Chrononauts''''' is a [[card game]] that simulates popular fictional ideas about how [[time travel]]lers might alter history, drawing on sources like ''[[Back to the Future]]'' and the short stories collection ''Travels Through Time''. The game was designed by [[Andrew Looney]] in [[2000]] and is published by [[Looney Labs]]. In [[2001]], ''Chrononauts'' won the [[Origins Award]] for ''Best Traditional Card Game of 2000''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/2000/list-of-winners| title=Origins Award Winners (2000)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-17}}</ref>
== Game play ==
Chrononauts is played with a specially designed set of 136 cards. There are 32 "Timeline" cards that form the game board (with four "tiers" of eight cards), 24 cards ("IDs" and "Missions") describing goals for the players, and 80 cards ("Artifacts," "Actions," "Inverters," "Patches," and "Timewarps") that make up the deck from which players draw.
The 32 timeline cards represent significant events in (real) [[history]] of two types: Linchpins and Ripple Points. Players use Inverters to directly change the Linchpin events, changing to the alternative event on the reverse side of the timeline card. Changing a Linchpin also turns over one or more Ripple Point cards, exposing [[paradox]]es. If a player uses a Patch to resolve the paradox, the player receives an extra card for his hand.
For example, turning the [[1865]] "[[Abraham Lincoln|Lincoln]] Assassinated" card to "Lincoln Wounded" causes the [[1868]] "[[Andrew Johnson]] Impeached" card to turn, leaving a paradox in place for that year (1868). This paradox can then be repaired by playing a Patch on top of the paradox that describes Lincoln's impeachment in 1868. (The game designers' historical reasoning behind this sequence of events, and many others used in the game, may be found [http://wunderland.com/LooneyLabs/Chrononauts/Mysteries.html here]; this particular example is #12 on the list.)
The game can be won in one of three ways:
#The timeline can be altered so that certain events happen as described on a player's ID card. This represents the idea that each player comes from a different [[alternate history (fiction)|alternate timeline]] and our "real" history is, for them, an alternate history. Most ID cards depict three key events; two that need to be "altered" to re-create the characters' reality, and a third which happens as it did in "real" history and must remain unaltered (or be restored if it is).
#Each player has a Mission card detailing three Artifacts that can be retrieved through time travel. If a player collects all three of these artifacts, that player wins.
#A player whose hand contains 10 or more cards at the end of their turn wins.
If there are ever 13 or more unpatched paradoxes on the timeline, then the universe is destroyed and all players lose (except ''Crazy Joe'' from the ''Lost Identities'' expansion).
== Expansions and spinoffs ==
In [[2001]], the company released ''Lost Identities'', a set of 13 new IDs and one new Mission (''The Most Toys'') for ''Chrononauts''. Most of these new IDs were created by fans of the game in a submission contest held on Looney Labs' website. Among the new IDs are:
*Crazy Joe: Wins if the universe is destroyed by too many (13 or more) unpatched paradoxes, as he owns a business located outside it.
*Tyberius: A nod to the time travel episodes in the original [[Star Trek]] series.
In [[2004]], Looney Labs released ''Early American Chrononauts'' (''EAC''), a prequel to ''Chrononauts''. Using the same game mechanics, ''EAC'' focuses on 32 more events, set from [[1770]] to [[1916]]. It also introduces "Gadgets," a new card type that can affect the play of the game by allowing an extra turn or blocking other players from stealing Artifacts. Gadgets were retro-added to the third printing of the original game via the addition of two cards originally released as promos (see below).
The ''Chrononauts'' and ''EAC'' timelines can be interconnected to create a third game, ''ÜberChrononauts'', which requires players to satisfy all THREE winning conditions (though NOT simultaneously) to win the game. Looney Labs had discussed the possibility of offering another expansion pack of IDs that makes use of missions and events from both games to support ''ÜberChrononauts'' games, but has since backburnered the project in lieu of ''The Gore Years'' expansion described below (though one ID usable only for ''ÜberChrononauts''--''Spa Fon''--was included with ''EAC'').
Looney Labs has also released several promotional cards that can be added to ''Chrononauts'' and ''EAC'' games. Six of these are available singly from their site, although four of the six are now included in the regular printing of ''Chrononauts'':
* ''Really Fast Time Machine''
* ''Teeny Tiny Time Machine''
* ''Jade Statue of Tirade'' (the broccoli-like "mascot" of Looney Labs)
* ''German Cake'' (as in German [[Chocolate]] Cake)
The two others still available only for single purchase are:
* ''Mating Pair of [[Pterodactyl]]s''
* ''[[Carl Sagan]]'s Joint''
A seventh, titled ''[[Beatles]] Reunion Album'' was first included as a bonus card with the original version of ''[[Fluxx]] Blanxx''. It was made a regular card in the game's fourth printing in [[2009]].
An 11-card expansion pack was released on [[4 December]] [[2009]], encompassing the years 2000-2008 and is entitled ''The Gore Years''. This set includes 5 new Timeline cards, thus adding a fifth "tier" to the timeline for the original ''Chrononauts'' or a ninth "tier" for ''ÜberChrononauts''. It also includes 3 new Patches and 3 new Identities to add to the original or the ''Über'' game.<ref>http://www.boardgamegeek.com/boardgame/53708</ref><ref>[http://www.wunderland.com/LooneyLabs/Chrononauts/GoreYears.html]</ref>
==See also==
*[[Events on the Chrononauts timeline|Events on the ''Chrononauts'' timeline]]
==References==
{{reflist}}
==External links==
*[http://wunderland.com/LooneyLabs/Chrononauts/Default.html Official ''Chrononauts'' site] and [http://wunderland.com/LooneyLabs/EAC/Default.html ''EAC'' site]
*[http://www.wunderland.com/LooneyLabs/EAC/UberChrono.html ''ÜberChrononauts'' rules]
*[http://www.wunderland.com/LooneyLabs/PromoCards/Index.html#Chrononauts List of ''Chrononauts'' (and other Looney Labs games) promo cards]
*{{bgg|815|''Chrononauts''}}
*[http://zenith.homelinux.net/chrononauts/ Chrononauts PC] (Java implementation, originally at www.chrononautspc.com) <!-- The server is stable; its connection to the outside world is less so. Please don't remove the link just because it's unreachable on a single check. -->
[[Category:Dedicated deck card games]]
[[Category:Origins Award winners]]
[[Category:Time travel in fiction]]
[[Category:Andrew Looney games]]
dnij6dtz1n8xik4tio71ya9qddsk421
Citadels (game)
0
2159
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2009-10-08T06:55:10Z
60.52.85.208
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text/x-wiki
{{Infobox_Game
|subject_name=Citadels |
|image_link=[[Image:Citadels box cover.jpg|150px|English language box design]]
|image_caption=
|designer=[[Bruno Faidutti]]
|players=2-8 (in later editions)
|ages=10 +
|setup_time= 10 minutes
|playing_time=45–60 minutes
|skills=[[Strategy|Strategic thought]], [[Bluff (poker)|Bluffing]], [[Diplomacy]]
|footnotes =
}}
'''''Citadels''''' is a [[German-style board game|German-style]] [[card game]], designed by [[Bruno Faidutti]] and originally published in French as ''Citadelles'' in 2000, and later in German as ''Ohne Furcht und Adel'', which means "Without Fear or Nobility."<ref name="HG">{{citation
| contribution=Citadels
| last=Jolly
| first=Tom
| author-link=Tom Jolly
| title=Hobby Games: The 100 Best
| editor-first=James
| editor-last=Lowder
| editor-link=James Lowder
| publisher=[[Green Ronin Publishing]]
| pages=58–61
| year =2007
| isbn=978-1-932442-96-0
}}</ref>
''Citadels'' was a finalist for the 2000 [[Spiel des Jahres]] award. The Dutch version, '''Machiavelli''', won the Dutch game prize (''Nederlandse spellenprijs'') in 2001.
==Gameplay==
Each player receives two "gold counters" and four "district cards". The eldest player receives the "king marker." Play now proceeds as follows:
The "character cards" are shuffled, and some are set aside (the number of cards, and whether they are face up or face down, depends on how many people are playing). The king chooses a character card, then passes the remaining cards to the next player, and so on until all players have chosen a character card (see below).
The player with the king marker now calls out the characters in the order of their rank numbers. When a character is called, the player who chose that character reveals their choice and makes the following plays (in any order):
*Either draw two gold counters from the supply, or draw two district cards, add one to their hand, and place one on the ''bottom'' of the deck. This is called taking an action.
*Build a district by placing one district card in front of them, paying its cost in gold counters, and add it to their city. Players cannot build two copies of the same district, unless they are the Wizard (see below), or have built the Quarry card from the ''Dark City'' Expansion.
*Perform any character-specific actions. Note that if the character called is the King or the Emperor, a different player may receive the king marker.
If no player has chosen the called character, the next character is called.
If a player adds an eighth district card to their city, the game ends at the end of the turn. The values of each player's districts is totalled, and the following bonuses are added:
*2 points for having 8 districts
*2 additional points (4 in total) for being the first to build 8 districts
*3 points for having a district of each color (purple, yellow, red, blue, green)
There are several cards that affect the end of the game. A player can build the Belltower district card to cause the game to end with 7 districts instead of 8. This affects the appropriate bonus points and the warlord/diplomat abilities.
===Characters===
The original set contained eight character cards:
#[[Assassin]]
#:Name a character to "assassinate". That character assassinated is then skipped when the King is calling out characters. Players who have built the Hospital may claim their gold or cards, but not use their character's ability.
#[[Thief]]
#:Names a character (but not the Assassin or the Witch, below) to "steal" from. When that character is called out, they give all their money to the thief. The Thief cannot steal from the Assassin, the Witch or the assassinated/bewitched (see below) character.
#[[Magician (fantasy)|Magician]]
#:May swap his entire hand of district cards with any ''player'', or place some or all of his cards on the bottom of the deck and draw the same number of cards from the top of the deck.
#[[Monarch|King]]
#:When the King is called out, the player receives the king marker and will call out the remaining characters. The King may also "tax" noble districts; that is, receive one gold for each district card in his city with a yellow blob in the bottom-left corner.
#[[Bishop]]
#:May "tax" religious districts; that is, receive one gold for each district card in his city with a blue blob in the bottom-left corner. As noted below, also is protected from the Warlord's destruction ability.
#[[Merchant]]
#:Receives one gold from the supply at the beginning of his turn. The Merchant may also "tax" trade districts; that is, receive one gold for each district card in his city with a green blob in the bottom-left corner.
#[[Architect]]
#:After taking his action, The Architect draws two cards. The Architect may also build an additional two districts during his turn.
#:The Architect's picture is in fact a [[Druid]] - in the original [[German language|German]], this was a pun on ''Baumeister'' (Architect) and ''Baum-meister'' (Druid).
#[[Warlord]]
#:May destroy one district card in any player's city (except the Bishop's) by paying one gold less than its original cost; the card is put on the bottom of the deck. The Warlord may also "tax" military districts; that is, receive one gold for each district card in his city with a red blob in the bottom-left corner. The warlord cannot destroy the districts of someone who has 8 districts (7 with the Belltower in play). There is a district (Armory) that allows any player to destroy a district of any cost without paying gold. This does not cost gold, and it can be used on a player with 8 districts. According to game designer Bruno Faidutti, the game still ends if the Armory destroys a player's 8th district. <ref>http://www.boardgamegeek.com/thread/98116</ref>
===Games with 2, 3, or 7 players===
With two or three players, each player takes '''two''' character cards, and receives two turns for each cycle through the game.
With seven players (in the basic set) or eight (in the [[#Expanded set|expanded set]]), one character card is initially set face-down so as to be unavailable to all but the last player (the one to the king's right). When the last player is given the one remaining character card, they pick up the face-down card and choose either it or the card they were just given.
== Expansions ==
===Expansion pack===
The [[English language]] edition is sold as an expanded set with some extra cards and markers. These cards add a ninth character to be used in games of five or more players:
;9. [[Queen (fiction)|Queen]]: Receives three gold if she is sat next to the player with the King counter
The set also adds an entire set of new characters, any of which can be swapped for their numerical counterpart:
#[[Witch]]
#:Names a character to bewitch after taking an action; the Witch's turn ends immediately. The Witch cannot build a district before naming a character to bewitch. When that character is called out, the player with that card takes an action, then skips the remainder of his or her turn, and the witch takes her turn ''as if she were the bewitched character''. In other words, the Witch can build districts and use that character's special abilities. If the character is not called, the witch does not get a turn.
#[[Tax Collector]]
#:Any player who builds one or more districts during their turn (even the Assassin or Witch) must give the Tax Collector one gold at the end of their turn, if they can.
#[[Wizard (character class)|Wizard]]
#:May look at another player's hand and choose one district card. They can either put that card into their hand or build it immediately; this does not count as their one building action for the turn. The Wizard may build two copies of the same district.
#[[Emperor]]
#:When the Emperor is called out, he must name any '''other''' player to receive the king marker. That player must give the emperor one district card or one gold counter, if they can. The Emperor may "tax" noble districts.
#[[Abbot]]
#:Receives one gold from the single player with the most gold. May "tax" religious districts.
#[[Alchemy|Alchemist]]
#:Gets back all the gold spent on districts during his turn, but cannot spend more gold than he possesses.
#[[Navigator]]
#:May take four gold or draw four district cards. The Navigator '''may not''' build any districts.
#[[Diplomat]]
#:May swap one district card in their city with one in any opponent's city (except the Bishop's). If the new city is more expensive, they must pay the difference to the opponent. May "tax" military districts.
#[[Artist]]
#:May "beautify" one district card in their city by placing one gold counter on it. It then costs one more gold to destroy, and adds one more point at the end of the game.
=== The Dark City ===
A standalone expansion, ''The Dark City'', was released for the game in 2004. The expansion adds 14 new purple district cards, some turn summary cards, and a wooden king token. The [[German language]] edition also included the new cards from the expanded set.
==Game interest==
{{Original research|date=September 2007}}
While the [[Medieval]] roles and city-building add to the game's appeal, its main strength is as a game of complex bluffs and double-bluffs. Players who choose early often take the Assassin and the Thief, and must then guess which of the remaining characters will be chosen by the players. Those players in turn must try to second-guess their decisions. All the while, they must build up enough gold to pay for their district cards in hand, and strike many balances; between taking gold and new district cards, between building many small districts or few large ones, and between building many districts of the same type (which makes taxing efficient but choice of character obvious) or of many different types (which adds a bonus at game end and makes character guessing harder, but which makes taxing inefficient).
The game also owes some popularity to the fact that few games support so many players.
==References==
<references/>
==External links==
*[http://www.faidutti.com/index.php?Module=mesjeux&id=328 ''Citadels''] on Faidutti's website
*{{bgg|478|''Citadels''|13291|''The Dark City'' expansion}}
*[http://www.rpg.net/reviews/archive/10/10836.phtml Game review] at RPG.net
*[http://www.scurogame.com/Home.php ''Scuro Azione''], a slight modification of the real game to play online.
*[http://ciudadelas.frenopatico.net/ ''Citadels of Achiles''], an unofficial version of the game to play online.
*[http://www.fiade.com/citadels/ mCiudadelas], a script for playing ''Citadels'' over [[IRC]] using [[mIRC]]
*[https://misha.alarex.net:8443/citadela ''Citadela Duel''],Java implementation of game for two players using opengl.
[[Category:Dedicated deck card games]]
[[Category:Bruno Faidutti games]]
[[Category:Fantasy Flight Games games]]
[[cs:Citadela (hra)]]
[[de:Ohne Furcht und Adel]]
[[es:Ciudadelas]]
[[fr:Citadelles]]
[[it:Citadels]]
[[nl:Machiavelli (kaartspel)]]
[[ja:操り人形 (カードゲーム)]]
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{{Infobox_Game
|subject_name=Citadels |
|image_link=[[Image:Citadels box cover.jpg|150px|English language box design]]
|image_caption=
|designer=[[Bruno Faidutti]]
|players=2-8 (in later editions)
|ages=10 +
|setup_time= 10 minutes
|playing_time=45–60 minutes
|skills=[[Strategy|Strategic thought]], [[Bluff (poker)|Bluffing]], [[Diplomacy]]
|footnotes =
}}
'''''Citadels''''' is a [[German-style board game|German-style]] [[card game]], designed by [[Bruno Faidutti]] and originally published in French as ''Citadelles'' in 2000, and later in German as ''Ohne Furcht und Adel'', which means "Without Fear or Nobility."<ref name="HG">{{citation
| contribution=Citadels
| last=Jolly
| first=Tom
| author-link=Tom Jolly
| title=Hobby Games: The 100 Best
| editor-first=James
| editor-last=Lowder
| editor-link=James Lowder
| publisher=[[Green Ronin Publishing]]
| pages=58–61
| year =2007
| isbn=978-1-932442-96-0
}}</ref>
''Citadels'' was a finalist for the 2000 [[Spiel des Jahres]] award. The Dutch version, '''Machiavelli''', won the Dutch game prize (''Nederlandse spellenprijs'') in 2001.
==Gameplay==
Each player receives two "gold counters" and four "district cards". The eldest player receives the "king marker." Play now proceeds as follows:
The "character cards" are shuffled, and some are set aside (the number of cards, and whether they are face up or face down, depends on how many people are playing). The king chooses a character card, then passes the remaining cards to the next player, and so on until all players have chosen a character card (see below).
The player with the king marker now calls out the characters in the order of their rank numbers. When a character is called, the player who chose that character reveals their choice and makes the following plays (in any order):
*Either draw two gold counters from the supply, or draw two district cards, add one to their hand, and place one on the ''bottom'' of the deck. This is called taking an action.
*Build a district by placing one district card in front of them, paying its cost in gold counters, and add it to their city. Players cannot build two copies of the same district, unless they are the Wizard (see below), or have built the Quarry card from the ''Dark City'' Expansion.
*Perform any character-specific actions. Note that if the character called is the King or the Emperor, a different player may receive the king marker.
If no player has chosen the called character, the next character is called.
If a player adds an eighth district card to their city, the game ends at the end of the turn. The values of each player's districts is totalled, and the following bonuses are added:
*2 points for having 8 districts
*2 additional points (4 in total) for being the first to build 8 districts
*3 points for having a district of each color (purple, yellow, red, blue, green)
There are several cards that affect the end of the game. A player can build the Belltower district card to cause the game to end with 7 districts instead of 8. This affects the appropriate bonus points and the warlord/diplomat abilities.
===Characters===
The original set contained eight character cards:
#[[Assassin]]
#:Name a character to "assassinate". That character assassinated is then skipped when the King is calling out characters. Players who have built the Hospital may claim their gold or cards, but not use their character's ability.
#[[Thief]]
#:Names a character (but not the Assassin or the Witch, below) to "steal" from. When that character is called out, they give all their money to the thief. The Thief cannot steal from the Assassin, the Witch or the assassinated/bewitched (see below) character.
#[[Magician (fantasy)|Magician]]
#:May swap his entire hand of district cards with any ''player'', or place some or all of his cards on the bottom of the deck and draw the same number of cards from the top of the deck.
#[[Monarch|King]]
#:When the King is called out, the player receives the king marker and will call out the remaining characters. The King may also "tax" noble districts; that is, receive one gold for each district card in his city with a yellow blob in the bottom-left corner.
#[[Bishop]]
#:May "tax" religious districts; that is, receive one gold for each district card in his city with a blue blob in the bottom-left corner. As noted below, also is protected from the Warlord's destruction ability.
#[[Merchant]]
#:Receives one gold from the supply at the beginning of his turn. The Merchant may also "tax" trade districts; that is, receive one gold for each district card in his city with a green blob in the bottom-left corner.
#[[Architect]]
#:After taking his action, The Architect draws two cards. The Architect may also build an additional two districts during his turn.
#:The Architect's picture is in fact a [[Druid]] - in the original [[German language|German]], this was a pun on ''Baumeister'' (Architect) and ''Baum-meister'' (Druid).
#[[Warlord]]
#:May destroy one district card in any player's city (except the Bishop's) by paying one gold less than its original cost; the card is put on the bottom of the deck. The Warlord may also "tax" military districts; that is, receive one gold for each district card in his city with a red blob in the bottom-left corner. The warlord cannot destroy the districts of someone who has 8 districts (7 with the Belltower in play). There is a district (Armory) that allows any player to destroy a district of any cost without paying gold. This does not cost gold, and it can be used on a player with 8 districts. According to game designer Bruno Faidutti, the game still ends if the Armory destroys a player's 8th district. <ref>http://www.boardgamegeek.com/thread/98116</ref>
===Games with 2, 3, or 7 players===
With two or three players, each player takes '''two''' character cards, and receives two turns for each cycle through the game.
With seven players (in the basic set) or eight (in the [[#Expanded set|expanded set]]), one character card is initially set face-down so as to be unavailable to all but the last player (the one to the king's right). When the last player is given the one remaining character card, they pick up the face-down card and choose either it or the card they were just given.
== Expansions ==
===Expansion pack===
The [[English language]] edition is sold as an expanded set with some extra cards and markers. These cards add a ninth character to be used in games of five or more players:
;9. [[Queen (fiction)|Queen]]: Receives three gold if she is sat next to the player with the King counter
The set also adds an entire set of new characters, any of which can be swapped for their numerical counterpart:
#[[Witch]]
#:Names a character to bewitch after taking an action; the Witch's turn ends immediately. The Witch cannot build a district before naming a character to bewitch. When that character is called out, the player with that card takes an action, then skips the remainder of his or her turn, and the witch takes her turn ''as if she were the bewitched character''. In other words, the Witch can build districts and use that character's special abilities. If the character is not called, the witch does not get a turn.
#[[Tax Collector]]
#:Any player who builds one or more districts during their turn (even the Assassin or Witch) must give the Tax Collector one gold at the end of their turn, if they can.
#[[Wizard (character class)|Wizard]]
#:May look at another player's hand and choose one district card. They can either put that card into their hand or build it immediately; this does not count as their one building action for the turn. The Wizard may build two copies of the same district.
#[[Emperor]]
#:When the Emperor is called out, he must name any '''other''' player to receive the king marker. That player must give the emperor one district card or one gold counter, if they can. The Emperor may "tax" noble districts.
#[[Abbot]]
#:Receives one gold from the single player with the most gold. May "tax" religious districts.
#[[Alchemy|Alchemist]]
#:Gets back all the gold spent on districts during his turn, but cannot spend more gold than he possesses.
#[[Navigator]]
#:May take four gold or draw four district cards. The Navigator '''may not''' build any districts.
#[[Diplomat]]
#:May swap one district card in their city with one in any opponent's city (except the Bishop's). If the new city is more expensive, they must pay the difference to the opponent. May "tax" military districts.
#[[Artist]]
#:May "beautify" one district card in their city by placing one gold counter on it. It then costs one more gold to destroy, and adds one more point at the end of the game.
=== The Dark City ===
A standalone expansion, ''The Dark City'', was released for the game in 2004. The expansion adds 14 new purple district cards, some turn summary cards, and a wooden king token. The [[German language]] edition also included the new cards from the expanded set.
==Game interest==
{{Original research|date=September 2007}}
While the [[Medieval]] roles and city-building add to the game's appeal, its main strength is as a game of complex bluffs and double-bluffs. Players who choose early often take the Assassin and the Thief, and must then guess which of the remaining characters will be chosen by the players. Those players in turn must try to second-guess their decisions. All the while, they must build up enough gold to pay for their district cards in hand, and strike many balances; between taking gold and new district cards, between building many small districts or few large ones, and between building many districts of the same type (which makes taxing efficient but choice of character obvious) or of many different types (which adds a bonus at game end and makes character guessing harder, but which makes taxing inefficient).
The game also owes some popularity to the fact that few games support so many players.
==References==
<references/>
==External links==
*[http://www.faidutti.com/index.php?Module=mesjeux&id=328 ''Citadels''] on Faidutti's website
*{{bgg|478|''Citadels''|13291|''The Dark City'' expansion}}
*[http://www.rpg.net/reviews/archive/10/10836.phtml Game review] at RPG.net
*[http://www.scurogame.com/Home.php ''Scuro Azione''], a slight modification of the real game to play online.
*[http://ciudadelas.frenopatico.net/ ''Citadels of Achiles''], an unofficial version of the game to play online.
*[http://www.fiade.com/citadels/ mCiudadelas], a script for playing ''Citadels'' over [[IRC]] using [[mIRC]]
*[https://misha.alarex.net:8443/citadela ''Citadela Duel''],Java implementation of game for two players using opengl.
[[Category:Dedicated deck card games]]
[[Category:Bruno Faidutti games]]
[[Category:Fantasy Flight Games games]]
[[cs:Citadela (hra)]]
[[de:Ohne Furcht und Adel]]
[[es:Ciudadelas]]
[[fr:Citadelles]]
[[it:Citadels]]
[[nl:Machiavelli (kaartspel)]]
[[ja:操り人形 (カードゲーム)]]
aqqpn9axkuv74yp3t9zev8svh23ro7z
Cleopatra and the Society of Architects
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2071
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2007-11-12T17:54:01Z
Mike Selinker
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'''''Cleopatra and the Society of Architects''''' is a [[board game]] by [[Bruno Cathala]] and [[Ludovic Maublanc]], published in [[2006 in games|2006]] by [[Days of Wonder]]. In the game, players attempt to become the richest [[architect]] that survives the building of [[Cleopatra]]'s palace.
== Gameplay ==
Players take turns collecting resources or building pieces of the temple, thereby earning [[Talent (weight)|talents]]. The game can be played by 3-5 players, and takes about an hour to play.
Certain actions, such as playing special character cards, will cause a player to gain corruption tokens. Corruption tokens can be removed by making offerings to the gods, whereby each player secretly chooses a quantity of talents to offer. The player who offers the most talents loses three corruption tokens, while the players who offer fewer talents receive varying amounts of corruption.
At the end of the game, the players with the most corruption tokens are fed to Cleopatra's crocodile. The surviving architect with the most talents wins the game.
==References==
*[http://www.cleopatragame.com/ ''Cleopatra and the Society of Architects'' website] at Days of Wonder
*{{bgg|22141|''Cleopatra and the Society of Architects''}}
*[http://www.rpg.net/reviews/archive/12/12205.phtml ''Cleopatra and the Society of Architects'' review] at [[RPGnet]]
[[Category:Economic simulation board games]]
[[Category:Historical board games]]
[[Category:Days of Wonder games]]
dq236zfy4qowi40e1g3yl68n55297di
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text/x-wiki
'''''Cleopatra and the Society of Architects''''' is a [[board game]] by [[Bruno Cathala]] and [[Ludovic Maublanc]], published in [[2006 in games|2006]] by [[Days of Wonder]]. In the game, players attempt to become the richest [[architect]] that survives the building of [[Cleopatra]]'s palace.
== Gameplay ==
Players take turns collecting resources or building pieces of the temple, thereby earning [[Talent (weight)|talents]]. The game can be played by 3-5 players, and takes about an hour to play.
Certain actions, such as playing special character cards, will cause a player to gain corruption tokens. Corruption tokens can be removed by making offerings to the gods, whereby each player secretly chooses a quantity of talents to offer. The player who offers the most talents loses three corruption tokens, while the players who offer fewer talents receive varying amounts of corruption.
At the end of the game, the players with the most corruption tokens are fed to Cleopatra's crocodile. The surviving architect with the most talents wins the game.
==References==
*[http://www.cleopatragame.com/ ''Cleopatra and the Society of Architects'' website] at Days of Wonder
*{{bgg|22141|''Cleopatra and the Society of Architects''}}
*[http://www.rpg.net/reviews/archive/12/12205.phtml ''Cleopatra and the Society of Architects'' review] at [[RPGnet]]
[[Category:Economic simulation board games]]
[[Category:Historical board games]]
[[Category:Days of Wonder games]]
dq236zfy4qowi40e1g3yl68n55297di
Clue Jr.: Case of the Missing Pet
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GlassCobra
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text/x-wiki
{{Unreferenced|date=March 2008}}
{{Infobox Game
| title = Clue Jr.: Case of the Missing Pet
| subtitle =
| image_link = [[Image:Clue Jr Missing Pet.jpg|250px]]
| image_caption =
| designer =
| illustrator =
| publisher = [[Parker Brothers]]
| players = 1 to 6
| ages = 6 and up
| setup_time = 5 minutes
| playing_time = 20 minutes
| random_chance = Low
| skills = Deduction<br>Dice Rolling
| footnotes =
| bggid = 10450
| bggxrefs =
}}
'''Clue Jr.: The Case of the Missing Pet''' is a [[board game]] released in the USA in 1989 by [[Parker Brothers]]. It was a variant of [[Cluedo|Clue]] aimed at a younger demographic.
__TOC__
== Overview ==
The object of the game is similar to the original; however, instead of a murderer, location, and weapon, players must figure out what pet was stolen, who took it, and where it's hidden. As such, the game is set in a downtown urban or suburban area rather than mansion.
The game had 24 different cases of pet kidnapping with the help of the "mystery wheel" playing board that was moved before the start of each new case and after the last case had been solved. The game also came with a red magnifying glass that was needed to read the clues on the wheel. The board has seven "trap doors" that hold one aspect of the pet, location, or kidnapper. To figure out which suspect took the pet, players need to know eye color, hair color, and whether they smiled or not. To figure out which pet was stolen, players need to get the the pet store. And to figure out where the pet was hidden, players need to know the sign color of the store and whether the store had wood or rug flooring.
== Contents ==
*Instructions
*Game board with seven "trap doors" and mystery wheel board attached
*Six game pieces
*Red magnifying glass
*7 plastic trap door covers
*Detective notesheet pads
*One six-side dice
== Suspects ==
*[[List of Cluedo characters#Mrs. Peacock|Polly Peacock]] - brown eyes, dark hair, and doesn't smile
*[[List of Cluedo characters#Miss Scarlett/Miss Scarlet|Samantha Scarlet]] - brown eyes, dark hair, and smiles
*[[List of Cluedo characters#Mrs. White|Wendy White]] - blue eyes, light hair, and doesn't smile
*[[List of Cluedo characters#Colonel Mustard|Mortimer Mustard]] - brown eyes, light hair, and smiles
*[[List of Cluedo characters#Reverend Green/Mr. Green|Georgie Green]] - blue eyes, light hair, and smiles
*[[List of Cluedo characters#Professor Plum|Peter Plum]] - blue eyes, dark hair, and doesn't smile
== Pets ==
*[[Dog]]
*[[Cat]]
*[[Monkey]]
*[[Turtle]]
*[[Bird]]
*[[Goldfish]]
== Stores ==
*Sign store - wood flooring, yellow sign
*Wig store - rug flooring, green sign
*Rug store - wood flooring, red sign
*Bank - wood flooring, green sign
*Dentist - rug flooring, yellow sign
*Glasses - rug flooring, red sign
The Pet Shop was not a hiding location, but told a player what pet was stolen. The Police station was also not a hiding location; this is the location on the board a player must be to make an accusation; the solution is hidden under the "trap door" in the Police Station.
== Gameplay ==
At the beginning of play, three cards -- one Suspect, one Pet, and one Location card -- are chosen at random by the mystery wheel and put into the "trap door" under the Police Station. These cards represent the true facts of the case.
Players move around the board by rolling the die and following whatever was written on the space that they landed on. Like the rooms in the original, players move in and out of stores to figure out the three elements of the suspect, the two elements of the hiding place of the pet, and what pet was stolen. When all the elements were deduced, the player had to move to the Police Station to make an accusation, check the solution, and win or lose the game if right or wrong.
== External links ==
{{bgg title|10450|Clue Jr.: Case of the Missing Pet}}
[[Category:Cluedo]]
[[Category:Murder and mystery board games]]
[[Category:Roll-and-move board games]]
[[Category:Deduction board games]]
k6g1os3vquxjoho0t366ed6ufo42gcr
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{{Unreferenced|date=March 2008}}
{{Infobox Game
| title = Clue Jr.: Case of the Missing Pet
| subtitle =
| image_link = [[Image:Clue Jr Missing Pet.jpg|250px]]
| image_caption =
| designer =
| illustrator =
| publisher = [[Parker Brothers]]
| players = 1 to 6
| ages = 6 and up
| setup_time = 5 minutes
| playing_time = 20 minutes
| random_chance = Low
| skills = Deduction<br>Dice Rolling
| footnotes =
| bggid = 10450
| bggxrefs =
}}
'''Clue Jr.: The Case of the Missing Pet''' is a [[board game]] released in the USA in 1989 by [[Parker Brothers]]. It was a variant of [[Cluedo|Clue]] aimed at a younger demographic.
__TOC__
== Overview ==
The object of the game is similar to the original; however, instead of a murderer, location, and weapon, players must figure out what pet was stolen, who took it, and where it's hidden. As such, the game is set in a downtown urban or suburban area rather than mansion.
The game had 24 different cases of pet kidnapping with the help of the "mystery wheel" playing board that was moved before the start of each new case and after the last case had been solved. The game also came with a red magnifying glass that was needed to read the clues on the wheel. The board has seven "trap doors" that hold one aspect of the pet, location, or kidnapper. To figure out which suspect took the pet, players need to know eye color, hair color, and whether they smiled or not. To figure out which pet was stolen, players need to get the the pet store. And to figure out where the pet was hidden, players need to know the sign color of the store and whether the store had wood or rug flooring.
== Contents ==
*Instructions
*Game board with seven "trap doors" and mystery wheel board attached
*Six game pieces
*Red magnifying glass
*7 plastic trap door covers
*Detective notesheet pads
*One six-side dice
== Suspects ==
*[[List of Cluedo characters#Mrs. Peacock|Polly Peacock]] - brown eyes, dark hair, and doesn't smile
*[[List of Cluedo characters#Miss Scarlett/Miss Scarlet|Samantha Scarlet]] - brown eyes, dark hair, and smiles
*[[List of Cluedo characters#Mrs. White|Wendy White]] - blue eyes, light hair, and doesn't smile
*[[List of Cluedo characters#Colonel Mustard|Mortimer Mustard]] - brown eyes, light hair, and smiles
*[[List of Cluedo characters#Reverend Green/Mr. Green|Georgie Green]] - blue eyes, light hair, and smiles
*[[List of Cluedo characters#Professor Plum|Peter Plum]] - blue eyes, dark hair, and doesn't smile
== Pets ==
*[[Dog]]
*[[Cat]]
*[[Monkey]]
*[[Turtle]]
*[[Bird]]
*[[Goldfish]]
== Stores ==
*Sign store - wood flooring, yellow sign
*Wig store - rug flooring, green sign
*Rug store - wood flooring, red sign
*Bank - wood flooring, green sign
*Dentist - rug flooring, yellow sign
*Glasses - rug flooring, red sign
The Pet Shop was not a hiding location, but told a player what pet was stolen. The Police station was also not a hiding location; this is the location on the board a player must be to make an accusation; the solution is hidden under the "trap door" in the Police Station.
== Gameplay ==
At the beginning of play, three cards -- one Suspect, one Pet, and one Location card -- are chosen at random by the mystery wheel and put into the "trap door" under the Police Station. These cards represent the true facts of the case.
Players move around the board by rolling the die and following whatever was written on the space that they landed on. Like the rooms in the original, players move in and out of stores to figure out the three elements of the suspect, the two elements of the hiding place of the pet, and what pet was stolen. When all the elements were deduced, the player had to move to the Police Station to make an accusation, check the solution, and win or lose the game if right or wrong.
== External links ==
{{bgg title|10450|Clue Jr.: Case of the Missing Pet}}
[[Category:Cluedo]]
[[Category:Murder and mystery board games]]
[[Category:Roll-and-move board games]]
[[Category:Deduction board games]]
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{{Infobox Game
| title = Cluedo/Clue
| image_link = [[Image:Cluedo.png|200px]]
| designer =
| illustrator =
| publisher = [[Waddingtons]]<br>[[Parker Brothers]]
| players = 2 to 6<br>3 to 6<br>(editions vary)
| ages = 8 and up
| setup_time = 5 minutes
| playing_time = 15 to 45 minutes
| random_chance = Low ([[Dice|dice rolling]])
| skills = Deduction
| footnotes =
| bggid =
| bggxrefs =
}}
'''''Cluedo''''' ({{pron-en|ˈkluːdoʊ}}; '''''Clue''''' in [[North America]]) is a [[deduction board game]] originally published by [[Waddingtons]] in [[Leeds]], [[United Kingdom]] in 1949.<ref>http://www.tpexpress.co.uk/destinations/City/destinationInfo.asp?selCRS=LDS</ref> It was devised by Anthony E. Pratt, a solicitor's clerk and part-time clown from [[Birmingham]], [[England]]. It is now published by the [[United States]] [[game]] and [[toy]] company [[Hasbro]], which acquired its U.S. publisher [[Parker Brothers]] as well as [[Waddingtons]].
The object of the basic game is for players to strategically move around the game board, in the guise of one of the game's characters, collecting clues from which to deduce which suspect murdered the game's perpetual victim: [[Cluedo characters#Dr. Black/Mr. Boddy|Dr. Black]] (''Mr. Boddy'' in North American versions), and with which weapon and in what room.
More games, books, and a film have been released as part of the ''Cluedo'' franchise. The board games form an overall story whose complete chronology can be found at [[Cluedo chronology|''Cluedo'' chronology]].
In 2008, ''[[Cluedo Reinvention]]'' was created (with changes to board, gameplay and characters) as a modern spin-off.
==History==
In 1944 Anthony E. Pratt filed for a patent of his invention of a murder/mystery-themed game, originally named "Murder!" Shortly thereafter, Pratt and his wife presented the game to Waddington's executive Norman Watson, who immediately purchased the game and provided its trademark name of "Cluedo." Though the patent was granted in 1947, due to war shortages the game was not officially launched until 1949, at which time the game was simultaneously licensed to Parker Bros. in the United States for publication, where it was re-named "Clue." However, there were several differences from the original game concept and that initially published in 1949 (which also remains the most enduring version of the game). In particular, Pratt's original design calls for [[Cluedo characters#Characters in the English versions of the game|ten characters]], one of whom was to be designated the victim by random drawing prior to the start of the game. The game allowed for play of up to eight remaining characters, providing for nine suspects in total. Originally there were eleven rooms, including the eliminated "[[Trophy hunting|gun room]]" and cellar. In addition there were nine weapons including the unused [[axe]], [[bomb]], [[syringe]], [[poison]], [[Shillelagh (club)|shillelagh]] (walking stick/[[cudgel]]), and [[fireplace poker]]. Some of these unused weapons and characters would appear in later spinoff versions of the game. Some aspects of the gameplay were also different. Notably, the remaining playing cards were distributed into the rooms to be retrieved, rather than dealt directly to the players. Players also had to land on another player in order to make suggestions about that player's character through the use of special counter-tokens, and once exhausted, a player could no longer make suggestions. There were other minor differences, all of which would be updated by the game's initial release and remain essentially unchanged in the standard classic editions of the game.<ref>[http://www.independent.co.uk/arts-entertainment/mr-pratt-in-the-old-peoples-home-with-an-empty-pocket-1184258.html The Independent, Mr Pratt, in the old people's home, with an empty pocket, 11/12/1998] retrieved 10/11/2009</ref><ref>[http://www.ideafinder.com/history/inventions/clue.htm Fascinating facts about the invention of Clue Board Game by Anthony E. Pratt in 1944]</ref><ref>[http://www.hasbro.com/clue/default.cfm?page=History&src=endeca Hasbro, THE HISTORY OF CLUE]</ref><ref>[http://v3.espacenet.com/publicationDetails/biblio?CC=GB&NR=586817&KC=&FT=E European Patent Office, GB586817 (A), 1947-04-01, retrieved 10-10-09]</ref><ref>[http://www.guardian.co.uk/lifeandstyle/2008/dec/20/cluedo-new-rebrand-family Jack Mustard, in the spa, with a baseball bat] by Kate Summerscale, The Guardian, Saturday 20 December 2008, retrieved 10/20/2009</ref>
== Equipment ==
The game's current equipment consists of a board which shows the rooms of an [[English country house]] called ''Tudor Mansion'' (previously ''Tudor Close'' and ''Tudor Hall''), and the corridors and passages linking them, several coloured playing pieces (character pawns), some props representing murder weapons (dagger, rope, etc), one or two six-sided dice/die, three sets of cards describing the 9 rooms (scene of crime), the 6 suspects and 6 weapons (corresponding to the playing pieces), along with a ''Solution Cards'' envelope to contain one card of each, and a ''Detective's Notes'' pad (often with 6 pencils) for keeping detailed notes during the game.
=== Suspects ===
{{main|Cluedo characters}}
Depending on edition, the playing pieces are typically made of coloured plastic, shaped like chess [[Pawn (chess)|pawns]], or character [[figurine]]s. Occasionally they are made from wood or [[pewter]].
* [[Cluedo characters#Miss Scarlett|Miss Scarlett]] (spelled ''Miss Scarlet'' in North American versions – a red piece)
* [[Cluedo characters#Colonel Mustard|Colonel Mustard]] (a yellow piece)
* [[Cluedo characters#Mrs. White|Mrs. White]] (a white piece)
* [[Cluedo characters#Rev./Mr. Green|Reverend Green]] (named ''Mr. Green'' in pre-2002 North American versions – a green piece)
* [[Cluedo characters#Mrs. Peacock|Mrs. Peacock]] (a blue piece)
* [[Cluedo characters#Professor Plum|Professor Plum]] (a purple piece)
=== Weapons ===
[[File:Cluedo arms.png|thumb|right|240px|The current standard set of North American & UK miniature weapons tokens]]
The playing tokens are typically made out of unfinished pewter, with the exception of the Rope, which may also come in plastic or string depending on edition. Special editions have included gold plated, brass finished and [[Sterling silver]] versions, which have appeared in a variety of designs.
* [[Dagger]] (A [[Knife]] in North American editions, each represented by a respective depiction)
* [[Candlestick]]
* [[Revolver]] (originally depicted as a [[Semi-automatic pistol|semi-automatic pistol]], current editions typically represent an actual [[Pepper-box|Pepper-box revolver]])
* [[Rope]]
* [[Water pipe|Lead Pipe]] (called ''Lead Piping'' in earlier UK editions, the early tokens were made out of actual [[lead]])
* [[wrench|Spanner]] (called ''Wrench'' in North American editions, and depicted as a [[Monkey wrench]], it may also be shown as an [[Wrench#Common wrenches / spanners|Open-end wrench]] in some traditional UK versions)
===Rooms===
There are nine rooms in the mansion where the murder can take place, laid out in a circular fashion on the game board, separated by pathways overlaid by playing spaces. Each of the four corner rooms contains a [[secret passage]] that leads to the room on the opposite diagonal corner of the map. The center room (typically called the Cellar, or Stairs) is inaccessible to the players, but contains the solution envelope.
{| style="border-collapse:collapse; border:1px solid black; text-align:center;"
|-
| width="90px" height="30px" style="text-align:left;" | †
| width="90px" height="90px" style="border:1px solid black;" rowspan="3" | [[Ballroom]]
| width="90px" height="30px" style="text-align:right;" | ‡
|-
| height="30px" | [[Kitchen]]
| height="30px" | [[Sunroom|Conservatory]]
|-
| height="30px" |
| height="30px" |
|-
| height="90px" rowspan="2" style="border:1px solid black;" | [[Dining room|Dining Room]]
| height="90px" rowspan="2" style="border:1px solid black;" |"[[Basement|Cellar]]"<br/><i>with</i><br/>envelope
| height="45px" style="border:1px solid black;" | [[Billiard room|Billiard Room]]
|-
| height="45px" style="border:1px solid black;" | [[Private library|Library]]
|-
| height="30px" |
| height="90px" style="border:1px solid black;" rowspan="3" | [[Hall]]
| height="30px" |
|-
| height="30px" | [[Living room|Lounge]]
| height="30px" | [[Study (room)|Study]]
|-
| height="30px" style="text-align:left;" | ‡
| height="30px" style="text-align:right;" | †
|}
† ‡ <i>denotes secret passages to opposite corner</i>
==Rules==
At the beginning of play, three cards — one suspect, one weapon, and one room card — are chosen at random and put into a special envelope, so that no one can see them. These cards represent the facts of the case. The remainder of the cards are distributed among the players.
The aim is to deduce the details of the murder; that is, the cards in the envelope. There are six different [[Cluedo characters|characters]], six possible murder weapons and nine different rooms, leaving the players with 324 distinct possibilities. In the course of determining the details of the murder, players announce suggestions to the other players, for example, "''I suggest it was Mrs. White, in the Library, with the rope.''" All elements contained in the suggestion are moved into the room in the suggestion.
The other players must then disprove the suggestion, if they can. This is done in clockwise order around the board. A suggestion is disproved by showing a card containing one of the suggestion components (for example, the rope) to the player making the suggestion, as this proves that the card cannot be in the envelope. Showing the card to the suggesting player is done in secret so the other players may not see which card is being used to disprove the suggestion. Once a suggestion has been disproved, the player's turn ends and moves on to the next player.
The player's suggestion only gets disproved once. So, though several players may hold cards disproving the suggestion, only the first one will show the suggesting player his or her card. A player may only make a suggestion when his or her piece is in a room and the suggestion can only be for that room.
Once a player has sufficiently narrowed the solution, that player can make an accusation. According to the rules, "When you think you have worked out which three cards are in the envelope, you may, on your turn, make an Accusation and name any three elements you want." You may name any room (unlike a Suggestion, where your character pawn must be in the room you suggest).<ref>[http://www.hasbro.com/common/instruct/Clue_(2002).pdf ''Cluedo/Clue'' rules]</ref>
The accusing player checks the validity of the accusation by checking the cards, keeping them concealed from other players. If he has made an incorrect accusation, he plays no further part in the game except to reveal cards secretly to one of the remaining players when required to do so in order to disprove suggestions. Also, according to the rules, "If, after making a false Accusation, your character pawn is blocking a door, [you must] move it into that room so that other players may enter." Since a character pawn can only block a door by being outside of a room, this clearly demonstrates that the character pawn need not be in any room to make an Accusation. If the player made a correct accusation, the solution cards are shown to the other players and the game ends.
It is possible for a player to be using the piece representing the murderer. This doesn't affect the game play; the object of the game is still to be the first to make the correct accusation. If the game is played with two people, the process of elimination diffuses the same information to both players. Such a game tends to pass quickly. The Hasbro version of the game is not advertised as a two-player game.
== Spinoffs ==
Waddingtons, Parker Brothers and Hasbro have created many spin-off versions of the game. Spin-off games consist of alternative rule variations of the original game, which are not to be confused with themed "variants" which otherwise utilize the same rules and game configuration. In addition, commencing in 1985, the brand expanded to include feature films, television series, a musical, as well as numerous books.
==== Other games ====
In addition to revising the rules of gameplay, many of the games also introduced new characters, rooms and locations, weapons and/or alternative objectives.
* ''Clue VCR Mystery Game'' (1985)<ref>{{bgg title|3022|Clue VCR Mystery Game}}</ref> released as ''Cluedo: The Great Video Detective Game'' in the UK. It uses an hour-long VHS tape containing humorous scenes of the suspects interacting at Boddy Mansion shortly after Mr. Boddy's death instead of a board. Players uncover details of several murders per game by matching clues given on cards to the action on the video. Only five weapons (candlestick, knife, revolver, rope, and poison) and five rooms (Dining Room, Kitchen, Hall, Conservatory, and Library) are featured but there are a total of ten suspects (the original six plus M. Brunette, Madam Rose, Sgt. Gray, and Miss Peach).
* ''Super Cluedo Challenge'' (1986)<ref>{{bgg title|4427|Super Cluedo Challenge}}</ref> is an advanced version of the ''Cluedo'' rules, introducing three new characters (Captain Brown, Miss Peach and Mr. Slate-Grey) and three more weapons (the [[blunderbuss]], poison and axe). The rules are greatly expanded, with each card having coloured and numbered squares in each corner, which are uncovered by special card holders. These allowed 'clues' to be given by uncovering a small segment of the card, showing only a colour/number. Rather than the remaining cards being dealt out at the start of the game, they had to be 'discovered' by reaching one of the many blue counters scattered on the board.
* ''Clue VCR II: Murder in Disguise'' (1987)<ref>{{bgg title|5858|Clue VCR II: Murder in Disguise}}</ref> Sequel to ''Clue VCR Mystery Game''; more scenarios with the same 10 characters from the first VCR game. This rooms this time around are the Dining Room, Lounge, Hall, Billiard Room, and Hotel Room.
* [[Cluedo Master Detective]] (1988,<ref>{{bgg title|1561|Clue Master Detective}}</ref> released as ''Super Cluedo'' in [[France]], [[Germany]] and [[UK]]) is an expanded version of the original game. In addition to the original characters, weapons and rooms, the game adds four characters (Madam Rose, Sgt. Grey, M. Brunette and Miss Peach—the same four new characters from the VCR games), two weapons (poison and horseshoe), and seven rooms (courtyard, gazebo, drawing room, carriage house, trophy room, studio and fountain) to the mansion. This version was also made into a [[computer game]].
* ''[[Clue Jr.: Case of the Missing Pet]]'' (1989)<ref>{{bgg title|10450|Clue Jr. - The Case of the Missing Pet}}</ref> This game was a clue variant aimed for kids. The player played as one of the old six suspects, who are kids, and try to find out who took the missing pet and where they hid it.
* ''[[Clue: The Great Museum Caper]]'' (1991)<ref>{{bgg title|1484|Clue: The Great Museum Caper}}</ref> is rather different from the original. One player is a thief moving in a museum stealing paintings, while the other players cooperate to catch the thief. The thief keeps track of his position secretly on paper and is thus not seen by the detectives, until the thief is spotted by a detective or the museum's security system. Ideally, multiple rounds are played, with each player getting to be the thief once. The winner of the match is then the thief who stole the most paintings without getting caught.
* ''Cluedo Card Game'' (1992)<ref>{{bgg title|17700|Cludeo Card Game}}</ref> is a shedding-type [[card game]], where players attempt to match cards featuring the locations, weapons, and characters from the original game with a central pile of cards.
* ''Clue Little Detective'' (1992)<ref>{{bgg title|9693|Clue Little Detective}}</ref>
* ''Junior Cluedo'' (1993) <ref>[http://www.theartofmurder.com/table/cluedoboardgames/jrcluedo1993/jrcluedo1993.html ''Junior Cluedo''] from TheArtOfMurder.com </ref><ref>{{bgg title|27663|Junior Cluedo}}</ref> is the first Junior game for ''Cluedo''. Instead of finding the murder, the players need to find the ghost of their ancestors and remember where they are.
* ''Cluedo Super Sleuth'' (1995)<ref>{{bgg title|3034|Cluedo Super Sleuth}}</ref> is another advanced version of the ''Cluedo'' rules, though in a different manner. There is no set board to this game, instead the board is made up of twelve tiles which are laid out randomly as players enter new rooms, to create a 4x3 grid. The murder cards remain unchanged to the basic edition, but are not dealt to each player, instead there are 'clue' squares on the board marked by small plastic magnifying glasses, which players collect to get clues. In addition to the "clue" counters there are also item counters, which allow the player to pick a card from an item deck. These item cards allow such things as making more than one suggestion per turn, or moving an incidental character. There are three incidental characters in the game (Inspector Grey, Hogarth the Butler, and the Black Dog) who can serve as help or hindrance, and are controlled through the item and event cards. Event cards are drawn from a deck upon a certain roll of the die and can have varying impact on a game.
* ''Clue: Limited Gift Edition'' (1997)<ref>{{bgg title|19908|Clue: Limited Gift Edition}}</ref>, this edition came in a deluxe format with the option to play with an extra murder weapon, a [[Chalice (cup)|Poison Chalice]].
* ''Clue Jr.: The Case of the Hidden Toys'' (1998)<ref>{{bgg title|5591|Clue Jr.: The Case of the Hidden Toys}}</ref> is themed for children. Instead of solving a murder, the children search for clues for the whereabouts of some lost toys. The rules are significantly different from those for the regular board game. The characters, which look like the original game's suspects as children, are named Mortimer Mustard, Georgie Green, Peter Plum, Wendy White, Polly Peacock and Samantha Scarlet.
* ''Cluedo: 50th Anniversary'' (1999)<ref>{{bgg title|4928|Cluedo: 50th Anniversary}}</ref>, also released as ''Clue: 50th Anniversary'' this edition came in a deluxe format with an extra murder weapon, a bottle of poison.
* ''Cluedo: Passport to Murder'' (2000)<ref>{{bgg title|7712|Cluedo Passport to Murder}}</ref> was an update of ''Super Cluedo Challenge'' with the setting changed to an [[Orient Express]] style train in [[Istanbul]] station. There is very little change to the mechanics of the game (except you can only play the six original characters), with mainly cosmetic changes and updates to the characters.
* ''[[Cluedo Card Game]]'' (2002)<ref>{{bgg title|3269|Cluedo Card Game}}</ref> is a different card game from the previous game, this time the user has to deduct the Dr. Black's killer, their escape vehicle and their destination.
* ''[[Cluedo SFX]]'' (2003)<ref>{{bgg title|8069|Clue FX}}</ref> released as ''Clue FX'' in the US, (2004), and ''Super Cluedo Interactif'' in France, (2004) is another departure from the original rules. You play as one of four new characters (Lord Grey, Lady Lavender, Miss Peach and Prince Azure, adding a non-Caucasian character since the early Asian Miss Scarlet, none of whom are suspected in the crime. The murder is not of Dr. Black (Mr. Boddy) but of his attorney Miles Meadow-Brook. The usual suspects are in place, this time bolstered by two new people Mrs. Meadow-Brook and Rusty the Gardener. The game play is completely different though, with the introduction of the electronic section announcing moves and clues and no die rolling. Instead players move from location to location to track down each of the suspects to gain their clues, before finding Inspector Brown to make an accusation.
* ''Cluedo Junior: The Case of the Missing Cake'' (2003)<ref>{{bgg title|9852|Cluedo Junior: The Case of the Missing Cake}}</ref> is another children's variation where the players have to find out who ate a cake.
* ''[[Cluedo Mysteries]]'' (2005)<ref>{{bgg title|17517|Clue Mysteries}}</ref>, released in the US as ''Clue Mysteries'' (2006) This is another change of rules, and this time the game play is based heavily on another board game called "Mysteries of Old Peking".
* ''Cluedo DVD Game'' (2005)<ref>{{bgg title|23263|Cluedo DVD Game}}</ref> This edition of the game has different rules based around DVD interaction. Instead of a murder, Dr. Black has had an item stolen and, in addition to guessing the criminal, location (room) and stolen object, the time of day when the crime took place also has to be discovered. In each turn players guess three of these four unknowns; and from time to time Inspector Brown and the butler, Ashe, show up via the DVD with helpful information.
* ''[[Clue Suspects]]'' (2007) A single-player logic puzzle version of the game. Players are given a set of clues and must deduce the location of the murder and the murderer.
* ''[[Cluedo: Discover the Secrets]]'' (2008) This is the most recent edition of the game, and has been created to replace standard Cluedo. The game features new, up-to-date weapons, rooms, and suspects as well as changes to the rules of gameplay (see below).
=== Video games ===
Various versions of the game were developed for [[Commodore 64]], [[IBM compatible|PC]], [[Game Boy Advance]], [[Nintendo DS]], [[Clue (1992 video game)|Super Nintendo Entertainment System]], [[CD-i]], [[Sega Genesis]], [[Personal computer|PC]], [[Apple Macintosh|Mac]], and [[Apple iPhone]] / [[iPod Touch]]. ''[[Clue (computer game)|Clue: Murder at Boddy Mansion]]'', was released in [[1998 in video gaming|1998]] for [[Microsoft Windows]]. In [[1999 in video gaming|1999]] ''Cluedo/Clue Chronicles: Fatal Illusion'' was released, which was not based directly upon the board game, but instead uses the familiar characters in a new mystery.
An [[arcade game|arcade]] version of the game was released on an [[itbox]] terminal which involves answering questions with a chance to win money. It is available in many pubs throughout the [[United Kingdom|UK]].
In 1994–1996, there were 6 mysteries: "The Hooded Madonna," "Happy Ever After", "Deadly Patent", "Blackmail", "The Road to Damascus", and "Not in my Backyard", with actors.
A Cluedo mini-game was recently added to the online MMORPG [[AdventureQuest Worlds]]. The setting takes place in a hotel and the crime is someone animating the furniture in the hotel.
In May 2009 [[Electronic Arts]] released a version of Clue for the [[Apple iPhone]] and [[iPod Touch]] on the Apple iTunes Music Store.
===Film===
{{main|Clue (film)}}
A [[comedy|comedic]] [[film]] ''[[Clue (film)|Clue]],'' based on the American version of the game, was released in 1985. In this version, the person murdered was Mr. Boddy. The film, which featured different endings released to different theatres, failed at the box office, but has subsequently attracted a [[cult film|cult following]]. All three endings released to theatres are available on the VHS and DVD versions of the film, to watch one after the other (VHS), or to select playing one or all three endings (DVD).
In 2008, [[Universal Studios|Universal Pictures]] reported that Hasbro, the makers of ''Cluedo'', had licensed several of its board games to the film company for feature film adaptations; among these was ''Clue''. <ref>[http://www.cinemablend.com/new/Another-Clue-Movie-7903.html]</ref> [[Gore Verbinski]] was announced as director.
=== Television ===
{{main|Cluedo (UK game show)}}
{{main|Cluedo (Australian game show)}}
There have been several television game shows based upon this game. There have been, to date, four seasons of the British version of ''Cluedo'' (and a [[Christmas]] version that in fact shows some similarity to the North American movie), and there have been other versions in [[Germany]], [[France]], [[Australia]], [[Portugal]] and [[Scandinavia]]. The format for each puts two teams (each usually containing one [[celebrity]] and one person with law enforcement/research experience) against six in-character actors as the famed colour-coded suspects. There is a new murder victim every episode, who usually has it coming to them for one reason or another.
On American television, the ''Clue'' title and theme were used in the 1986 documentary ''Clue: Movies, Murders and Mystery,'' which took a look at mystery-related pieces of media, including ''[[Murder on the Orient Express]],'' ''[[Murder, She Wrote]],'' ''[[Sherlock Holmes]]'' and other television series and movies, as well as a look at the board game itself, among other things. The one-hour special was hosted by [[Martin Mull]], who had starred in the feature film adaptation the previous year; clips from the movie are seen intertwined with the footage.
===Musical===
{{main|Clue (musical)}}
A [[comedy|comedic]] [[Musical theatre|musical]] of ''[[Clue (musical)|Clue]],'' based on the American version of the game, ran [[Off Broadway]] in 1997, closing in 1999. At the start of each performance, three audience members each select one card from over-sized versions of the traditional game decks and place them in an envelope. The chosen cards determine the ending of the show, with 216 possible conclusions.
===Play===
Penned by Robert Duncan with the cooperation of Waddingtons, the first official theatrical adaptation of Cluedo was presented by the amateur theatre group: The Thame Players in Oxfordshire in July of 1985. The play was subsequently picked up by Hiss & Boo productions and began a successful tour of the UK. A second tour was undertaken in 1990. Like the musical, the play involved the audience's random selection of three solution cards which were revealed towards the end of the play, whereupon the actors would then conclude the play by performing one of the 216 endings possible. Presently the play is not available for performance due to a restriction by Hasbro.<ref>[http://www.hissboo.co.uk/current.html Current Shows from Hiss & Boo] Official licensor of Cluedo (the play), retrieved 10/20/09</ref>
=== Books ===
{{main|Clue (book series)}}
A series of 18 humorous [[children's books]] were published in the [[United States]] by [[Scholastic Press]] between 1992 and 1997 based on the ''Clue'' concept and created by A.E. Parker (possibly of [[Parker Brothers]]). The books featured the US ''Clue'' characters in short, comedic [[vignette (literature)|vignette]]s and asked the reader to follow along and solve a crime at the end of each. The crime would usually be the murder of another guest besides Mr. Boddy, a robbery of some sort, or a simple contest, in which case they must figure out who won. The tenth and final vignette would always be the murder of Mr. Boddy. Somehow, Mr. Boddy would always manage to cheat death, such as fainting before the shot was fired or being shot with trick bullets. However, at the end of the 18th book, Mrs. Peacock kills Mr. Boddy out of starvation and Mr. Boddy ''stays'' dead. A similar series of books featuring the ''Clue Jr.'' characters was also published. The first book, unlike the others, features thirteen mysteries, not ten, and is titled simply enough ''Who Killed Mr Boddy?''. The name of the book is usually the name of the tenth mystery in which Boddy is killed.
The books notably depart from the film. Mr Boddy is a trillionaire, and the guests are his friends. But since Boddy has his will made out to his friends, they each try to kill him at one point with the intent on cashing in on his will. The guests are all given some sort of defining characteristic for comic effect, as well as to help the reader discern the culprit. Colonel Mustard constantly challenges other guests to duels, Professor Plum often forgets things, even what he is doing or his own name, and Mr. Green is notoriously greedy. Mrs. Peacock is highly proper and will not stand for lack of manners, the maid Mrs. White hates her employer and all the guests, and Miss Scarlet is beautiful and seductive. The traits all help the reader identify the guests. For example, if a mystery thief suddenly forgets what he is doing, and another guest scolds him for his bad manners, the reader can safely assume the two guests are Plum and Peacock. Mr. Boddy himself is ludicrously naive, to the point where he accepts any attempt to kill him as an accident or a misunderstanding (such as a dropped wrench flying all the way across the Mansion and hitting him in the head), and invites the guests back to the mansion. This explains why he never seeks any legal action against his "friends," and invited them back despite repeated attempts to kill him. However, after a few books, he wises up enough to be suspicious of them, but continues to invite them over against better judgment.
The ''Clue Jr.'' series originally had all six characters, but suddenly, some of the characters were taken out, leaving only four. The mysteries usually only included cases similar to the theft of a toy, but sometimes the cases were more serious. They are usually solved when the culprit traps himself in his own lies.
==Variants==
The following games are licensed thematic variations of the original Cluedo game, which follow the basic rules and configuration of the original edition.
* ''[[Alfred Hitchcock Edition Clue]]''<ref>{{bgg title|9511|Alfred Hitchcock Edition Clue}}</ref> (1999) is set on the sound stage where a number of [[Alfred Hitchcock|Hitchcock]]’s films are being shot, otherwise plays like regular ''Clue.''
* ''[[The Simpsons Clue]]''<ref>{{bgg title|2882|The Simpsons Clue}}</ref> (2000) is themed after the [[TV series]], ''[[The Simpsons]]'', with the players trying to find out who killed [[Mr. Burns]]. It features [[Homer Simpson|Homer]] as Prof. Plum, [[Bart Simpson|Bart]] as Col. Mustard, [[Fat Tony]] as Mr. Green, [[Lisa Simpson|Lisa]] as Mrs. Peacock, [[Edna Krabappel]] as Miss Scarlet, and [[Marge Simpson|Marge]] as Mrs. White. The weapons are a plutonium rod, necklace, saxophone, poisoned doughnut, slingshot and the extend-o-glove. In the United States and Canada, the game had [[Homer Simpson|Homer]] as Mr. Green, [[Bart Simpson|Bart]] as Prof. Plum, [[Lisa Simpson|Lisa]] as Miss Scarlet, [[Marge Simpson|Marge]] as Mrs. Peacock, [[Krusty the Clown|Krusty]] as Col. Mustard, and [[Waylon Smithers|Mr. Smithers]] as Mrs. White. Early promotional material had [[Maggie Simpson|Maggie]] as Mrs. White.
* ''[[Clue Dungeons & Dragons]]''<ref>{{bgg title|1663|Clue Dungeons & Dragons}}</ref> (2001) was produced by Hasbro shortly after their purchase of [[Wizards of the Coast]], owners of the ''[[Dungeons & Dragons]]'' license. The characters are ''D&D'' character types (such as Monk, Rogue, Wizard, etc.). The rooms depicted on the board are fantasy-themed (Dungeon, Dragon's Lair, Lost Crypt, etc.), and the weapons also draw inspiration from the popular [[role-playing game]] (Mace of Disruption, Flaming Axe, etc.). Game play is identical to standard ''Clue'' unless you use the optional Wandering Monsters deck. Using this deck, players must battle monsters when landing on special spaces on the board. The players must battle monsters via dice rolls and are rewarded with magic items that confer special powers.
* ''Clue - The Haunted Mansion''<ref>{{bgg title|5467|Clue - The Haunted Mansion}}</ref> (2002) The Disney Theme Park Edition features the [[Haunted Mansion]] attraction from the [[Disneyland (disambiguation)|Disney theme parks]] as the board game, relying heavily on the Walt Disney World version of the attraction as far as design. One of the six guests in the house (Mickey, Minnie, Donald, Daisy, Goofy, and Pluto) was scared by one of the six ghosts (The Traveller, The Skeleton, The Prisoner, Emily the Bleeding Bride, The Opera Singer, and the [[Mariner]]) in one of the nine rooms (Foyer, Portrait Gallery, Library, Conservatory, Seance Room, Ballroom, Attic, Graveyard, and Crypt.) The detail on the board draws from the scenes depicted in the Haunted Mansion attraction and contains [[Hidden Mickeys]].
* ''Scooby-Doo, Where Are You! Clue''<ref>{{bgg title|8040|Scooby-Doo, Where Are You!}}</ref> (2002) is themed after the [[TV series]], ''[[Scooby-Doo, Where Are You!]].'' Like the episodes, the gang has to figure out whodunit. It features Fred as Mr. Green, Shaggy as Prof. Plum, Scooby as Col. Mustard, Velma as Mrs. Peacock, Daphne as Miss Scarlet, and Mrs. White as their host. This edition takes place in a run-down version of the mansion where the Study is replaced with the Lounge, the Lounge has been replaced by the Kitchen and the original Kitchen has been turned into a cemetery after its walls started crumbling.
* ''Clue - The Twilight Zone: Tower of Terror''<ref>{{bgg title|33225|Clue - The Twilight Zone: Tower of Terror}}</ref> (2007) The Disney Theme Park Edition features [[The Twilight Zone Tower of Terror]] attraction from the [[Disney's Hollywood Studios]] theme park as the board game. Rather than a murder, the players are trying to discover who disappeared, where, and with which prop. The details, of the characters, props, and rooms draw from the scenes depicted in the Tower of Terror attraction. This version also contains Hidden Mickeys much like the Haunted Mansion version.
* ''Clue - Harry Potter''<ref>[http://www.amazon.com/dp/B0019L7SEK Amazon.com]</ref> (2008) is themed after the Harry Potter series. When a student disappears from the school, players use the characters Harry, Ron, Hermione, Ginny, Luna or Neville to find how, when and what spell was used to attack the student.
* ''Clue - 24''<ref>{{cite web|url=http://www.usaopoly.com/ttp/CLUE-24-Edition/products_id/354.html|title=CLUE: 24 Edition|date=Feb. 13, 2009|accessdate=May 15, 2009}}</ref><ref>{{cite web|url=http://www.unlockctu.com/investigate/|title=Investigate 24 Clue|date=2009|accessdate=May 15, 2009}}</ref> (2009) is themed after the TV series, ''[[24 (TV series)|24]].'' The game itself features Audrey Raines, Bill Buchanan, Chloe O'Brian, Mike Doyle, Nadia Yassir, and Tony Almeida. Players must find out which of the six characters is about to launch one of nine attacks (weapons) from within one of the rooms inside CTU.
====Unlicensed variants====
*''[[Kill Doctor Lucky]]'' (1996).<ref>{{bgg title|257|Kill Doctor Lucky}}</ref> An inversion and perhaps a parody of the series written by James Ernest for [[Cheapass Games]]. Whereas ''Cluedo'' begins ''after'' the murder has been committed and players compete to solve it, ''Kill Doctor Lucky'' ends when the murder is committed, and players compete to commit it.
* ''Harry Potter and the Sorcerer's Stone: Mystery at Hogwarts Game.''(2000)<ref>{{bgg title|14379|Harry Potter and the Sorcerer's Stone: Mystery at Hogwarts Game}}</ref> This variant of ''Cluedo'' has the players trying to find out which student cast which forbidden spell in which room in [[Hogwarts]] School. One of the small rules changes is that players must go to an extra room to make their final accusations. The suspects are [[Harry Potter (character)|Harry Potter]], [[Ron Weasley]], [[Hermione Granger]], [[Draco Malfoy]], [[Vincent Crabbe]] and [[Gregory Goyle]].
* ''Mystery Museum: The Biblical Artifacts Detective Game'' (2000).<ref>{{bgg title|19327|Mystery Museum}}</ref> A version of ''Cluedo'' but with [[Evangelical Christian]] elements to it. In the game, six people of different professions visit a Bible-history museum and steal one of the artifacts. It must be determined who is the thief, which artifact they stole, and where they hid it. Throughout the game, players learn about the Bible.
* ''Clue of Cthulhu.'' (2000) A version of ''Cluedo'' using elements from the [[Cthulhu Mythos]]. This variant was offered at [[Gen Con|Gen Con 2000]].{{Fact|date=January 2009}}
* ''[[PikaClue]].'' (2001) A version of ''Cluedo'' using elements from the [[Pokémon]] universe. Rooms are replaced with towns and cities, weapons are replaced with forms of energy and suspects are replaced with Pokémon creatures. This variant was offered at [[Gen Con|Gen Con 2001]] and was inspired by the ''Clue of Cthulhu'' variant.{{Fact|date=January 2009}}
==Cluedo: Discover the Secrets==
{{main|Cluedo: Discover the Secrets}}
On August 8, 2008, Hasbro redesigned and updated the board, characters, weapons, and rooms. Changes to the rules of game play were made, some to accommodate the new features.
The suspects have new given names and backgrounds, as well as differing abilities that may be used during the game. The revolver is now a pistol, the lead pipe has been removed, and a bat, axe, and trophy have been added. The nine rooms have changed to (in clockwise order): Hall, Guest House, Dining Room, Kitchen, Patio, Spa, Theater, Living Room, and Observatory.<ref>[http://entertainment.timesonline.co.uk/tol/arts_and_entertainment/games_and_puzzles/article6874926.ece?print=yes&randnum=1151003209000 Celebrating the 60th anniversary of Cluedo] The Times, 10/15/2009, by Damian Whitworth (retrieved 11/26/2009</ref>
There is also a second deck of cards—the Intrigue cards. In this deck, there are two types of cards, Keepers and Clocks. Keepers are special abilities; for example, "You can see the card". There are eight clocks—the first seven drawn do nothing—whoever draws the eighth is killed by the murderer and out of the game.<ref>{{cite web |url=http://www.npr.org/templates/story/story.php?storyId=93417780 |title=Hasbro Gives Clue Board Game A Makeover |accessdate=2008-08-16 |author=[[National Public Radio]] |date=2008-08-08}}</ref>
The player must move to the indoor swimming pool in the center of the board to make an accusation. This adds some challenge versus the ability to make accusations from anywhere in the original game.
The most significant change to game play is that once the suspect cards have been taken, the remaining cards are dealt so that all players have an even number of cards (rather than dealt out so that "one player may have a slight advantage"). This means that depending on the number of players a number of cards are left over. These cards are placed face down in the middle and are not seen unless a player takes a turn in the pool room to look at them.
The changes to the game have been criticized in the media for unnecessarily altering classic cultural icons.<ref>[http://www.guardian.co.uk/lifeandstyle/2008/dec/20/cluedo-new-rebrand-family Jack Mustard, in the spa, with a baseball bat] by Kate Summerscale, The Guardian, Saturday 20 December 2008, retrieved 10/20/2009</ref><ref>[http://www.independent.co.uk/opinion/commentators/cole-moreton-who-killed-cluedos-col-mustard-899619.html Who killed Cluedo's Col Mustard?] by Cole Moreton, The Independent, Sunday, 17 August 2008, retrieved 10/20/09</ref><ref>[http://www.telegraph.co.uk/comment/personal-view/3561463/The-makers-of-Cluedo-have-gone-and-killed-Professor-Plum.html The makers of Cluedo have gone and killed Professor Plum] Telegraph.co.uk By Robert Colvile
Published: 12:01AM BST 15 Aug 2008 (retrieved 11/1/09)</ref>
==Alternate rules==
A variant of the game involves removing the dice rolling in the game. Instead each player has nine "moves" to use on a turn with each move onto another space counting as one move, and an accusation, use of a secret passage, or guess, costing three moves, adding more strategy to the game. This variant is offered in the 1998 version of the [[Clue (computer game)|''Clue'' computer game]].
== Worldwide differences ==
Besides some rule differences listed above, some versions contain different names, both of characters and of the actual game.
In Canada and the U.S., the game is known as ''Clue.'' It was retitled because the traditional British board game [[Ludo (board game)|Ludo]], on which the name is based, was less well known there than its American variant ''[[Parcheesi]].''<ref>http://www.hasbro.com/common/instruct/cluemasterdetective.pdf</ref> There are also localised versions for [[Japan]] and [[China]].
The North American versions of ''Clue'' replace the character "Reverend Green" from the original ''Cluedo'' with "Mr. Green." This is the only region to continue to make such a change. However, modern editions of the games now call him Reverend Green.
Minor changes include "Miss Scarlett" with her name being spelt with one 't', and the spanner being called a wrench.
In some international versions of the game (mostly the [[Spanish-language]] ones) the colours of some pieces are different, so as to correspond with the changes to each suspect's name.<ref>[http://www.cluedofan.com/foreign.htm International Cluedo / Clue from Cluedofan.com] Comprehensive list of foreign edition variations</ref><ref>[http://www.kennethhand.com/clue/world.html international from The Complete Clue Guide] table presents the names of clue characters, rooms and weapons from around the world.</ref>
== See also ==
* [[List of Cluedo characters]]
* ''[[13 Dead End Drive]]''
* ''[[Kill Doctor Lucky]]''
* ''[[Orient Express (board game)|Orient Express]]'' (board game)
== References ==
{{reflist|2}}
==External links==
* [http://www.hasbro.com/clue/ Clue offical website] Hasbro (US site)
** [http://web.archive.org/web/20000823035634/www.cluedo.com/clue/intro.html 50th Anniversary web site] (at Archive.org) official 1999–2000 product line
* [http://www.cluedofan.com/ Cluedofan.com] — A detailed resource, including information on film & television productions
** [http://www.cluedofan.com/foreign.htm List of international Cluedo/Clue editions] at Cluedofan.com
* [http://www.theartofmurder.com/ TheArtofMurder.com] – A well organized and detailed site maintained by a US collector
* [http://rm7guy.co.uk/Cluedo.htm/#CLUEDO%20MAIN%20INDEX Pete's CLUEDO fan site] – A detailed site maintained by a UK collector
[[Category:Cluedo]]
[[Category:Murder and mystery board games]]
[[Category:Roll-and-move board games]]
[[Category:1949 introductions]]
[[Category:Deduction board games]]
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{{Infobox Game
| title = Cluedo/Clue
| image_link = [[Image:Cluedo.png|200px]]
| designer =
| illustrator =
| publisher = [[Waddingtons]]<br>[[Parker Brothers]]
| players = 2 to 6<br>3 to 6<br>(editions vary)
| ages = 8 and up
| setup_time = 5 minutes
| playing_time = 15 to 45 minutes
| random_chance = Low ([[Dice|dice rolling]])
| skills = Deduction
| footnotes =
| bggid =
| bggxrefs =
}}
'''''Cluedo''''' ({{pron-en|ˈkluːdoʊ}}; '''''Clue''''' in [[North America]]) is a [[deduction board game]] originally published by [[Waddingtons]] in [[Leeds]], [[United Kingdom]] in 1949.<ref>http://www.tpexpress.co.uk/destinations/City/destinationInfo.asp?selCRS=LDS</ref> It was devised by Anthony E. Pratt, a solicitor's clerk and part-time clown from [[Birmingham]], [[England]]. It is now published by the [[United States]] [[game]] and [[toy]] company [[Hasbro]], which acquired its U.S. publisher [[Parker Brothers]] as well as [[Waddingtons]].
The object of the basic game is for players to strategically move around the game board, in the guise of one of the game's characters, collecting clues from which to deduce which suspect murdered the game's perpetual victim: [[Cluedo characters#Dr. Black/Mr. Boddy|Dr. Black]] (''Mr. Boddy'' in North American versions), and with which weapon and in what room.
More games, books, and a film have been released as part of the ''Cluedo'' franchise. The board games form an overall story whose complete chronology can be found at [[Cluedo chronology|''Cluedo'' chronology]].
In 2008, ''[[Cluedo Reinvention]]'' was created (with changes to board, gameplay and characters) as a modern spin-off.
==History==
In 1944 Anthony E. Pratt filed for a patent of his invention of a murder/mystery-themed game, originally named "Murder!" Shortly thereafter, Pratt and his wife presented the game to Waddington's executive Norman Watson, who immediately purchased the game and provided its trademark name of "Cluedo." Though the patent was granted in 1947, due to war shortages the game was not officially launched until 1949, at which time the game was simultaneously licensed to Parker Bros. in the United States for publication, where it was re-named "Clue." However, there were several differences from the original game concept and that initially published in 1949 (which also remains the most enduring version of the game). In particular, Pratt's original design calls for [[Cluedo characters#Characters in the English versions of the game|ten characters]], one of whom was to be designated the victim by random drawing prior to the start of the game. The game allowed for play of up to eight remaining characters, providing for nine suspects in total. Originally there were eleven rooms, including the eliminated "[[Trophy hunting|gun room]]" and cellar. In addition there were nine weapons including the unused [[axe]], [[bomb]], [[syringe]], [[poison]], [[Shillelagh (club)|shillelagh]] (walking stick/[[cudgel]]), and [[fireplace poker]]. Some of these unused weapons and characters would appear in later spinoff versions of the game. Some aspects of the gameplay were also different. Notably, the remaining playing cards were distributed into the rooms to be retrieved, rather than dealt directly to the players. Players also had to land on another player in order to make suggestions about that player's character through the use of special counter-tokens, and once exhausted, a player could no longer make suggestions. There were other minor differences, all of which would be updated by the game's initial release and remain essentially unchanged in the standard classic editions of the game.<ref>[http://www.independent.co.uk/arts-entertainment/mr-pratt-in-the-old-peoples-home-with-an-empty-pocket-1184258.html The Independent, Mr Pratt, in the old people's home, with an empty pocket, 11/12/1998] retrieved 10/11/2009</ref><ref>[http://www.ideafinder.com/history/inventions/clue.htm Fascinating facts about the invention of Clue Board Game by Anthony E. Pratt in 1944]</ref><ref>[http://www.hasbro.com/clue/default.cfm?page=History&src=endeca Hasbro, THE HISTORY OF CLUE]</ref><ref>[http://v3.espacenet.com/publicationDetails/biblio?CC=GB&NR=586817&KC=&FT=E European Patent Office, GB586817 (A), 1947-04-01, retrieved 10-10-09]</ref><ref>[http://www.guardian.co.uk/lifeandstyle/2008/dec/20/cluedo-new-rebrand-family Jack Mustard, in the spa, with a baseball bat] by Kate Summerscale, The Guardian, Saturday 20 December 2008, retrieved 10/20/2009</ref>
== Equipment ==
The game's current equipment consists of a board which shows the rooms of an [[English country house]] called ''Tudor Mansion'' (previously ''Tudor Close'' and ''Tudor Hall''), and the corridors and passages linking them, several coloured playing pieces (character pawns), some props representing murder weapons (dagger, rope, etc), one or two six-sided dice/die, three sets of cards describing the 9 rooms (scene of crime), the 6 suspects and 6 weapons (corresponding to the playing pieces), along with a ''Solution Cards'' envelope to contain one card of each, and a ''Detective's Notes'' pad (often with 6 pencils) for keeping detailed notes during the game.
=== Suspects ===
{{main|Cluedo characters}}
Depending on edition, the playing pieces are typically made of coloured plastic, shaped like chess [[Pawn (chess)|pawns]], or character [[figurine]]s. Occasionally they are made from wood or [[pewter]].
* [[Cluedo characters#Miss Scarlett|Miss Scarlett]] (spelled ''Miss Scarlet'' in North American versions – a red piece)
* [[Cluedo characters#Colonel Mustard|Colonel Mustard]] (a yellow piece)
* [[Cluedo characters#Mrs. White|Mrs. White]] (a white piece)
* [[Cluedo characters#Rev./Mr. Green|Reverend Green]] (named ''Mr. Green'' in pre-2002 North American versions – a green piece)
* [[Cluedo characters#Mrs. Peacock|Mrs. Peacock]] (a blue piece)
* [[Cluedo characters#Professor Plum|Professor Plum]] (a purple piece)
=== Weapons ===
[[File:Cluedo arms.png|thumb|right|240px|The current standard set of North American & UK miniature weapons tokens]]
The playing tokens are typically made out of unfinished pewter, with the exception of the Rope, which may also come in plastic or string depending on edition. Special editions have included gold plated, brass finished and [[Sterling silver]] versions, which have appeared in a variety of designs.
* [[Dagger]] (A [[Knife]] in North American editions, each represented by a respective depiction)
* [[Candlestick]]
* [[Revolver]] (originally depicted as a [[Semi-automatic pistol|semi-automatic pistol]], current editions typically represent an actual [[Pepper-box|Pepper-box revolver]])
* [[Rope]]
* [[Water pipe|Lead Pipe]] (called ''Lead Piping'' in earlier UK editions, the early tokens were made out of actual [[lead]])
* [[wrench|Spanner]] (called ''Wrench'' in North American editions, and depicted as a [[Monkey wrench]], it may also be shown as an [[Wrench#Common wrenches / spanners|Open-end wrench]] in some traditional UK versions)
===Rooms===
There are nine rooms in the mansion where the murder can take place, laid out in a circular fashion on the game board, separated by pathways overlaid by playing spaces. Each of the four corner rooms contains a [[secret passage]] that leads to the room on the opposite diagonal corner of the map. The center room (typically called the Cellar, or Stairs) is inaccessible to the players, but contains the solution envelope.
{| style="border-collapse:collapse; border:1px solid black; text-align:center;"
|-
| width="90px" height="30px" style="text-align:left;" | †
| width="90px" height="90px" style="border:1px solid black;" rowspan="3" | [[Ballroom]]
| width="90px" height="30px" style="text-align:right;" | ‡
|-
| height="30px" | [[Kitchen]]
| height="30px" | [[Sunroom|Conservatory]]
|-
| height="30px" |
| height="30px" |
|-
| height="90px" rowspan="2" style="border:1px solid black;" | [[Dining room|Dining Room]]
| height="90px" rowspan="2" style="border:1px solid black;" |"[[Basement|Cellar]]"<br/><i>with</i><br/>envelope
| height="45px" style="border:1px solid black;" | [[Billiard room|Billiard Room]]
|-
| height="45px" style="border:1px solid black;" | [[Private library|Library]]
|-
| height="30px" |
| height="90px" style="border:1px solid black;" rowspan="3" | [[Hall]]
| height="30px" |
|-
| height="30px" | [[Living room|Lounge]]
| height="30px" | [[Study (room)|Study]]
|-
| height="30px" style="text-align:left;" | ‡
| height="30px" style="text-align:right;" | †
|}
† ‡ <i>denotes secret passages to opposite corner</i>
==Rules==
At the beginning of play, three cards — one suspect, one weapon, and one room card — are chosen at random and put into a special envelope, so that no one can see them. These cards represent the facts of the case. The remainder of the cards are distributed among the players.
The aim is to deduce the details of the murder; that is, the cards in the envelope. There are six different [[Cluedo characters|characters]], six possible murder weapons and nine different rooms, leaving the players with 324 distinct possibilities. In the course of determining the details of the murder, players announce suggestions to the other players, for example, "''I suggest it was Mrs. White, in the Library, with the rope.''" All elements contained in the suggestion are moved into the room in the suggestion.
The other players must then disprove the suggestion, if they can. This is done in clockwise order around the board. A suggestion is disproved by showing a card containing one of the suggestion components (for example, the rope) to the player making the suggestion, as this proves that the card cannot be in the envelope. Showing the card to the suggesting player is done in secret so the other players may not see which card is being used to disprove the suggestion. Once a suggestion has been disproved, the player's turn ends and moves on to the next player.
The player's suggestion only gets disproved once. So, though several players may hold cards disproving the suggestion, only the first one will show the suggesting player his or her card. A player may only make a suggestion when his or her piece is in a room and the suggestion can only be for that room.
Once a player has sufficiently narrowed the solution, that player can make an accusation. According to the rules, "When you think you have worked out which three cards are in the envelope, you may, on your turn, make an Accusation and name any three elements you want." You may name any room (unlike a Suggestion, where your character pawn must be in the room you suggest).<ref>[http://www.hasbro.com/common/instruct/Clue_(2002).pdf ''Cluedo/Clue'' rules]</ref>
The accusing player checks the validity of the accusation by checking the cards, keeping them concealed from other players. If he has made an incorrect accusation, he plays no further part in the game except to reveal cards secretly to one of the remaining players when required to do so in order to disprove suggestions. Also, according to the rules, "If, after making a false Accusation, your character pawn is blocking a door, [you must] move it into that room so that other players may enter." Since a character pawn can only block a door by being outside of a room, this clearly demonstrates that the character pawn need not be in any room to make an Accusation. If the player made a correct accusation, the solution cards are shown to the other players and the game ends.
It is possible for a player to be using the piece representing the murderer. This doesn't affect the game play; the object of the game is still to be the first to make the correct accusation. If the game is played with two people, the process of elimination diffuses the same information to both players. Such a game tends to pass quickly. The Hasbro version of the game is not advertised as a two-player game.
== Spinoffs ==
Waddingtons, Parker Brothers and Hasbro have created many spin-off versions of the game. Spin-off games consist of alternative rule variations of the original game, which are not to be confused with themed "variants" which otherwise utilize the same rules and game configuration. In addition, commencing in 1985, the brand expanded to include feature films, television series, a musical, as well as numerous books.
==== Other games ====
In addition to revising the rules of gameplay, many of the games also introduced new characters, rooms and locations, weapons and/or alternative objectives.
* ''Clue VCR Mystery Game'' (1985)<ref>{{bgg title|3022|Clue VCR Mystery Game}}</ref> released as ''Cluedo: The Great Video Detective Game'' in the UK. It uses an hour-long VHS tape containing humorous scenes of the suspects interacting at Boddy Mansion shortly after Mr. Boddy's death instead of a board. Players uncover details of several murders per game by matching clues given on cards to the action on the video. Only five weapons (candlestick, knife, revolver, rope, and poison) and five rooms (Dining Room, Kitchen, Hall, Conservatory, and Library) are featured but there are a total of ten suspects (the original six plus M. Brunette, Madam Rose, Sgt. Gray, and Miss Peach).
* ''Super Cluedo Challenge'' (1986)<ref>{{bgg title|4427|Super Cluedo Challenge}}</ref> is an advanced version of the ''Cluedo'' rules, introducing three new characters (Captain Brown, Miss Peach and Mr. Slate-Grey) and three more weapons (the [[blunderbuss]], poison and axe). The rules are greatly expanded, with each card having coloured and numbered squares in each corner, which are uncovered by special card holders. These allowed 'clues' to be given by uncovering a small segment of the card, showing only a colour/number. Rather than the remaining cards being dealt out at the start of the game, they had to be 'discovered' by reaching one of the many blue counters scattered on the board.
* ''Clue VCR II: Murder in Disguise'' (1987)<ref>{{bgg title|5858|Clue VCR II: Murder in Disguise}}</ref> Sequel to ''Clue VCR Mystery Game''; more scenarios with the same 10 characters from the first VCR game. This rooms this time around are the Dining Room, Lounge, Hall, Billiard Room, and Hotel Room.
* [[Cluedo Master Detective]] (1988,<ref>{{bgg title|1561|Clue Master Detective}}</ref> released as ''Super Cluedo'' in [[France]], [[Germany]] and [[UK]]) is an expanded version of the original game. In addition to the original characters, weapons and rooms, the game adds four characters (Madam Rose, Sgt. Grey, M. Brunette and Miss Peach—the same four new characters from the VCR games), two weapons (poison and horseshoe), and seven rooms (courtyard, gazebo, drawing room, carriage house, trophy room, studio and fountain) to the mansion. This version was also made into a [[computer game]].
* ''[[Clue Jr.: Case of the Missing Pet]]'' (1989)<ref>{{bgg title|10450|Clue Jr. - The Case of the Missing Pet}}</ref> This game was a clue variant aimed for kids. The player played as one of the old six suspects, who are kids, and try to find out who took the missing pet and where they hid it.
* ''[[Clue: The Great Museum Caper]]'' (1991)<ref>{{bgg title|1484|Clue: The Great Museum Caper}}</ref> is rather different from the original. One player is a thief moving in a museum stealing paintings, while the other players cooperate to catch the thief. The thief keeps track of his position secretly on paper and is thus not seen by the detectives, until the thief is spotted by a detective or the museum's security system. Ideally, multiple rounds are played, with each player getting to be the thief once. The winner of the match is then the thief who stole the most paintings without getting caught.
* ''Cluedo Card Game'' (1992)<ref>{{bgg title|17700|Cludeo Card Game}}</ref> is a shedding-type [[card game]], where players attempt to match cards featuring the locations, weapons, and characters from the original game with a central pile of cards.
* ''Clue Little Detective'' (1992)<ref>{{bgg title|9693|Clue Little Detective}}</ref>
* ''Junior Cluedo'' (1993) <ref>[http://www.theartofmurder.com/table/cluedoboardgames/jrcluedo1993/jrcluedo1993.html ''Junior Cluedo''] from TheArtOfMurder.com </ref><ref>{{bgg title|27663|Junior Cluedo}}</ref> is the first Junior game for ''Cluedo''. Instead of finding the murder, the players need to find the ghost of their ancestors and remember where they are.
* ''Cluedo Super Sleuth'' (1995)<ref>{{bgg title|3034|Cluedo Super Sleuth}}</ref> is another advanced version of the ''Cluedo'' rules, though in a different manner. There is no set board to this game, instead the board is made up of twelve tiles which are laid out randomly as players enter new rooms, to create a 4x3 grid. The murder cards remain unchanged to the basic edition, but are not dealt to each player, instead there are 'clue' squares on the board marked by small plastic magnifying glasses, which players collect to get clues. In addition to the "clue" counters there are also item counters, which allow the player to pick a card from an item deck. These item cards allow such things as making more than one suggestion per turn, or moving an incidental character. There are three incidental characters in the game (Inspector Grey, Hogarth the Butler, and the Black Dog) who can serve as help or hindrance, and are controlled through the item and event cards. Event cards are drawn from a deck upon a certain roll of the die and can have varying impact on a game.
* ''Clue: Limited Gift Edition'' (1997)<ref>{{bgg title|19908|Clue: Limited Gift Edition}}</ref>, this edition came in a deluxe format with the option to play with an extra murder weapon, a [[Chalice (cup)|Poison Chalice]].
* ''Clue Jr.: The Case of the Hidden Toys'' (1998)<ref>{{bgg title|5591|Clue Jr.: The Case of the Hidden Toys}}</ref> is themed for children. Instead of solving a murder, the children search for clues for the whereabouts of some lost toys. The rules are significantly different from those for the regular board game. The characters, which look like the original game's suspects as children, are named Mortimer Mustard, Georgie Green, Peter Plum, Wendy White, Polly Peacock and Samantha Scarlet.
* ''Cluedo: 50th Anniversary'' (1999)<ref>{{bgg title|4928|Cluedo: 50th Anniversary}}</ref>, also released as ''Clue: 50th Anniversary'' this edition came in a deluxe format with an extra murder weapon, a bottle of poison.
* ''Cluedo: Passport to Murder'' (2000)<ref>{{bgg title|7712|Cluedo Passport to Murder}}</ref> was an update of ''Super Cluedo Challenge'' with the setting changed to an [[Orient Express]] style train in [[Istanbul]] station. There is very little change to the mechanics of the game (except you can only play the six original characters), with mainly cosmetic changes and updates to the characters.
* ''[[Cluedo Card Game]]'' (2002)<ref>{{bgg title|3269|Cluedo Card Game}}</ref> is a different card game from the previous game, this time the user has to deduct the Dr. Black's killer, their escape vehicle and their destination.
* ''[[Cluedo SFX]]'' (2003)<ref>{{bgg title|8069|Clue FX}}</ref> released as ''Clue FX'' in the US, (2004), and ''Super Cluedo Interactif'' in France, (2004) is another departure from the original rules. You play as one of four new characters (Lord Grey, Lady Lavender, Miss Peach and Prince Azure, adding a non-Caucasian character since the early Asian Miss Scarlet, none of whom are suspected in the crime. The murder is not of Dr. Black (Mr. Boddy) but of his attorney Miles Meadow-Brook. The usual suspects are in place, this time bolstered by two new people Mrs. Meadow-Brook and Rusty the Gardener. The game play is completely different though, with the introduction of the electronic section announcing moves and clues and no die rolling. Instead players move from location to location to track down each of the suspects to gain their clues, before finding Inspector Brown to make an accusation.
* ''Cluedo Junior: The Case of the Missing Cake'' (2003)<ref>{{bgg title|9852|Cluedo Junior: The Case of the Missing Cake}}</ref> is another children's variation where the players have to find out who ate a cake.
* ''[[Cluedo Mysteries]]'' (2005)<ref>{{bgg title|17517|Clue Mysteries}}</ref>, released in the US as ''Clue Mysteries'' (2006) This is another change of rules, and this time the game play is based heavily on another board game called "Mysteries of Old Peking".
* ''Cluedo DVD Game'' (2005)<ref>{{bgg title|23263|Cluedo DVD Game}}</ref> This edition of the game has different rules based around DVD interaction. Instead of a murder, Dr. Black has had an item stolen and, in addition to guessing the criminal, location (room) and stolen object, the time of day when the crime took place also has to be discovered. In each turn players guess three of these four unknowns; and from time to time Inspector Brown and the butler, Ashe, show up via the DVD with helpful information.
* ''[[Clue Suspects]]'' (2007) A single-player logic puzzle version of the game. Players are given a set of clues and must deduce the location of the murder and the murderer.
* ''[[Cluedo: Discover the Secrets]]'' (2008) This is the most recent edition of the game, and has been created to replace standard Cluedo. The game features new, up-to-date weapons, rooms, and suspects as well as changes to the rules of gameplay (see below).
=== Video games ===
Various versions of the game were developed for [[Commodore 64]], [[IBM compatible|PC]], [[Game Boy Advance]], [[Nintendo DS]], [[Clue (1992 video game)|Super Nintendo Entertainment System]], [[CD-i]], [[Sega Genesis]], [[Personal computer|PC]], [[Apple Macintosh|Mac]], and [[Apple iPhone]] / [[iPod Touch]]. ''[[Clue (computer game)|Clue: Murder at Boddy Mansion]]'', was released in [[1998 in video gaming|1998]] for [[Microsoft Windows]]. In [[1999 in video gaming|1999]] ''Cluedo/Clue Chronicles: Fatal Illusion'' was released, which was not based directly upon the board game, but instead uses the familiar characters in a new mystery.
An [[arcade game|arcade]] version of the game was released on an [[itbox]] terminal which involves answering questions with a chance to win money. It is available in many pubs throughout the [[United Kingdom|UK]].
In 1994–1996, there were 6 mysteries: "The Hooded Madonna," "Happy Ever After", "Deadly Patent", "Blackmail", "The Road to Damascus", and "Not in my Backyard", with actors.
A Cluedo mini-game was recently added to the online MMORPG [[AdventureQuest Worlds]]. The setting takes place in a hotel and the crime is someone animating the furniture in the hotel.
In May 2009 [[Electronic Arts]] released a version of Clue for the [[Apple iPhone]] and [[iPod Touch]] on the Apple iTunes Music Store.
===Film===
{{main|Clue (film)}}
A [[comedy|comedic]] [[film]] ''[[Clue (film)|Clue]],'' based on the American version of the game, was released in 1985. In this version, the person murdered was Mr. Boddy. The film, which featured different endings released to different theatres, failed at the box office, but has subsequently attracted a [[cult film|cult following]]. All three endings released to theatres are available on the VHS and DVD versions of the film, to watch one after the other (VHS), or to select playing one or all three endings (DVD).
In 2008, [[Universal Studios|Universal Pictures]] reported that Hasbro, the makers of ''Cluedo'', had licensed several of its board games to the film company for feature film adaptations; among these was ''Clue''. <ref>[http://www.cinemablend.com/new/Another-Clue-Movie-7903.html]</ref> [[Gore Verbinski]] was announced as director.
=== Television ===
{{main|Cluedo (UK game show)}}
{{main|Cluedo (Australian game show)}}
There have been several television game shows based upon this game. There have been, to date, four seasons of the British version of ''Cluedo'' (and a [[Christmas]] version that in fact shows some similarity to the North American movie), and there have been other versions in [[Germany]], [[France]], [[Australia]], [[Portugal]] and [[Scandinavia]]. The format for each puts two teams (each usually containing one [[celebrity]] and one person with law enforcement/research experience) against six in-character actors as the famed colour-coded suspects. There is a new murder victim every episode, who usually has it coming to them for one reason or another.
On American television, the ''Clue'' title and theme were used in the 1986 documentary ''Clue: Movies, Murders and Mystery,'' which took a look at mystery-related pieces of media, including ''[[Murder on the Orient Express]],'' ''[[Murder, She Wrote]],'' ''[[Sherlock Holmes]]'' and other television series and movies, as well as a look at the board game itself, among other things. The one-hour special was hosted by [[Martin Mull]], who had starred in the feature film adaptation the previous year; clips from the movie are seen intertwined with the footage.
===Musical===
{{main|Clue (musical)}}
A [[comedy|comedic]] [[Musical theatre|musical]] of ''[[Clue (musical)|Clue]],'' based on the American version of the game, ran [[Off Broadway]] in 1997, closing in 1999. At the start of each performance, three audience members each select one card from over-sized versions of the traditional game decks and place them in an envelope. The chosen cards determine the ending of the show, with 216 possible conclusions.
===Play===
Penned by Robert Duncan with the cooperation of Waddingtons, the first official theatrical adaptation of Cluedo was presented by the amateur theatre group: The Thame Players in Oxfordshire in July of 1985. The play was subsequently picked up by Hiss & Boo productions and began a successful tour of the UK. A second tour was undertaken in 1990. Like the musical, the play involved the audience's random selection of three solution cards which were revealed towards the end of the play, whereupon the actors would then conclude the play by performing one of the 216 endings possible. Presently the play is not available for performance due to a restriction by Hasbro.<ref>[http://www.hissboo.co.uk/current.html Current Shows from Hiss & Boo] Official licensor of Cluedo (the play), retrieved 10/20/09</ref>
=== Books ===
{{main|Clue (book series)}}
A series of 18 humorous [[children's books]] were published in the [[United States]] by [[Scholastic Press]] between 1992 and 1997 based on the ''Clue'' concept and created by A.E. Parker (possibly of [[Parker Brothers]]). The books featured the US ''Clue'' characters in short, comedic [[vignette (literature)|vignette]]s and asked the reader to follow along and solve a crime at the end of each. The crime would usually be the murder of another guest besides Mr. Boddy, a robbery of some sort, or a simple contest, in which case they must figure out who won. The tenth and final vignette would always be the murder of Mr. Boddy. Somehow, Mr. Boddy would always manage to cheat death, such as fainting before the shot was fired or being shot with trick bullets. However, at the end of the 18th book, Mrs. Peacock kills Mr. Boddy out of starvation and Mr. Boddy ''stays'' dead. A similar series of books featuring the ''Clue Jr.'' characters was also published. The first book, unlike the others, features thirteen mysteries, not ten, and is titled simply enough ''Who Killed Mr Boddy?''. The name of the book is usually the name of the tenth mystery in which Boddy is killed.
The books notably depart from the film. Mr Boddy is a trillionaire, and the guests are his friends. But since Boddy has his will made out to his friends, they each try to kill him at one point with the intent on cashing in on his will. The guests are all given some sort of defining characteristic for comic effect, as well as to help the reader discern the culprit. Colonel Mustard constantly challenges other guests to duels, Professor Plum often forgets things, even what he is doing or his own name, and Mr. Green is notoriously greedy. Mrs. Peacock is highly proper and will not stand for lack of manners, the maid Mrs. White hates her employer and all the guests, and Miss Scarlet is beautiful and seductive. The traits all help the reader identify the guests. For example, if a mystery thief suddenly forgets what he is doing, and another guest scolds him for his bad manners, the reader can safely assume the two guests are Plum and Peacock. Mr. Boddy himself is ludicrously naive, to the point where he accepts any attempt to kill him as an accident or a misunderstanding (such as a dropped wrench flying all the way across the Mansion and hitting him in the head), and invites the guests back to the mansion. This explains why he never seeks any legal action against his "friends," and invited them back despite repeated attempts to kill him. However, after a few books, he wises up enough to be suspicious of them, but continues to invite them over against better judgment.
The ''Clue Jr.'' series originally had all six characters, but suddenly, some of the characters were taken out, leaving only four. The mysteries usually only included cases similar to the theft of a toy, but sometimes the cases were more serious. They are usually solved when the culprit traps himself in his own lies.
==Variants==
The following games are licensed thematic variations of the original Cluedo game, which follow the basic rules and configuration of the original edition.
* ''[[Alfred Hitchcock Edition Clue]]''<ref>{{bgg title|9511|Alfred Hitchcock Edition Clue}}</ref> (1999) is set on the sound stage where a number of [[Alfred Hitchcock|Hitchcock]]’s films are being shot, otherwise plays like regular ''Clue.''
* ''[[The Simpsons Clue]]''<ref>{{bgg title|2882|The Simpsons Clue}}</ref> (2000) is themed after the [[TV series]], ''[[The Simpsons]]'', with the players trying to find out who killed [[Mr. Burns]]. It features [[Homer Simpson|Homer]] as Prof. Plum, [[Bart Simpson|Bart]] as Col. Mustard, [[Fat Tony]] as Mr. Green, [[Lisa Simpson|Lisa]] as Mrs. Peacock, [[Edna Krabappel]] as Miss Scarlet, and [[Marge Simpson|Marge]] as Mrs. White. The weapons are a plutonium rod, necklace, saxophone, poisoned doughnut, slingshot and the extend-o-glove. In the United States and Canada, the game had [[Homer Simpson|Homer]] as Mr. Green, [[Bart Simpson|Bart]] as Prof. Plum, [[Lisa Simpson|Lisa]] as Miss Scarlet, [[Marge Simpson|Marge]] as Mrs. Peacock, [[Krusty the Clown|Krusty]] as Col. Mustard, and [[Waylon Smithers|Mr. Smithers]] as Mrs. White. Early promotional material had [[Maggie Simpson|Maggie]] as Mrs. White.
* ''[[Clue Dungeons & Dragons]]''<ref>{{bgg title|1663|Clue Dungeons & Dragons}}</ref> (2001) was produced by Hasbro shortly after their purchase of [[Wizards of the Coast]], owners of the ''[[Dungeons & Dragons]]'' license. The characters are ''D&D'' character types (such as Monk, Rogue, Wizard, etc.). The rooms depicted on the board are fantasy-themed (Dungeon, Dragon's Lair, Lost Crypt, etc.), and the weapons also draw inspiration from the popular [[role-playing game]] (Mace of Disruption, Flaming Axe, etc.). Game play is identical to standard ''Clue'' unless you use the optional Wandering Monsters deck. Using this deck, players must battle monsters when landing on special spaces on the board. The players must battle monsters via dice rolls and are rewarded with magic items that confer special powers.
* ''Clue - The Haunted Mansion''<ref>{{bgg title|5467|Clue - The Haunted Mansion}}</ref> (2002) The Disney Theme Park Edition features the [[Haunted Mansion]] attraction from the [[Disneyland (disambiguation)|Disney theme parks]] as the board game, relying heavily on the Walt Disney World version of the attraction as far as design. One of the six guests in the house (Mickey, Minnie, Donald, Daisy, Goofy, and Pluto) was scared by one of the six ghosts (The Traveller, The Skeleton, The Prisoner, Emily the Bleeding Bride, The Opera Singer, and the [[Mariner]]) in one of the nine rooms (Foyer, Portrait Gallery, Library, Conservatory, Seance Room, Ballroom, Attic, Graveyard, and Crypt.) The detail on the board draws from the scenes depicted in the Haunted Mansion attraction and contains [[Hidden Mickeys]].
* ''Scooby-Doo, Where Are You! Clue''<ref>{{bgg title|8040|Scooby-Doo, Where Are You!}}</ref> (2002) is themed after the [[TV series]], ''[[Scooby-Doo, Where Are You!]].'' Like the episodes, the gang has to figure out whodunit. It features Fred as Mr. Green, Shaggy as Prof. Plum, Scooby as Col. Mustard, Velma as Mrs. Peacock, Daphne as Miss Scarlet, and Mrs. White as their host. This edition takes place in a run-down version of the mansion where the Study is replaced with the Lounge, the Lounge has been replaced by the Kitchen and the original Kitchen has been turned into a cemetery after its walls started crumbling.
* ''Clue - The Twilight Zone: Tower of Terror''<ref>{{bgg title|33225|Clue - The Twilight Zone: Tower of Terror}}</ref> (2007) The Disney Theme Park Edition features [[The Twilight Zone Tower of Terror]] attraction from the [[Disney's Hollywood Studios]] theme park as the board game. Rather than a murder, the players are trying to discover who disappeared, where, and with which prop. The details, of the characters, props, and rooms draw from the scenes depicted in the Tower of Terror attraction. This version also contains Hidden Mickeys much like the Haunted Mansion version.
* ''Clue - Harry Potter''<ref>[http://www.amazon.com/dp/B0019L7SEK Amazon.com]</ref> (2008) is themed after the Harry Potter series. When a student disappears from the school, players use the characters Harry, Ron, Hermione, Ginny, Luna or Neville to find how, when and what spell was used to attack the student.
* ''Clue - 24''<ref>{{cite web|url=http://www.usaopoly.com/ttp/CLUE-24-Edition/products_id/354.html|title=CLUE: 24 Edition|date=Feb. 13, 2009|accessdate=May 15, 2009}}</ref><ref>{{cite web|url=http://www.unlockctu.com/investigate/|title=Investigate 24 Clue|date=2009|accessdate=May 15, 2009}}</ref> (2009) is themed after the TV series, ''[[24 (TV series)|24]].'' The game itself features Audrey Raines, Bill Buchanan, Chloe O'Brian, Mike Doyle, Nadia Yassir, and Tony Almeida. Players must find out which of the six characters is about to launch one of nine attacks (weapons) from within one of the rooms inside CTU.
====Unlicensed variants====
*''[[Kill Doctor Lucky]]'' (1996).<ref>{{bgg title|257|Kill Doctor Lucky}}</ref> An inversion and perhaps a parody of the series written by James Ernest for [[Cheapass Games]]. Whereas ''Cluedo'' begins ''after'' the murder has been committed and players compete to solve it, ''Kill Doctor Lucky'' ends when the murder is committed, and players compete to commit it.
* ''Harry Potter and the Sorcerer's Stone: Mystery at Hogwarts Game.''(2000)<ref>{{bgg title|14379|Harry Potter and the Sorcerer's Stone: Mystery at Hogwarts Game}}</ref> This variant of ''Cluedo'' has the players trying to find out which student cast which forbidden spell in which room in [[Hogwarts]] School. One of the small rules changes is that players must go to an extra room to make their final accusations. The suspects are [[Harry Potter (character)|Harry Potter]], [[Ron Weasley]], [[Hermione Granger]], [[Draco Malfoy]], [[Vincent Crabbe]] and [[Gregory Goyle]].
* ''Mystery Museum: The Biblical Artifacts Detective Game'' (2000).<ref>{{bgg title|19327|Mystery Museum}}</ref> A version of ''Cluedo'' but with [[Evangelical Christian]] elements to it. In the game, six people of different professions visit a Bible-history museum and steal one of the artifacts. It must be determined who is the thief, which artifact they stole, and where they hid it. Throughout the game, players learn about the Bible.
* ''Clue of Cthulhu.'' (2000) A version of ''Cluedo'' using elements from the [[Cthulhu Mythos]]. This variant was offered at [[Gen Con|Gen Con 2000]].{{Fact|date=January 2009}}
* ''[[PikaClue]].'' (2001) A version of ''Cluedo'' using elements from the [[Pokémon]] universe. Rooms are replaced with towns and cities, weapons are replaced with forms of energy and suspects are replaced with Pokémon creatures. This variant was offered at [[Gen Con|Gen Con 2001]] and was inspired by the ''Clue of Cthulhu'' variant.{{Fact|date=January 2009}}
==Cluedo: Discover the Secrets==
{{main|Cluedo: Discover the Secrets}}
On August 8, 2008, Hasbro redesigned and updated the board, characters, weapons, and rooms. Changes to the rules of game play were made, some to accommodate the new features.
The suspects have new given names and backgrounds, as well as differing abilities that may be used during the game. The revolver is now a pistol, the lead pipe has been removed, and a bat, axe, and trophy have been added. The nine rooms have changed to (in clockwise order): Hall, Guest House, Dining Room, Kitchen, Patio, Spa, Theater, Living Room, and Observatory.<ref>[http://entertainment.timesonline.co.uk/tol/arts_and_entertainment/games_and_puzzles/article6874926.ece?print=yes&randnum=1151003209000 Celebrating the 60th anniversary of Cluedo] The Times, 10/15/2009, by Damian Whitworth (retrieved 11/26/2009</ref>
There is also a second deck of cards—the Intrigue cards. In this deck, there are two types of cards, Keepers and Clocks. Keepers are special abilities; for example, "You can see the card". There are eight clocks—the first seven drawn do nothing—whoever draws the eighth is killed by the murderer and out of the game.<ref>{{cite web |url=http://www.npr.org/templates/story/story.php?storyId=93417780 |title=Hasbro Gives Clue Board Game A Makeover |accessdate=2008-08-16 |author=[[National Public Radio]] |date=2008-08-08}}</ref>
The player must move to the indoor swimming pool in the center of the board to make an accusation. This adds some challenge versus the ability to make accusations from anywhere in the original game.
The most significant change to game play is that once the suspect cards have been taken, the remaining cards are dealt so that all players have an even number of cards (rather than dealt out so that "one player may have a slight advantage"). This means that depending on the number of players a number of cards are left over. These cards are placed face down in the middle and are not seen unless a player takes a turn in the pool room to look at them.
The changes to the game have been criticized in the media for unnecessarily altering classic cultural icons.<ref>[http://www.guardian.co.uk/lifeandstyle/2008/dec/20/cluedo-new-rebrand-family Jack Mustard, in the spa, with a baseball bat] by Kate Summerscale, The Guardian, Saturday 20 December 2008, retrieved 10/20/2009</ref><ref>[http://www.independent.co.uk/opinion/commentators/cole-moreton-who-killed-cluedos-col-mustard-899619.html Who killed Cluedo's Col Mustard?] by Cole Moreton, The Independent, Sunday, 17 August 2008, retrieved 10/20/09</ref><ref>[http://www.telegraph.co.uk/comment/personal-view/3561463/The-makers-of-Cluedo-have-gone-and-killed-Professor-Plum.html The makers of Cluedo have gone and killed Professor Plum] Telegraph.co.uk By Robert Colvile
Published: 12:01AM BST 15 Aug 2008 (retrieved 11/1/09)</ref>
==Alternate rules==
A variant of the game involves removing the dice rolling in the game. Instead each player has nine "moves" to use on a turn with each move onto another space counting as one move, and an accusation, use of a secret passage, or guess, costing three moves, adding more strategy to the game. This variant is offered in the 1998 version of the [[Clue (computer game)|''Clue'' computer game]].
== Worldwide differences ==
Besides some rule differences listed above, some versions contain different names, both of characters and of the actual game.
In Canada and the U.S., the game is known as ''Clue.'' It was retitled because the traditional British board game [[Ludo (board game)|Ludo]], on which the name is based, was less well known there than its American variant ''[[Parcheesi]].''<ref>http://www.hasbro.com/common/instruct/cluemasterdetective.pdf</ref> There are also localised versions for [[Japan]] and [[China]].
The North American versions of ''Clue'' replace the character "Reverend Green" from the original ''Cluedo'' with "Mr. Green." This is the only region to continue to make such a change. However, modern editions of the games now call him Reverend Green.
Minor changes include "Miss Scarlett" with her name being spelt with one 't', and the spanner being called a wrench.
In some international versions of the game (mostly the [[Spanish-language]] ones) the colours of some pieces are different, so as to correspond with the changes to each suspect's name.<ref>[http://www.cluedofan.com/foreign.htm International Cluedo / Clue from Cluedofan.com] Comprehensive list of foreign edition variations</ref><ref>[http://www.kennethhand.com/clue/world.html international from The Complete Clue Guide] table presents the names of clue characters, rooms and weapons from around the world.</ref>
== See also ==
* [[List of Cluedo characters]]
* ''[[13 Dead End Drive]]''
* ''[[Kill Doctor Lucky]]''
* ''[[Orient Express (board game)|Orient Express]]'' (board game)
== References ==
{{reflist|2}}
==External links==
* [http://www.hasbro.com/clue/ Clue offical website] Hasbro (US site)
** [http://web.archive.org/web/20000823035634/www.cluedo.com/clue/intro.html 50th Anniversary web site] (at Archive.org) official 1999–2000 product line
* [http://www.cluedofan.com/ Cluedofan.com] — A detailed resource, including information on film & television productions
** [http://www.cluedofan.com/foreign.htm List of international Cluedo/Clue editions] at Cluedofan.com
* [http://www.theartofmurder.com/ TheArtofMurder.com] – A well organized and detailed site maintained by a US collector
* [http://rm7guy.co.uk/Cluedo.htm/#CLUEDO%20MAIN%20INDEX Pete's CLUEDO fan site] – A detailed site maintained by a UK collector
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[[Category:Murder and mystery board games]]
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[[Category:1949 introductions]]
[[Category:Deduction board games]]
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{{Infobox Game
|title = Cluedo: Discover the Secrets
|subtitle = Preceded by [[Cluedo]]
|image_link = [[Image:ClueReinvention.jpg|200px]]
|image_caption = The box art of the American edition of the game.
|designer =
|illustrator =
|publisher = [[Parker Brothers]]
|players = 3 to 6
|ages = 9 and up
|setup_time = up to 5 minutes
|playing_time = up to 45 minutes
|random_chance = Medium
|skills = Deduction<br>Dice Rolling
|footnotes =
|bggid =
|bggxrefs =
}}
'''Cluedo''' ('''Clue''' in North America): '''Discover the Secrets''' is a 2008 [[board game]] designed by [[Hasbro]] to be the successor to the world-famous game [[Cluedo]]. Though the game's main title is still simply "Cluedo" or "Clue", many retailers list the game with a "Reinvention" suffix, to distinguish it from the original game. The game was created in an effort to update what some considered to be an old-fashioned game, and became available in October 2008.
It has been criticized for destroying the quaintness and charm of the old ''Cluedo''.<ref>[http://www.guardian.co.uk/lifeandstyle/2008/dec/20/cluedo-new-rebrand-family Jack Mustard, in the spa, with a baseball bat] by Kate Summerscale, The Guardian, Saturday 20 December 2008, retrieved 10/20/2009</ref>
==Changes==
Several modifications and updates have been made to the [[Cluedo#Equipment|original game's equipment]] and [[Cluedo#Rules|rules]].<ref>[http://entertainment.timesonline.co.uk/tol/arts_and_entertainment/games_and_puzzles/article6874926.ece?print=yes&randnum=1151003209000 Celebrating the 60th anniversary of Cluedo] The Times, 10/15/2009, by Damian Whitworth (retrieved 11/26/2009</ref>
===Suspects===
{{main|List of Cluedo characters}}
The six suspects from the original crime have been updated to include first names and more modern-day lifestyles. Each character has a special ability or "power" which can be used once during a game.
* Miss Scarlett becomes '''''Kasandra Scarlet''''', a famous actress often featured in tabloids.
* Reverend Green becomes '''''Jacob Green''''', a go-to guy "with all the ins".
* Colonel Mustard becomes '''''Jack Mustard''''', a former football player.
* Professor Plum becomes '''''Victor Plum''''', a billionaire video game designer.
* Mrs Peacock becomes '''''Eleanor Peacock''''', a manners freak from a political family.
* Mrs White becomes '''''Diane White''''', an ex-child star seeking the spotlight.
===Weapons===
The lead pipe, spanner/wrench, and revolver have all been dropped from the original list of [[Cluedo#Weapons|possible weapons]] used and replaced with the [[baseball bat]], [[dumbbell]], and [[pistol]]. In addition, an [[axe]], [[trophy]], and [[poison]] have been added, bringing the total number of murder weapons up to nine.
===Rooms===
The [[Cluedo#Rooms|nine standard rooms]] on the board have been changed as indicated by an "'''*'''". Secret passages still connect the rooms of opposite corners of the gameboard.
{| class="wikitable" style="text-align:center;"
|-
|width="33%"| Kitchen
|width="33%" style="padding:1em;"|[[Deck (building)|Patio*]]
|width="33%"| [[Hot tub|Spa*]]
|-
| rowspan="2" | Dining Room || rowspan="2"| [[Swimming pool|Pool*]] || [[Home cinema|Theatre*]]
|-
| | [[Living room|Living Room*]]
|-
| style="padding:1em;"|[[Guest house (secondary suite)|Guest House*]] || Hall || [[Observatory|Observatory*]]
|}
===Rules===
While the game generally follows the classic [[Cluedo#Rules|rules]], there are several new additions to the game. A new deck of cards has been added to the game: the Intrigue cards. This deck consists of two types of card: Keepers and Clocks. Keepers give the drawer special abilities, such as the ability to look at another player's cards. Of the eight Clocks, the first seven that are drawn do nothing. The player who draws the eighth Clock is "killed" by the murderer, and is out of the game. However, this new game-play device creates a problem. Given the deduction method of an ordinary Clue game, the outcome is random. Thus, supposing the player who plays Jack Mustard gets murdered, but then the solution is revealed to be, "Mustard with the Dumbbell in the Spa" suggests murder and subsequent suicide. Intrigue cards are linked to new "?" spaces on the board, which require one to be drawn when landed upon.
The player must move to the indoor swimming pool in the center of the board to make an accusation. This adds some challenge versus the ability to make accusations from anywhere in the original game.
==Criticism==
Kate Summerscale wrote that the "Englishness and datedness of the original game are intrinsic to its appeal". She notes that "the contemporary detail is bound to feel tacky before long". She concludes that elements of Cluedo have become cultural reference points, and states that "the game itself has always had a nostalgic aura, blurrily reminiscent of creepy old houses and buried family secrets".<ref>[http://www.guardian.co.uk/lifeandstyle/2008/dec/20/cluedo-new-rebrand-family Jack Mustard, in the spa, with a baseball bat] by Kate Summerscale, The Guardian, Saturday 20 December 2008, retrieved 10/20/2009</ref> Cole Moreton compares the release of the new game to the [[New Coke]] debacle in 1985 and suggests it is only a matter of time before Hasbro makes the correction. In the mean time, he suggests one "borrow granny's. Far better to die in England than Blingland".<ref>[http://www.independent.co.uk/opinion/commentators/cole-moreton-who-killed-cluedos-col-mustard-899619.html Who killed Cluedo's Col Mustard?] by Cole Moreton, The Independent, Sunday, 17 August 2008, retrieved 10/20/09</ref> Robert Colvile of the Telegraph questions Hasbro's stated rationale: "that the game should reflect 21st-century society - but do its makers really imagine that the faux-Edwardiana of the original, in which the vicar and the doctor and the local spinster gathered at the manor, was an accurate reflection of late-1940s society?" and suggests that "the appeal of these games is not that they reflect the real world, but that they take you away from it."<ref>[http://www.telegraph.co.uk/comment/personal-view/3561463/The-makers-of-Cluedo-have-gone-and-killed-Professor-Plum.html The makers of Cluedo have gone and killed Professor Plum] Telegraph.co.uk By Robert Colvile
Published: 12:01AM BST 15 Aug 2008 (retrieved 11/1/09)</ref>
==References==
{{reflist|2}}
==External links==
* [http://www.hasbro.com/clue/ Hasbro's official ''Clue'' page]
* {{bgg title|37589}}
[[Category:Cluedo]]
[[Category:Murder and mystery board games]]
[[Category:Roll-and-move board games]]
[[Category:Deduction board games]]
{{board-game-stub}}
f5h6dyoilcsmo02ginlgrhnkqdx46r5
4085
4084
2009-12-09T23:30:16Z
Kingstonlee
1735031
1 revision
4085
wikitext
text/x-wiki
{{Unreferenced|date=August 2008}}
{{Infobox Game
|title = Cluedo: Discover the Secrets
|subtitle = Preceded by [[Cluedo]]
|image_link = [[Image:ClueReinvention.jpg|200px]]
|image_caption = The box art of the American edition of the game.
|designer =
|illustrator =
|publisher = [[Parker Brothers]]
|players = 3 to 6
|ages = 9 and up
|setup_time = up to 5 minutes
|playing_time = up to 45 minutes
|random_chance = Medium
|skills = Deduction<br>Dice Rolling
|footnotes =
|bggid =
|bggxrefs =
}}
'''Cluedo''' ('''Clue''' in North America): '''Discover the Secrets''' is a 2008 [[board game]] designed by [[Hasbro]] to be the successor to the world-famous game [[Cluedo]]. Though the game's main title is still simply "Cluedo" or "Clue", many retailers list the game with a "Reinvention" suffix, to distinguish it from the original game. The game was created in an effort to update what some considered to be an old-fashioned game, and became available in October 2008.
It has been criticized for destroying the quaintness and charm of the old ''Cluedo''.<ref>[http://www.guardian.co.uk/lifeandstyle/2008/dec/20/cluedo-new-rebrand-family Jack Mustard, in the spa, with a baseball bat] by Kate Summerscale, The Guardian, Saturday 20 December 2008, retrieved 10/20/2009</ref>
==Changes==
Several modifications and updates have been made to the [[Cluedo#Equipment|original game's equipment]] and [[Cluedo#Rules|rules]].<ref>[http://entertainment.timesonline.co.uk/tol/arts_and_entertainment/games_and_puzzles/article6874926.ece?print=yes&randnum=1151003209000 Celebrating the 60th anniversary of Cluedo] The Times, 10/15/2009, by Damian Whitworth (retrieved 11/26/2009</ref>
===Suspects===
{{main|List of Cluedo characters}}
The six suspects from the original crime have been updated to include first names and more modern-day lifestyles. Each character has a special ability or "power" which can be used once during a game.
* Miss Scarlett becomes '''''Kasandra Scarlet''''', a famous actress often featured in tabloids.
* Reverend Green becomes '''''Jacob Green''''', a go-to guy "with all the ins".
* Colonel Mustard becomes '''''Jack Mustard''''', a former football player.
* Professor Plum becomes '''''Victor Plum''''', a billionaire video game designer.
* Mrs Peacock becomes '''''Eleanor Peacock''''', a manners freak from a political family.
* Mrs White becomes '''''Diane White''''', an ex-child star seeking the spotlight.
===Weapons===
The lead pipe, spanner/wrench, and revolver have all been dropped from the original list of [[Cluedo#Weapons|possible weapons]] used and replaced with the [[baseball bat]], [[dumbbell]], and [[pistol]]. In addition, an [[axe]], [[trophy]], and [[poison]] have been added, bringing the total number of murder weapons up to nine.
===Rooms===
The [[Cluedo#Rooms|nine standard rooms]] on the board have been changed as indicated by an "'''*'''". Secret passages still connect the rooms of opposite corners of the gameboard.
{| class="wikitable" style="text-align:center;"
|-
|width="33%"| Kitchen
|width="33%" style="padding:1em;"|[[Deck (building)|Patio*]]
|width="33%"| [[Hot tub|Spa*]]
|-
| rowspan="2" | Dining Room || rowspan="2"| [[Swimming pool|Pool*]] || [[Home cinema|Theatre*]]
|-
| | [[Living room|Living Room*]]
|-
| style="padding:1em;"|[[Guest house (secondary suite)|Guest House*]] || Hall || [[Observatory|Observatory*]]
|}
===Rules===
While the game generally follows the classic [[Cluedo#Rules|rules]], there are several new additions to the game. A new deck of cards has been added to the game: the Intrigue cards. This deck consists of two types of card: Keepers and Clocks. Keepers give the drawer special abilities, such as the ability to look at another player's cards. Of the eight Clocks, the first seven that are drawn do nothing. The player who draws the eighth Clock is "killed" by the murderer, and is out of the game. However, this new game-play device creates a problem. Given the deduction method of an ordinary Clue game, the outcome is random. Thus, supposing the player who plays Jack Mustard gets murdered, but then the solution is revealed to be, "Mustard with the Dumbbell in the Spa" suggests murder and subsequent suicide. Intrigue cards are linked to new "?" spaces on the board, which require one to be drawn when landed upon.
The player must move to the indoor swimming pool in the center of the board to make an accusation. This adds some challenge versus the ability to make accusations from anywhere in the original game.
==Criticism==
Kate Summerscale wrote that the "Englishness and datedness of the original game are intrinsic to its appeal". She notes that "the contemporary detail is bound to feel tacky before long". She concludes that elements of Cluedo have become cultural reference points, and states that "the game itself has always had a nostalgic aura, blurrily reminiscent of creepy old houses and buried family secrets".<ref>[http://www.guardian.co.uk/lifeandstyle/2008/dec/20/cluedo-new-rebrand-family Jack Mustard, in the spa, with a baseball bat] by Kate Summerscale, The Guardian, Saturday 20 December 2008, retrieved 10/20/2009</ref> Cole Moreton compares the release of the new game to the [[New Coke]] debacle in 1985 and suggests it is only a matter of time before Hasbro makes the correction. In the mean time, he suggests one "borrow granny's. Far better to die in England than Blingland".<ref>[http://www.independent.co.uk/opinion/commentators/cole-moreton-who-killed-cluedos-col-mustard-899619.html Who killed Cluedo's Col Mustard?] by Cole Moreton, The Independent, Sunday, 17 August 2008, retrieved 10/20/09</ref> Robert Colvile of the Telegraph questions Hasbro's stated rationale: "that the game should reflect 21st-century society - but do its makers really imagine that the faux-Edwardiana of the original, in which the vicar and the doctor and the local spinster gathered at the manor, was an accurate reflection of late-1940s society?" and suggests that "the appeal of these games is not that they reflect the real world, but that they take you away from it."<ref>[http://www.telegraph.co.uk/comment/personal-view/3561463/The-makers-of-Cluedo-have-gone-and-killed-Professor-Plum.html The makers of Cluedo have gone and killed Professor Plum] Telegraph.co.uk By Robert Colvile
Published: 12:01AM BST 15 Aug 2008 (retrieved 11/1/09)</ref>
==References==
{{reflist|2}}
==External links==
* [http://www.hasbro.com/clue/ Hasbro's official ''Clue'' page]
* {{bgg title|37589}}
[[Category:Cluedo]]
[[Category:Murder and mystery board games]]
[[Category:Roll-and-move board games]]
[[Category:Deduction board games]]
{{board-game-stub}}
f5h6dyoilcsmo02ginlgrhnkqdx46r5
Cluedo Card Game
0
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2009-01-28T22:32:57Z
Craw-daddy
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+category
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{{Infobox Game
| title = Cluedo Card Game (Clue: The Card Game in the U.S.)
| image_link = [[Image:Cluecardgame.jpg]]
| image_caption = Box cover and game layout, Clue: The Card Game (U.S. version)
| designer =
| illustrator =
| publisher = [[Winning Moves]]<br>[[Waddingtons]]
| players = 2 to 4
| ages = 8 and up
| setup_time = 5 minutes
| playing_time = 20-40 minutes
| random_chance = Low
| skills = Deduction<br>Hand Management
| footnotes =
| bggid = 3269<br>17700
| bggxrefs =
}}
'''''Cluedo: The Card Game (or Clue: The Card Game in the U.S.)''''' is a card game version of the classic [[board game]] [[Cluedo]] (Clue, in the U.S.). There have been two different games made with the same name. Despite the common name, the games play very differently. One was published by [[Waddingtons]] in 1992, the other by [[Winning Moves|Winning Moves Games USA]] in 2002.
== Waddingtons' version ==
In this game, the goal is to be the first player to get rid of all your cards. Each player starts the game with a hand of five cards dealt randomly from the deck. The deck is then placed between the two players and the top card is flipped over next to the deck to create a discard pile. On a player's turn, they may play a card from their hand onto the discard if the card being played has a matching image or number to the card on top of the discard pile. If none of their cards match one of these two characteristics, then the player must draw a card from the deck and add it to their hand. The deck has some special weapon cards that allow other actions to be taken when played. For example, if a player plays a dagger card, they choose a player and that player loses a turn. If a candlestick is played, the next player after the one who played it, in turn order, loses a turn. If a rope card is played, the player playing it gets an extra turn. Lastly, if a player play a revolver card, they choose a player and exchange their hand with that player.
== Winning Moves' version ==
The Winning Moves' version of this game is much more like the original game, where the goal is to deduce based on clues you gain throughout the game. Here, players are trying to track down Mr. Boddy's killer who has managed to flee the mansion. The goal is to figure out who the killer is, what mode of transportation they used to flee, and where the fled to. The game starts with the dealer separating and shuffling the different cards (6 suspect, 6 vehicle, and 9 destination) and choosing one of each for the "solution." The remaining cards are then shuffled together and dealt out as evenly as possible to players. Players mark those cards off on their clue sheets. The dealer then shuffles up and deals one Action card to each player. Action cards allow a player to perform different actions on their turn. These are how players gain access to additional clues, allowing them to work to deduce the solution. Once all players have an action card, the destination markers are shuffled face-down and one is dealt to each player. The players flip up their destination markers and the remainder destination markers are placed in the middle face up.
On a player's turn, they perform the following actions:
1)Draw an action card from the deck
2)Play one action card
3)Check off any new clues on their sheet
4)(optional) Make an Accusation
Action cards allow the player to gather clues from other players in various ways. Once a player thinks they have the solution, they can make an accusation on their turn (you may do it without playing an action card). A player may only make one accusation a game. The player names off the suspect, vehicle, and destination, then secretly looks at the solution cards. If they match the player's accusation, the player wins. If not, the player is still in the game, but cannot win. <ref>[http://www.winning-moves.com//B248E7C47573406FA00E4443EFE8E0F7.asp?p_key=18772F0A549441FCB2C253A64EA254DC]</ref>
== References ==
{{reflist|2}}
== External links ==
* [http://www.winning-moves.com//B248E7C47573406FA00E4443EFE8E0F7.asp?p_key=18772F0A549441FCB2C253A64EA254DC Clue: The Card Game page], Link to Clue: The Card Game page on Winning Moves USA's website
* [http://www.winning-moves.com//images/ClueTCG_rules.pdf Rules], Link to the game's rules on the Winning Moves USA site
* [http://www.boardgamegeek.com/boardgame/3269 BoardGameGeek Clue: The Card Game page], Link to the game on Boardgamegeek.com
* [http://www.boardgamegeek.com/boardgame/17700 BoardGameGeek Cluedo Card Game page], Link to the game on Boardgamegeek.com
[[Category:Cluedo]]
[[Category:2002 introductions]]
[[Category:Dedicated deck card games]]
[[Category:Winning Moves games]]
c2bozxvue8gri8pe962fv02hwbsacu4
4375
4374
2009-12-09T23:30:51Z
Kingstonlee
1735031
1 revision
4375
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text/x-wiki
{{Infobox Game
| title = Cluedo Card Game (Clue: The Card Game in the U.S.)
| image_link = [[Image:Cluecardgame.jpg]]
| image_caption = Box cover and game layout, Clue: The Card Game (U.S. version)
| designer =
| illustrator =
| publisher = [[Winning Moves]]<br>[[Waddingtons]]
| players = 2 to 4
| ages = 8 and up
| setup_time = 5 minutes
| playing_time = 20-40 minutes
| random_chance = Low
| skills = Deduction<br>Hand Management
| footnotes =
| bggid = 3269<br>17700
| bggxrefs =
}}
'''''Cluedo: The Card Game (or Clue: The Card Game in the U.S.)''''' is a card game version of the classic [[board game]] [[Cluedo]] (Clue, in the U.S.). There have been two different games made with the same name. Despite the common name, the games play very differently. One was published by [[Waddingtons]] in 1992, the other by [[Winning Moves|Winning Moves Games USA]] in 2002.
== Waddingtons' version ==
In this game, the goal is to be the first player to get rid of all your cards. Each player starts the game with a hand of five cards dealt randomly from the deck. The deck is then placed between the two players and the top card is flipped over next to the deck to create a discard pile. On a player's turn, they may play a card from their hand onto the discard if the card being played has a matching image or number to the card on top of the discard pile. If none of their cards match one of these two characteristics, then the player must draw a card from the deck and add it to their hand. The deck has some special weapon cards that allow other actions to be taken when played. For example, if a player plays a dagger card, they choose a player and that player loses a turn. If a candlestick is played, the next player after the one who played it, in turn order, loses a turn. If a rope card is played, the player playing it gets an extra turn. Lastly, if a player play a revolver card, they choose a player and exchange their hand with that player.
== Winning Moves' version ==
The Winning Moves' version of this game is much more like the original game, where the goal is to deduce based on clues you gain throughout the game. Here, players are trying to track down Mr. Boddy's killer who has managed to flee the mansion. The goal is to figure out who the killer is, what mode of transportation they used to flee, and where the fled to. The game starts with the dealer separating and shuffling the different cards (6 suspect, 6 vehicle, and 9 destination) and choosing one of each for the "solution." The remaining cards are then shuffled together and dealt out as evenly as possible to players. Players mark those cards off on their clue sheets. The dealer then shuffles up and deals one Action card to each player. Action cards allow a player to perform different actions on their turn. These are how players gain access to additional clues, allowing them to work to deduce the solution. Once all players have an action card, the destination markers are shuffled face-down and one is dealt to each player. The players flip up their destination markers and the remainder destination markers are placed in the middle face up.
On a player's turn, they perform the following actions:
1)Draw an action card from the deck
2)Play one action card
3)Check off any new clues on their sheet
4)(optional) Make an Accusation
Action cards allow the player to gather clues from other players in various ways. Once a player thinks they have the solution, they can make an accusation on their turn (you may do it without playing an action card). A player may only make one accusation a game. The player names off the suspect, vehicle, and destination, then secretly looks at the solution cards. If they match the player's accusation, the player wins. If not, the player is still in the game, but cannot win. <ref>[http://www.winning-moves.com//B248E7C47573406FA00E4443EFE8E0F7.asp?p_key=18772F0A549441FCB2C253A64EA254DC]</ref>
== References ==
{{reflist|2}}
== External links ==
* [http://www.winning-moves.com//B248E7C47573406FA00E4443EFE8E0F7.asp?p_key=18772F0A549441FCB2C253A64EA254DC Clue: The Card Game page], Link to Clue: The Card Game page on Winning Moves USA's website
* [http://www.winning-moves.com//images/ClueTCG_rules.pdf Rules], Link to the game's rules on the Winning Moves USA site
* [http://www.boardgamegeek.com/boardgame/3269 BoardGameGeek Clue: The Card Game page], Link to the game on Boardgamegeek.com
* [http://www.boardgamegeek.com/boardgame/17700 BoardGameGeek Cluedo Card Game page], Link to the game on Boardgamegeek.com
[[Category:Cluedo]]
[[Category:2002 introductions]]
[[Category:Dedicated deck card games]]
[[Category:Winning Moves games]]
c2bozxvue8gri8pe962fv02hwbsacu4
Coloretto
0
2220
4274
2008-12-25T19:23:16Z
Mike Selinker
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text/x-wiki
{{Infobox_Game | subject_name = Coloretto
| image_link = [[Image:Coloretto-wild.jpg|100px]]
| image_caption = A ''Coloretto'' wild card
| designer = Michael Schacht
| publisher = [[Rio Grande Games]] <br/> Abacus <br/> [[999 Games]]
| players = 3–5
| ages = 8+
| setup_time = 1 minute
| playing_time = 15–30 minutes
| complexity= Low
| strategy = Medium
| random_chance = Medium
| skills = Set collection
| footnotes =
| bggid=5782
}}
'''''Coloretto''''' is a [[card game]] designed by Michael Schacht, originally published in 2003. The game cards depict [[chameleon]]s, showing that "a player may change his color many times during the game".<ref>''Coloretto'' game box description</ref> Rules are provided in both [[English language|English]] and [[French language|French]]. The published game is designed for 3-5 players,<ref name="Pyramid">{{cite journal
| title=Pyramid Review: Coloretto
| url=http://www.sjgames.com/pyramid/login/article.html?id=6559
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| publisher=[[Steve Jackson Games]]
| last=Vetromile
| first=Andy
| date=[[2007-08-24]]
| accessdate=2008-03-24}}</ref>
but rules for a two player version of the game are available at the Rio Grande Games website.
==Objective==
[[Image:Coloretto-blue.jpg|thumb|left|100px|A blue ''Coloretto'' chameleon card.]]
Players collect cards in order to score points. There are seven colors of cards in ''Coloretto'', together with three [[Wild Card (card games)|wild cards]], or [[joker (playing card)|jokers]], that can be matched with any color of a player's choice. The important factor in ''Coloretto'' is that only three colors contribute positively towards a player's score, while any remaining colors count against their score.<ref name="Pyramid"/> The three colors are chosen individually by each player (e.g. player 1 can score positively for green, yellow, and blue cards, while player 2 scores positively for brown, green, and pink).
There are also a number of "+2" cards which score 2 points independently of the colored cards.<ref name="Pyramid"/>
==Gameplay==
(<u>Note</u>: The rules that follow assume there are four or five players. The only difference for three players is that one color of cards is removed from the deck before play begins.)
Each player initially receives a card of a color, with no two players receiving the same color. The remaining cards are shuffled together, and a "last round" card is then placed fifteen cards from the bottom of the shuffled stack. There are a number of (initially empty) card rows equal to the number of players in the game. ''Coloretto'' provides "row markers" to easily track the rows, and to remind players who has taken a row (see below).
A player's turn consists of performing <u>one</u> of the following actions:
: (1) Draw a card and place it onto one of the (remaining) rows. Note that no row can have more than three cards placed on it.
: (2) Take a (non-empty) row of cards (and the "row marker" to indicate this action).
Once a player takes a row of cards, he or she is finished for that round and places the cards taken into his or her play area so that all other players can see them (adding them to other cards already in possession). The remaining players continue drawing/placing cards, subject to the "three-card" limit above, or taking rows themselves, until every player has taken a row of cards in that round. The player who took the last row begins the following round, with empty rows again at the start of the new round.
When the "last round" card has been drawn, play continues to the conclusion of that round, after which scoring is performed to determine a winner.
==Scoring==
As stated above, at the end of the game each player decides which three colors will score positively for him or her, with the other colors scoring negative points, and matches any wild cards in their possession to colored cards as desired. The points (positive or negative) for any single color are based on the [[triangular number]]s, namely one card is worth 1 point, two cards are worth 3 points, three cards are worth 6 points, etc, up to six (or more) cards being worth 21 points.<ref name="Pyramid"/>
Each "+2" card is worth 2 points.
The player with the highest total wins the game.
==Variant play==
One (unofficial) variation on play concerns the wild cards.<ref name="FaB">{{cite web
| url=http://funandboardgames.com/site/comments/coloretto/|title=''Coloretto'' review
| publisher=FunandBoardgames.com
| author=W. Eric Martin
| accessdate=2007-07-08}}</ref>
The game rules state that players need not match the wild cards with colors until the end of the game. One variation is that a player is required to decide the color of a wild card on the round that he or she takes it.
This means that "the card is still powerful, but not always an immediate grab".<ref name="FaB"/>
==References==
<references/>
==External links==
*Rio Grande Games' [http://www.riograndegames.com/games.html?id=71 ''Coloretto'' page]
*{{bgg|5782|''Coloretto''}}
*[http://funandboardgames.com/site/comments/coloretto/ ''Coloretto'' review] at FunandBoardgames.com
*[http://www.rpg.net/reviews/archive/10/10909.phtml ''Coloretto'' review] at RPGnet
[[Category:Dedicated deck card games]]
[[Category:Rio Grande Games games]]
[[de:Coloretto]]
[[ja:コロレット]]
[[fi:Coloretto]]
5hw6k70hm303s2vm77s34fq7chjhkl9
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4274
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Kingstonlee
1735031
1 revision
4275
wikitext
text/x-wiki
{{Infobox_Game | subject_name = Coloretto
| image_link = [[Image:Coloretto-wild.jpg|100px]]
| image_caption = A ''Coloretto'' wild card
| designer = Michael Schacht
| publisher = [[Rio Grande Games]] <br/> Abacus <br/> [[999 Games]]
| players = 3–5
| ages = 8+
| setup_time = 1 minute
| playing_time = 15–30 minutes
| complexity= Low
| strategy = Medium
| random_chance = Medium
| skills = Set collection
| footnotes =
| bggid=5782
}}
'''''Coloretto''''' is a [[card game]] designed by Michael Schacht, originally published in 2003. The game cards depict [[chameleon]]s, showing that "a player may change his color many times during the game".<ref>''Coloretto'' game box description</ref> Rules are provided in both [[English language|English]] and [[French language|French]]. The published game is designed for 3-5 players,<ref name="Pyramid">{{cite journal
| title=Pyramid Review: Coloretto
| url=http://www.sjgames.com/pyramid/login/article.html?id=6559
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| publisher=[[Steve Jackson Games]]
| last=Vetromile
| first=Andy
| date=[[2007-08-24]]
| accessdate=2008-03-24}}</ref>
but rules for a two player version of the game are available at the Rio Grande Games website.
==Objective==
[[Image:Coloretto-blue.jpg|thumb|left|100px|A blue ''Coloretto'' chameleon card.]]
Players collect cards in order to score points. There are seven colors of cards in ''Coloretto'', together with three [[Wild Card (card games)|wild cards]], or [[joker (playing card)|jokers]], that can be matched with any color of a player's choice. The important factor in ''Coloretto'' is that only three colors contribute positively towards a player's score, while any remaining colors count against their score.<ref name="Pyramid"/> The three colors are chosen individually by each player (e.g. player 1 can score positively for green, yellow, and blue cards, while player 2 scores positively for brown, green, and pink).
There are also a number of "+2" cards which score 2 points independently of the colored cards.<ref name="Pyramid"/>
==Gameplay==
(<u>Note</u>: The rules that follow assume there are four or five players. The only difference for three players is that one color of cards is removed from the deck before play begins.)
Each player initially receives a card of a color, with no two players receiving the same color. The remaining cards are shuffled together, and a "last round" card is then placed fifteen cards from the bottom of the shuffled stack. There are a number of (initially empty) card rows equal to the number of players in the game. ''Coloretto'' provides "row markers" to easily track the rows, and to remind players who has taken a row (see below).
A player's turn consists of performing <u>one</u> of the following actions:
: (1) Draw a card and place it onto one of the (remaining) rows. Note that no row can have more than three cards placed on it.
: (2) Take a (non-empty) row of cards (and the "row marker" to indicate this action).
Once a player takes a row of cards, he or she is finished for that round and places the cards taken into his or her play area so that all other players can see them (adding them to other cards already in possession). The remaining players continue drawing/placing cards, subject to the "three-card" limit above, or taking rows themselves, until every player has taken a row of cards in that round. The player who took the last row begins the following round, with empty rows again at the start of the new round.
When the "last round" card has been drawn, play continues to the conclusion of that round, after which scoring is performed to determine a winner.
==Scoring==
As stated above, at the end of the game each player decides which three colors will score positively for him or her, with the other colors scoring negative points, and matches any wild cards in their possession to colored cards as desired. The points (positive or negative) for any single color are based on the [[triangular number]]s, namely one card is worth 1 point, two cards are worth 3 points, three cards are worth 6 points, etc, up to six (or more) cards being worth 21 points.<ref name="Pyramid"/>
Each "+2" card is worth 2 points.
The player with the highest total wins the game.
==Variant play==
One (unofficial) variation on play concerns the wild cards.<ref name="FaB">{{cite web
| url=http://funandboardgames.com/site/comments/coloretto/|title=''Coloretto'' review
| publisher=FunandBoardgames.com
| author=W. Eric Martin
| accessdate=2007-07-08}}</ref>
The game rules state that players need not match the wild cards with colors until the end of the game. One variation is that a player is required to decide the color of a wild card on the round that he or she takes it.
This means that "the card is still powerful, but not always an immediate grab".<ref name="FaB"/>
==References==
<references/>
==External links==
*Rio Grande Games' [http://www.riograndegames.com/games.html?id=71 ''Coloretto'' page]
*{{bgg|5782|''Coloretto''}}
*[http://funandboardgames.com/site/comments/coloretto/ ''Coloretto'' review] at FunandBoardgames.com
*[http://www.rpg.net/reviews/archive/10/10909.phtml ''Coloretto'' review] at RPGnet
[[Category:Dedicated deck card games]]
[[Category:Rio Grande Games games]]
[[de:Coloretto]]
[[ja:コロレット]]
[[fi:Coloretto]]
5hw6k70hm303s2vm77s34fq7chjhkl9
Colosseum (board game)
0
2086
4000
2009-12-03T22:16:02Z
Heshy613
1176015
No, it's called a loge
4000
wikitext
text/x-wiki
'''''Colosseum''''' is a [[board game]] by [[Markus Lübke]] and [[Wolfgang Kramer]], published by [[Days of Wonder]]. In the game, players attempt to attract the most spectators to the events in their arena.
==Gameplay==
The game is played in rounds, each round consisting of five phases (except the last round, when phase 5 is not played). In each round, one player is the first player, who does every phase first. The first player changes every round.
Each player has an arena where the events are performed, and starts with two possible events to perform. Every event requires a different combination of asset tokens, small squares depicting various people, animals, and objects that would be used in a performance; players start with some of these and can acquire more during the game.
===Investing===
In the first phase, players can invest. There are four choices:
#Expanding the arena, which allows better events to be performed and increases the chances of a noble landing there.
#Constructing an emperor's loge, which allows the player to roll two dice instead of only one when moving nobles.
#Buying a season ticket, which is worth five additional spectators.
#Purchasing a new event, all of which require the arena to be expanded at least once. Some require two expansions.
===Buying Asset Tokens===
There are five markets in the center of the board, each containing three asset tokens. Each player has a chance to initiate auctions for markets; however, no player can win more than one auction.
===Trading Asset Tokens===
Players can trade, buy, or sell asset tokens at this point.
===Event===
The player rolls a die (two dice with an emperor's loge) and moves any noble clockwise. If two dice are rolled, they can be combined or split between two nobles. Any noble in a colosseum is worth additional spectators. If a noble ends on certain spaces, the player receives an emperor medal, which can be used for various purposes.
At that point the number of spectators is counted. The player receives that many coins. Like in many Days of Wonder board games, the score is marked around the edge of the board with small wooden pieces. A player's score is the maximum number of spectators attracted to one event.
===Closing Ceremonies===
Every player must discard one asset token used in the last event. The leading player earns a podium, worth three additional spectators in every later round. The losing player requests from the winning player one asset token.
==External links==
* [http://www.colosseumgame.com/ ''Colosseum'' website] at Days of Wonder.
[[Category:Economic simulation board games]]
[[Category:Historical board games]]
[[Category:Days of Wonder games]]
556aaqs34bfwukpvw7z1xyws4a9zw4e
4001
4000
2009-12-09T23:30:00Z
Kingstonlee
1735031
1 revision
4001
wikitext
text/x-wiki
'''''Colosseum''''' is a [[board game]] by [[Markus Lübke]] and [[Wolfgang Kramer]], published by [[Days of Wonder]]. In the game, players attempt to attract the most spectators to the events in their arena.
==Gameplay==
The game is played in rounds, each round consisting of five phases (except the last round, when phase 5 is not played). In each round, one player is the first player, who does every phase first. The first player changes every round.
Each player has an arena where the events are performed, and starts with two possible events to perform. Every event requires a different combination of asset tokens, small squares depicting various people, animals, and objects that would be used in a performance; players start with some of these and can acquire more during the game.
===Investing===
In the first phase, players can invest. There are four choices:
#Expanding the arena, which allows better events to be performed and increases the chances of a noble landing there.
#Constructing an emperor's loge, which allows the player to roll two dice instead of only one when moving nobles.
#Buying a season ticket, which is worth five additional spectators.
#Purchasing a new event, all of which require the arena to be expanded at least once. Some require two expansions.
===Buying Asset Tokens===
There are five markets in the center of the board, each containing three asset tokens. Each player has a chance to initiate auctions for markets; however, no player can win more than one auction.
===Trading Asset Tokens===
Players can trade, buy, or sell asset tokens at this point.
===Event===
The player rolls a die (two dice with an emperor's loge) and moves any noble clockwise. If two dice are rolled, they can be combined or split between two nobles. Any noble in a colosseum is worth additional spectators. If a noble ends on certain spaces, the player receives an emperor medal, which can be used for various purposes.
At that point the number of spectators is counted. The player receives that many coins. Like in many Days of Wonder board games, the score is marked around the edge of the board with small wooden pieces. A player's score is the maximum number of spectators attracted to one event.
===Closing Ceremonies===
Every player must discard one asset token used in the last event. The leading player earns a podium, worth three additional spectators in every later round. The losing player requests from the winning player one asset token.
==External links==
* [http://www.colosseumgame.com/ ''Colosseum'' website] at Days of Wonder.
[[Category:Economic simulation board games]]
[[Category:Historical board games]]
[[Category:Days of Wonder games]]
556aaqs34bfwukpvw7z1xyws4a9zw4e
Cootie (game)
0
2135
4102
2009-08-21T10:05:06Z
Im>MartinSFSA
0
/* Design and product history */ Australia
4102
wikitext
text/x-wiki
[[File:Original Cootie box cover and components.jpg|thumb|250px|Original box cover and game components, 1949]]
{{Infobox_Game|
subject_name= |
image_link= |
image_caption= |
players=2 to 4 |
ages=3 to 6 |
setup_time=2-4 minutes |
playing_time=10-20 minutes |
complexity=Simple |
strategy=None |
random_chance=Entirely |
skills=Matching |
footnotes=
}}
'''''The Game of Cootie''''' is a children's roll-and-move tabletop game for two to four players. The object is to be the first to build a three dimensional bug-like object called a "[[Cooties|cootie]]" from a variety of [[plastic]] body parts. Created by [[William H. Schaper|William Schaper]] in 1948, the game was launched in 1949 and sold millions in its first years. In 1973, ''Cootie'' was acquired by [[Tyco Toys]], and, in 1986, by [[Hasbro]] subsidiary [[Milton Bradley]]. The game was given a new look and continued to enjoy commercial success. Several companies published cootie games in the first half of the twentieth century but only Schaper's featured a free-standing, three dimensional cootie. In 2003, ''Cootie'' was named to the [[Toy Industry Association]]'s "Century of Toys List".
==Game play==
The object of the original 1949 game is to be the first player to build a "cootie" piece by piece from various [[plastic]] body parts<ref name="Chertoff" /><ref name="Waggoner" /> that include a beehive-like body, a head, antennae, eyes, a coiled proboscis, and six legs.<ref name="Rich" /> Body parts are acquired following the player's roll of a die, with each number on the die corresponding to one of the body parts.<ref name="Chertoff" /> The body corresponds to one, the head to two, three to the antennas (feelers), four to the eye, five to the proboscis (mouth), and six to the leg.<ref name="Directions">''The Game of Cootie: Directions''. W.H. Schaper Mfg. Co., Inc., 1949.</ref> The first part to be acquired must be the body, and then the head. All other body parts may then be acquired in any order. When a player acquires a part, he is permitted an additional throw of the die in an attempt to acquire another part. The winner is the first player to completely assemble a cootie.<ref name="Directions" />
==Etymology==
The earliest recorded use of the word "[[Cooties|cootie]]" appears in Albert N. Depew's [[World War I]] memoir, ''Gunner Depew'' (1918): "Of course you know what the word 'cooties' means....When you get near the trenches you get a course in the natural history of bugs, lice, rats and every kind of pest that had ever been invented."<ref name="DARE">Cassidy, Frederic Gomes, and Joan Houston Hall. ''A Dictionary of American Regional English''. harvard University Press, 1985.</ref> The word may be derived from Malayian ''kutu'', a head louse.<ref>http://books.google.com/books?id=qG-zAa_rjoMC&pg=PA303&lpg=PA303&dq=kutu+filipino+lice&source=bl&ots=Fe0CSNSD1T&sig=bv1m8-giy1kQKB9vM-6v8mMvKio&hl=en&ei=sAvZSeDfAsaIlAeBrqzDDA&sa=X&oi=book_result&ct=result&resnum=3.</ref> In [[North American English]], children use the word to refer to a fictitious disease or condition, often infecting members of the opposite sex.<ref>Samuelson, Sue. "The Cooties Complex". ''Western Folklore''. Volume 39, issue 3: Children's Folklore. July 1980. pp. 198–210.</ref> Among children, the word effectively serves as a device for enforcing [[Sex segregation|separation of the sexes]].
==Design and product history==
In 1948, [[Minneapolis, Minnesota]] postman [[William H. Schaper]]<ref name="Levy">[http://www.highbeam.com/doc/1G1-62570178.html Levy, Paul. "Can't Shake This Bug." ''Star Tribune,'' Minneapolis, Minnesota, 28 November 1998.] (Subscription required). Retrieved 31 October 2008.</ref> whittled a bug-like [[fishing lure]] he believed had toy potential, and sold it (and others like it) in his store as a sideline to his homebound business of manufacturing small commercial popcorn machines.<ref name="Walsh">Walsh, Tim. ''Timeless Toys: Classic Toys and the Playmakers Who Created Them.'' Andrews McMeel Publishing, 2005. pp. 77-9.</ref><ref name="Wright">Wright, Bruce N.. "Object Lesson: Game Plan in Plastic". Hennepin History, Vol. 56, No. 4. Fall 1997.</ref> Eventually, he created a game around his creation, and, in 1949, molded it in [[plastic]] and formed the [[Schaper Toys|W. H. Schaper Mfg. Co. Inc.]].<ref name="Walsh" /><ref name="Chertoff">Chertoff, Nina and Susan Kahn. ''Celebrating Board Games.'' Sterling Publishing Company, Inc., 2006. p. 36.</ref>
Schaper offered [[Dayton's]], a local department store, several ''Cootie'' sets<ref name="Waggoner">Waggoner, Susan. ''Under the Tree: the Toys and Treats That Made Christmas Special, 1930-1970.'' Stewart, Tabori & Chang, 2007. p. 52-3.</ref> on consignment<ref name="Walsh" /> and the game proved a hit,<ref name="Waggoner" /> selling 5,592 by the end of 1950.<ref name="Hennepin" /><ref name="Wright" /> By 1952, Schaper's company sold 1.2 million ''Cootie'' games,<ref name="Walsh" /> and thereafter, a million games a year.<ref name="Waggoner" /> By the mid-1960s, Schaper's company was selling more than twenty-five different games from its [[Golden Valley, Minnesota]] headquarters.<ref name="Hennepin" /> ''Cootie'' was one of many revamped traditional games cast in plastic by the Schaper company.<ref name="Wright" /> Several games had bug titles such as ''Tickle Bee'', ''Inch Worm'', and ''Tumble Bug''.<ref name="Wright" />
The company eventually produced ''Cootie'' spinoffs such as ''Giant Cootie'' and ''Deluxe 6 Cootie'', a game with six cooties instead of four.<ref name="Walsh" /> In the late 1960s, [[Sears]] offered an exclusive ''Cootie House'' with a vinyl mat and eight Cooties.<ref name="Rich" />
[[File:Cootie Milton Bradley.jpg|thumb|150px|''Cootie'', 2008]]
[[Tyco Toys]] bought W.H. Schaper Mfg. Co. Inc. in 1973 and manufactured the game with a change in graphics but little change to the original game.<ref name="Walsh" /> The game became available in Australia at this time as Creepy Crawlies. In 1986, [[Hasbro]], through its subsidiary [[Milton Bradley]] Co., arranged with Tyco Toys Inc. to purchase ''Cootie'' and three other games from the Schaper Toy Division of Kusan Inc..<ref>[http://www.highbeam.com/doc/1P2-3787239.html "Hasbro has Cooties, but Doesn't Seem to Mind." ''Chicago Sun Times,'' September 26, 1986.] (Subscription required). Retrieved 3 November 2008.</ref> [[Milton Bradley]] brought a new look to ''Cootie'' with legs that sported [[in-line skate]]s, [[sneakers]], and other accessories.<ref name="Walsh" />
Though the Schaper company published other games including ''[[Ants in the Pants]]'', ''[[Don't Spill the Beans]]'', and ''[[Don't Break the Ice]]'', <ref name="Rich" /><ref name="Walsh" /><ref name="Hennepin">[http://hennepinhistory.org/objects.aspx Hennepin History Museum: Objects: Dolls & Toys.] Retrieved 31 October 2008.</ref> ''Cootie'' remained the company's best seller with over 50 million games sold between 1949 and 2005.<ref name="Walsh" />
==Other cootie games==
[[Image:Cootie Game 01a.JPG|thumb|135px|''Cootie Game'', ca. 1915]]
Schaper's game was not the first based upon the insect known as the "cootie". The creature was the subject of several tabletop games, mostly pencil and paper games, in the decades of the twentieth century following [[World War I]].<ref name="Walsh" /> The ''Cootie Game'' fashioned by the Irvin-Smith Company about 1915 was a hand-held game that involved tilting capsules into a trap<ref name="Walsh" /> over a background illustration depicting a WWI battlefield. In 1927, the J. H. Warder Company of Chicago released ''Tu-Tee'', and the Charles Bowlby Company released ''Cootie''; though based on a "build a bug" concept similar to Schaper's, both were paper and pencil games.<ref name="Walsh" /> In 1937, Rork's released ''The Game of Cootie'', and it too was a paper and pencil game.<ref name="Walsh" /> A paper and pencil party game called ''[[Beetle (game)|Beetle]]'' is popular in Britain but its date of origin is unknown. In 1939, Transogram published ''Cootie'', a game featuring a three dimensional wooden bug assembled in a die-cut tray.<ref name="Walsh" /> Schaper's game was the first to employ a fully three dimensional, free-standing plastic cootie.<ref name="Walsh" />
==Cultural impact==
Schaper's plastic bug has become an icon,<ref name="Rich">Rich, Mark. ''Warman's 101 Greatest Baby Boomer Toys.'' kp books, 2005. p. 73.</ref> and, for some, a symbol for the [[baby boomer]] generation.<ref name="Rich" /> In 2003, the [[Toy Industry Association]] named ''Cootie'' to its "Century of Toys List", a roll call of the 100 most memorable and most creative toys of the 20th century.<ref>[http://www.allbusiness.com/manufacturing/miscellaneous-mfg-doll-toy-games-games/5673984-1.html "Toy Industry Association Announces Its Century of Toys List." ''Business Wire.'' 21 January 2003.] Retrieved 29 October 2008.</ref>
In the video for the [["Weird Al" Yankovic]] song "[[Dare to be Stupid]]" a set of the classic models were [[stop motion]]ed in a short scene deplicting [[bed bugs]].
==References==
{{reflist}}
{{Schaper Games}}
[[Category:1949 introductions]]
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
[[Category:Schaper games]]
[[Category:Tabletop games]]
[[Category:Toys of the 1940s]]
ep09e89gw0lid2erech7hqy7k48qvib
4103
4102
2009-12-09T23:30:19Z
Kingstonlee
1735031
1 revision
4103
wikitext
text/x-wiki
[[File:Original Cootie box cover and components.jpg|thumb|250px|Original box cover and game components, 1949]]
{{Infobox_Game|
subject_name= |
image_link= |
image_caption= |
players=2 to 4 |
ages=3 to 6 |
setup_time=2-4 minutes |
playing_time=10-20 minutes |
complexity=Simple |
strategy=None |
random_chance=Entirely |
skills=Matching |
footnotes=
}}
'''''The Game of Cootie''''' is a children's roll-and-move tabletop game for two to four players. The object is to be the first to build a three dimensional bug-like object called a "[[Cooties|cootie]]" from a variety of [[plastic]] body parts. Created by [[William H. Schaper|William Schaper]] in 1948, the game was launched in 1949 and sold millions in its first years. In 1973, ''Cootie'' was acquired by [[Tyco Toys]], and, in 1986, by [[Hasbro]] subsidiary [[Milton Bradley]]. The game was given a new look and continued to enjoy commercial success. Several companies published cootie games in the first half of the twentieth century but only Schaper's featured a free-standing, three dimensional cootie. In 2003, ''Cootie'' was named to the [[Toy Industry Association]]'s "Century of Toys List".
==Game play==
The object of the original 1949 game is to be the first player to build a "cootie" piece by piece from various [[plastic]] body parts<ref name="Chertoff" /><ref name="Waggoner" /> that include a beehive-like body, a head, antennae, eyes, a coiled proboscis, and six legs.<ref name="Rich" /> Body parts are acquired following the player's roll of a die, with each number on the die corresponding to one of the body parts.<ref name="Chertoff" /> The body corresponds to one, the head to two, three to the antennas (feelers), four to the eye, five to the proboscis (mouth), and six to the leg.<ref name="Directions">''The Game of Cootie: Directions''. W.H. Schaper Mfg. Co., Inc., 1949.</ref> The first part to be acquired must be the body, and then the head. All other body parts may then be acquired in any order. When a player acquires a part, he is permitted an additional throw of the die in an attempt to acquire another part. The winner is the first player to completely assemble a cootie.<ref name="Directions" />
==Etymology==
The earliest recorded use of the word "[[Cooties|cootie]]" appears in Albert N. Depew's [[World War I]] memoir, ''Gunner Depew'' (1918): "Of course you know what the word 'cooties' means....When you get near the trenches you get a course in the natural history of bugs, lice, rats and every kind of pest that had ever been invented."<ref name="DARE">Cassidy, Frederic Gomes, and Joan Houston Hall. ''A Dictionary of American Regional English''. harvard University Press, 1985.</ref> The word may be derived from Malayian ''kutu'', a head louse.<ref>http://books.google.com/books?id=qG-zAa_rjoMC&pg=PA303&lpg=PA303&dq=kutu+filipino+lice&source=bl&ots=Fe0CSNSD1T&sig=bv1m8-giy1kQKB9vM-6v8mMvKio&hl=en&ei=sAvZSeDfAsaIlAeBrqzDDA&sa=X&oi=book_result&ct=result&resnum=3.</ref> In [[North American English]], children use the word to refer to a fictitious disease or condition, often infecting members of the opposite sex.<ref>Samuelson, Sue. "The Cooties Complex". ''Western Folklore''. Volume 39, issue 3: Children's Folklore. July 1980. pp. 198–210.</ref> Among children, the word effectively serves as a device for enforcing [[Sex segregation|separation of the sexes]].
==Design and product history==
In 1948, [[Minneapolis, Minnesota]] postman [[William H. Schaper]]<ref name="Levy">[http://www.highbeam.com/doc/1G1-62570178.html Levy, Paul. "Can't Shake This Bug." ''Star Tribune,'' Minneapolis, Minnesota, 28 November 1998.] (Subscription required). Retrieved 31 October 2008.</ref> whittled a bug-like [[fishing lure]] he believed had toy potential, and sold it (and others like it) in his store as a sideline to his homebound business of manufacturing small commercial popcorn machines.<ref name="Walsh">Walsh, Tim. ''Timeless Toys: Classic Toys and the Playmakers Who Created Them.'' Andrews McMeel Publishing, 2005. pp. 77-9.</ref><ref name="Wright">Wright, Bruce N.. "Object Lesson: Game Plan in Plastic". Hennepin History, Vol. 56, No. 4. Fall 1997.</ref> Eventually, he created a game around his creation, and, in 1949, molded it in [[plastic]] and formed the [[Schaper Toys|W. H. Schaper Mfg. Co. Inc.]].<ref name="Walsh" /><ref name="Chertoff">Chertoff, Nina and Susan Kahn. ''Celebrating Board Games.'' Sterling Publishing Company, Inc., 2006. p. 36.</ref>
Schaper offered [[Dayton's]], a local department store, several ''Cootie'' sets<ref name="Waggoner">Waggoner, Susan. ''Under the Tree: the Toys and Treats That Made Christmas Special, 1930-1970.'' Stewart, Tabori & Chang, 2007. p. 52-3.</ref> on consignment<ref name="Walsh" /> and the game proved a hit,<ref name="Waggoner" /> selling 5,592 by the end of 1950.<ref name="Hennepin" /><ref name="Wright" /> By 1952, Schaper's company sold 1.2 million ''Cootie'' games,<ref name="Walsh" /> and thereafter, a million games a year.<ref name="Waggoner" /> By the mid-1960s, Schaper's company was selling more than twenty-five different games from its [[Golden Valley, Minnesota]] headquarters.<ref name="Hennepin" /> ''Cootie'' was one of many revamped traditional games cast in plastic by the Schaper company.<ref name="Wright" /> Several games had bug titles such as ''Tickle Bee'', ''Inch Worm'', and ''Tumble Bug''.<ref name="Wright" />
The company eventually produced ''Cootie'' spinoffs such as ''Giant Cootie'' and ''Deluxe 6 Cootie'', a game with six cooties instead of four.<ref name="Walsh" /> In the late 1960s, [[Sears]] offered an exclusive ''Cootie House'' with a vinyl mat and eight Cooties.<ref name="Rich" />
[[File:Cootie Milton Bradley.jpg|thumb|150px|''Cootie'', 2008]]
[[Tyco Toys]] bought W.H. Schaper Mfg. Co. Inc. in 1973 and manufactured the game with a change in graphics but little change to the original game.<ref name="Walsh" /> The game became available in Australia at this time as Creepy Crawlies. In 1986, [[Hasbro]], through its subsidiary [[Milton Bradley]] Co., arranged with Tyco Toys Inc. to purchase ''Cootie'' and three other games from the Schaper Toy Division of Kusan Inc..<ref>[http://www.highbeam.com/doc/1P2-3787239.html "Hasbro has Cooties, but Doesn't Seem to Mind." ''Chicago Sun Times,'' September 26, 1986.] (Subscription required). Retrieved 3 November 2008.</ref> [[Milton Bradley]] brought a new look to ''Cootie'' with legs that sported [[in-line skate]]s, [[sneakers]], and other accessories.<ref name="Walsh" />
Though the Schaper company published other games including ''[[Ants in the Pants]]'', ''[[Don't Spill the Beans]]'', and ''[[Don't Break the Ice]]'', <ref name="Rich" /><ref name="Walsh" /><ref name="Hennepin">[http://hennepinhistory.org/objects.aspx Hennepin History Museum: Objects: Dolls & Toys.] Retrieved 31 October 2008.</ref> ''Cootie'' remained the company's best seller with over 50 million games sold between 1949 and 2005.<ref name="Walsh" />
==Other cootie games==
[[Image:Cootie Game 01a.JPG|thumb|135px|''Cootie Game'', ca. 1915]]
Schaper's game was not the first based upon the insect known as the "cootie". The creature was the subject of several tabletop games, mostly pencil and paper games, in the decades of the twentieth century following [[World War I]].<ref name="Walsh" /> The ''Cootie Game'' fashioned by the Irvin-Smith Company about 1915 was a hand-held game that involved tilting capsules into a trap<ref name="Walsh" /> over a background illustration depicting a WWI battlefield. In 1927, the J. H. Warder Company of Chicago released ''Tu-Tee'', and the Charles Bowlby Company released ''Cootie''; though based on a "build a bug" concept similar to Schaper's, both were paper and pencil games.<ref name="Walsh" /> In 1937, Rork's released ''The Game of Cootie'', and it too was a paper and pencil game.<ref name="Walsh" /> A paper and pencil party game called ''[[Beetle (game)|Beetle]]'' is popular in Britain but its date of origin is unknown. In 1939, Transogram published ''Cootie'', a game featuring a three dimensional wooden bug assembled in a die-cut tray.<ref name="Walsh" /> Schaper's game was the first to employ a fully three dimensional, free-standing plastic cootie.<ref name="Walsh" />
==Cultural impact==
Schaper's plastic bug has become an icon,<ref name="Rich">Rich, Mark. ''Warman's 101 Greatest Baby Boomer Toys.'' kp books, 2005. p. 73.</ref> and, for some, a symbol for the [[baby boomer]] generation.<ref name="Rich" /> In 2003, the [[Toy Industry Association]] named ''Cootie'' to its "Century of Toys List", a roll call of the 100 most memorable and most creative toys of the 20th century.<ref>[http://www.allbusiness.com/manufacturing/miscellaneous-mfg-doll-toy-games-games/5673984-1.html "Toy Industry Association Announces Its Century of Toys List." ''Business Wire.'' 21 January 2003.] Retrieved 29 October 2008.</ref>
In the video for the [["Weird Al" Yankovic]] song "[[Dare to be Stupid]]" a set of the classic models were [[stop motion]]ed in a short scene deplicting [[bed bugs]].
==References==
{{reflist}}
{{Schaper Games}}
[[Category:1949 introductions]]
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
[[Category:Schaper games]]
[[Category:Tabletop games]]
[[Category:Toys of the 1940s]]
ep09e89gw0lid2erech7hqy7k48qvib
Coppit
0
2109
4048
2009-12-09T10:42:50Z
195.137.176.170
4048
wikitext
text/x-wiki
[[Image:Fang den Hut.jpg|thumb]]
'''Coppit''' is a board game created in 1927 by Otto Maier Verlag <ref>{{bgg|1730|Trap the Cap}}</ref> which was originally called ''Fang Den Hut'' (German for ''Capture The Hat''). It was renamed has been re-released several times, most notably by the Spear's Games company in 1964. It is a game for 2-6 players and is based partly on luck with a [[die|dice]] and partly on strategy. It is similar to the game [[Ludo (board game)|Ludo]] and is nominally a children's game, although adults can enjoy playing too.
Each player has four conical, or hat, shaped playing pieces all of the same colour which start off in their home 'base'. The object is to move out of your base, capture, or 'cop', your opponent's pieces by landing on top of them, carry them back to your base, and 'imprison' them there. A player can have any number of pieces out of their base at any time. However whilst you are moving back to 'base' with a captured piece other players may in turn capture your piece. The winner is the player who has a piece (or pieces) which have not been captured. There are a few squares on the board which are of a different colour to the rest. If a piece is on these squares they cannot be captured.<ref>[http://www.boardgamecompany.co.uk/Coppit(VG162).htm Rules of game and pictures of the board]</ref>
==See also==
*[[Chopat]]
*[[Pachisi]]
*[[Parcheesi]]
*[[Parchís]]
*[[Parqués]]
*[[Ludo (board game)|Ludo]]
*Coppit
*[[Uckers]]
*[[Aggravation (board game)|Aggravation]]
*[[Sorry! (game)|Sorry!]]
*[[Wahoo (board game)|Wahoo]]
*[[Kimble (board game)|Kimble]]
*[[Trouble (board game)|Trouble]]
*[[Headache (board game)|Headache]]
==References==
{{reflist}}
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[de:Fang den Hut]]
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[[Image:Fang den Hut.jpg|thumb]]
'''Coppit''' is a board game created in 1927 by Otto Maier Verlag <ref>{{bgg|1730|Trap the Cap}}</ref> which was originally called ''Fang Den Hut'' (German for ''Capture The Hat''). It was renamed has been re-released several times, most notably by the Spear's Games company in 1964. It is a game for 2-6 players and is based partly on luck with a [[die|dice]] and partly on strategy. It is similar to the game [[Ludo (board game)|Ludo]] and is nominally a children's game, although adults can enjoy playing too.
Each player has four conical, or hat, shaped playing pieces all of the same colour which start off in their home 'base'. The object is to move out of your base, capture, or 'cop', your opponent's pieces by landing on top of them, carry them back to your base, and 'imprison' them there. A player can have any number of pieces out of their base at any time. However whilst you are moving back to 'base' with a captured piece other players may in turn capture your piece. The winner is the player who has a piece (or pieces) which have not been captured. There are a few squares on the board which are of a different colour to the rest. If a piece is on these squares they cannot be captured.<ref>[http://www.boardgamecompany.co.uk/Coppit(VG162).htm Rules of game and pictures of the board]</ref>
==See also==
*[[Chopat]]
*[[Pachisi]]
*[[Parcheesi]]
*[[Parchís]]
*[[Parqués]]
*[[Ludo (board game)|Ludo]]
*Coppit
*[[Uckers]]
*[[Aggravation (board game)|Aggravation]]
*[[Sorry! (game)|Sorry!]]
*[[Wahoo (board game)|Wahoo]]
*[[Kimble (board game)|Kimble]]
*[[Trouble (board game)|Trouble]]
*[[Headache (board game)|Headache]]
==References==
{{reflist}}
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[de:Fang den Hut]]
pzoq1i6gwalwec9go0efbe59ppfu72z
Cosmic Encounter
0
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72.64.61.144
/* History */
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[[Image:Cosmic Encounter (FFG).jpg|thumb|256px|The cover of the most recent release of ''Cosmic Encounter'', from [[Fantasy Flight Games]].]]
'''''Cosmic Encounter''''' is a [[science fiction]]-themed [[strategy]] [[board game]], designed by "Future Pastimes" (collectively, [[Peter Olotka]], [[Jack Kittredge]] and [[Bill Eberle]], with Bill Norton) and originally published by [[Eon Games]] in [[1977 in games|1977]]. In it, each player takes the role of a particular alien species attempting to establish control over the [[universe]]. In [[1992]], a new edition of ''Cosmic Encounter'' won the [[Origins Award]] for ''Best Fantasy or Science Fiction Boardgame of 1991'',<ref>{{cite web
| url=http://www.originsgamefair.com/awards/1991/list-of-winners
| title=Origins Award Winners (1991)
| publisher=Academy of Adventure Gaming Arts & Design
| accessdate=2007-11-02}}</ref> and placed 6th in the [[Deutscher Spiele Preis]]. The game was inducted into the Academy of Adventure Gaming Arts & Design ''Adventure Gaming Hall of Fame'' in 1997.<ref>{{cite web
| url=http://www.originsgamefair.com/awards/1996/list-of-winners
| title=Origins Award Winners (1996)
| publisher=Academy of Adventure Gaming Arts & Design
| accessdate=2007-11-02}}</ref>
''Cosmic Encounter'' is a very dynamic and social game, with players being encouraged to interact, argue, form alliances, make deals, double-cross, and occasionally work together to protect the common good. Most editions of the game are designed for three to six players, although official rules exist for playing with as few as two, or as many as eight, players.
==Gameplay==
The board consists of a home system with five [[planet]]s for each player and an area in the middle termed "The Warp." There is also a cardboard Hyperspace Cone used for pointing an attack at an opponent's planet. Each player begins with twenty ships in their home system (four on each planet). Two decks of cards are used: one deck which determines who is attacked next (the "destiny" pile), and one which contains the cards players hold in their hands. This second deck is made up of numbered cards which are used in challenges and many other special cards which affect the game in various ways. The specific wording of these cards varies among editions.
On a player's turn, he or she turns over a card from the first deck that determines which system to attack (his/her "destiny"), chooses a particular planet in that system, and puts one or more ships in the cone to attack with. The attacking and defending players then have the opportunity to ask other players to ally with them. Allies stand to gain benefits if they join the winning side, or suffer losses if on the losing side. Each main player then selects one of the numbered cards from his hand, to play face down, then flip over simultaneously. The cards and ships involved in the challenge are added up, any special conditions or cards played are taken into account, and the side with the higher total wins. If the attacking player is successful, he and his allies gain one colony each on the disputed planet. If the defending player wins, then the attack is thwarted, the defensive player keeps possession of his/her planet, and all defensive allies gain rewards. All tokens from the losing side are sent to the Warp, where they cannot be used until retrieved. Under certain conditions, players may also be forced to "make a deal" which can include the exchange of cards, colonies, and other game properties, though if no deal can be made within a short time, both players lose tokens to the Warp.
The object of the game is to establish five colonies on planets outside of one's home system. In a variant where each player only has four planets as opposed to five, only four foreign colonies are required to win.
Each player has one or more alien powers which distort, extend, or break the basic rules of the game in some way, usually to that player's advantage. For example, Macron's ships are worth four of any other's ships, Zombie never loses ships to the Warp, and Oracle can see what card his opponent plays before choosing his own card. Some powers encourage a limited [[role-playing]] aspect, for example the Sniveller, with the power to "whine" when doing worse than the other players. While some powers have limited effects that affect a single aspect of gameplay (such as Clone being allowed to keep a card it has just played instead of discarding it), others change the game more substantially (such as Void removing enemy ships from the game permanently) or even change the object of the game (such as Tick-Tock instantly winning after the attacker fails to win a number of times).
At the beginning of the game, these powers are randomly selected from the many different alien powers, so each game requires a different strategy to win. Many of these powers interact with one another in complex ways that are not immediately apparent, sometimes even requiring group consensus (or experience) to resolve conflicts. However, should the player have fewer than 3 colonies in his home system, their alien powers become inactive until the player can regain a 3rd colony back in their home system.
There are many other cards ("Artifacts") which may be played at various times with many different effects, such as instantly releasing all ships from the Warp. More advanced optional game components can add further levels of chaos and unpredictability, and include:
*Flares: Cards based on the alien powers that provide a player with a limited aspect of that power. If a player holds a Flare that matches his or her alien, then the Flare upgrades that power in a manner stated on the card.
*Lucre: In-game currency that allows more control of resources (such as buying more cards for one's hand). Multiple alien powers affect Lucre.
*Moons: Colonies on moons do not count towards victory conditions, but occupying one grants access to its special ability. Moon abilities can be powerful (such as retaining an alien power when it would normally be lost), while others can be described as "silly" (such as forcing the owner to speak in rhymes).
*Special planetary systems: Printed on the reverse side of the normal systems in most prints of ''Cosmic Encounter'', the special systems have additional rules in regards to the player's initial setup, colonies, and victory conditions.
Some players have created their own "homemade" powers, and have posted these along with other various game extensions on the [[Internet]].
Major variants include multiple-power games (in which players have multiple alien powers at once) and hidden-power games (in which powers are not revealed until their first use). Official variants include rules for adding a seventh or eighth player.
== History ==
[[Image:Cosmic_Encounter_Eon_Games_Manual_Page2.png|right|thumb|256px|Art from the inside of the Eon edition. Copyright.]]
The original version of ''Cosmic Encounter'' had exactly six alien powers and was designed for up to six players. This edition was nearly published by Parker Brothers in the mid-1970s; when it was not, the designers founded [[Eon Games]] to publish it.
The first Eon edition was released in 1977. It allowed up to four players and included fifteen alien powers. Over the next five years, Eon released nine expansions, adding sixty more alien powers, components for a fifth and sixth player, and several new types of pieces, including "Flare" cards, money (Lucre), Moons, and special power planet systems. The artwork on these early editions (especially the alien power cards, many of which were painted by Dean Morrissey) is regarded as truly surreal and spectacular.{{Fact|date=January 2007}}
[[Image:Mce.PNG|left|thumb|256px|Mayfair Game's box top for ''More Cosmic Encounter'']]
In 1986, the game was republished in the U.S. by [[West End Games]]. The game used the same deck of cards and number of players, and the same powers with five additional powers from Eon expansion sets #1 and #2. However, the cards and tokens were incompatible with the Eon edition. Meanwhile, in the UK, the game was published by [[Games Workshop]]. The GW edition supported six players, with powers from the Eon base set and some of the first three expansions.
In 1991, the game was licensed by [[Mayfair Games]]. Mayfair published ''Cosmic Encounter,'' an expansion called ''More Cosmic Encounter'' ([[1992]]), and a stripped-down introductory version of the game called ''Simply Cosmic'' ([[1995]]). The Mayfair edition revised some powers from the original Eon set, introduced many more, and significantly revised some of the existing components. It also introduced several new components. By combining the three Mayfair products, it is possible to play a 10-player game.
[[Image:Cosmic encounter avalon hill boxtop.jpg|256px|thumb|right|Avalon Hill's box top for ''Cosmic Encounter'']]
In 2000, [[Avalon Hill]] (by then a division of [[Hasbro]]) published a simplified version in one box with plastic pieces. This version was limited to 20 powers and four players.
In 2003, original designer [[Peter Olotka]] and partners launched a new version called ''Cosmic Encounter Online'' that may be played over the internet. {{As of|2008}}, this version has 35 powers, including four new aliens and two that are designed for online play (such as Dork, which blocks other players' screens).
On Aug. 17, 2007, [[Fantasy Flight Games]] announced plans to reprint the game "in the Summer of 2008."<ref>{{cite web
| url=http://www.fantasyflightgames.com/PDF/eongames-pressrelease.pdf
| title=Fantasy Flight Games to republish classic Eon games
| publisher=Fantasy Flight Games
| accessdate=2008-05-15}}</ref> This was later updated to "November 2008."<ref>{{cite web
| url=http://www.boardgamenews.com/index.php/boardgamenews/comments/cosmic_encounter_coming_in_november/
| title=Cosmic Encounter, coming in November
| publisher=Boardgame News
| accessdate=2008-08-02}}</ref> Game designer Kevin Wilson gave demonstrations of the Fantasy Flight Cosmic Encounter version at [[GenCon]] 2008. This was released in December 2008, and included 50 alien powers, a new Technology system, and support for 5 players. Fantasy Flight has accounced an expansion set for Winter 2009/2010 that will add 20 aliens (some new and some old), ships for a sixth player, and a "Rewards" deck which will include, among other things, Kicker cards.
== Influence ==
The possibility of an organic and completely different experience every time one plays was one of the influences in the design of the very successful card game ''[[Magic: The Gathering]]''. ''Magic'' designer [[Richard Garfield]] has often cited Cosmic Encounter as being influential in the design of Magic, going so far as to say, "[''Magic'''s] most influential ancestor is a game for which I have no end of respect: ''Cosmic Encounter''."{{Fact|date=January 2007}}<!-- This quote is from Garfield's article "The Creation of Magic: The Gathering," which is reprinted in the book Game Design Workshop, ISBN 1578202221-->
The game also heavily influenced the ''[[Dune (board game)|Dune]]'' board game, which was also designed by Future Pastimes.<ref name="bgn2007">{{cite web
|work=Boardgame news
|url=http://www.boardgamenews.com/index.php/boardgamenews/comments/w_eric_martin_peter_olotka_on_cosmic_encounter_and_dne/
|title=Peter Olotka on Cosmic Encounter and D*ne
|author=W. Eric Martin
|quote=We stole heavily from Cosmic Encounter when we designed Dune; the idea of having these well-defined and different powers, we applied it to Darkover, to Dune, and to Cosmic Encounter.
}}</ref>
==References==
<references/>
*{{cite journal
| last =Hemmings
| first =Fred
| authorlink =
| coauthors =
| title =Open Box: Comic Encounter
| format = review
| journal =[[White Dwarf (magazine)|White Dwarf]]
| volume =
| issue =Issue 7
| pages =18
| publisher =[[Games Workshop]]
| year = 1978
| month = June/July
| url =
| issn =0265-8712
| accessdate = }}
==External links==
[[Image:Cosmic encounter online screenshot.png|right|thumb|256px|Online version of ''Cosmic Encounter'']]
;Official sites
*[http://cosmicencounter.com Cosmic Encounter Online]
*Fantasy Flight Games' [http://new.fantasyflightgames.com/edge_minisite.asp?eidm=30&enmi=Cosmic%20Encounter ''Cosmic Encounter''] page
*Avalon Hill's [http://www.wizards.com/default.asp?x=ah/prod/cosmic ''Cosmic Encounter''] product page
;Discussion and reviews
*[http://cosmicencounter.daveola.com/ ''Cosmic Encounter'' Library] showing the complete version history along with photos and components as well as general ''CE'' information.
*TheDiceTower.com [http://www.thedicetower.com/interviews/int046.htm Interview with game designer Peter Olotka], [[June 13]] [[2005]]
*GameSpy.com [http://archive.gamespy.com/interviews/january02/olotka/ Interview with game designer Peter Olotka], January 2002
*[http://www.thegamesjournal.com/articles/EonGames.shtml Eon Games article (with brief mention of ''Cosmic Encounter'')] at TheGamesJournal.com
*[http://redamedia.com/warp/ The Warp] ''Cosmic Encounter'' Resources and Expansions
*{{bgg|15|''Cosmic Encounter''}}
[[Category:Science fiction board games]]
[[Category:Origins Award winners]]
[[Category:Avalon Hill games]]
[[Category:Fantasy Flight Games games]]
[[Category:Mayfair Games games]]
[[Category:West End Games games]]
[[de:Cosmic Encounter]]
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[[Image:Cosmic Encounter (FFG).jpg|thumb|256px|The cover of the most recent release of ''Cosmic Encounter'', from [[Fantasy Flight Games]].]]
'''''Cosmic Encounter''''' is a [[science fiction]]-themed [[strategy]] [[board game]], designed by "Future Pastimes" (collectively, [[Peter Olotka]], [[Jack Kittredge]] and [[Bill Eberle]], with Bill Norton) and originally published by [[Eon Games]] in [[1977 in games|1977]]. In it, each player takes the role of a particular alien species attempting to establish control over the [[universe]]. In [[1992]], a new edition of ''Cosmic Encounter'' won the [[Origins Award]] for ''Best Fantasy or Science Fiction Boardgame of 1991'',<ref>{{cite web
| url=http://www.originsgamefair.com/awards/1991/list-of-winners
| title=Origins Award Winners (1991)
| publisher=Academy of Adventure Gaming Arts & Design
| accessdate=2007-11-02}}</ref> and placed 6th in the [[Deutscher Spiele Preis]]. The game was inducted into the Academy of Adventure Gaming Arts & Design ''Adventure Gaming Hall of Fame'' in 1997.<ref>{{cite web
| url=http://www.originsgamefair.com/awards/1996/list-of-winners
| title=Origins Award Winners (1996)
| publisher=Academy of Adventure Gaming Arts & Design
| accessdate=2007-11-02}}</ref>
''Cosmic Encounter'' is a very dynamic and social game, with players being encouraged to interact, argue, form alliances, make deals, double-cross, and occasionally work together to protect the common good. Most editions of the game are designed for three to six players, although official rules exist for playing with as few as two, or as many as eight, players.
==Gameplay==
The board consists of a home system with five [[planet]]s for each player and an area in the middle termed "The Warp." There is also a cardboard Hyperspace Cone used for pointing an attack at an opponent's planet. Each player begins with twenty ships in their home system (four on each planet). Two decks of cards are used: one deck which determines who is attacked next (the "destiny" pile), and one which contains the cards players hold in their hands. This second deck is made up of numbered cards which are used in challenges and many other special cards which affect the game in various ways. The specific wording of these cards varies among editions.
On a player's turn, he or she turns over a card from the first deck that determines which system to attack (his/her "destiny"), chooses a particular planet in that system, and puts one or more ships in the cone to attack with. The attacking and defending players then have the opportunity to ask other players to ally with them. Allies stand to gain benefits if they join the winning side, or suffer losses if on the losing side. Each main player then selects one of the numbered cards from his hand, to play face down, then flip over simultaneously. The cards and ships involved in the challenge are added up, any special conditions or cards played are taken into account, and the side with the higher total wins. If the attacking player is successful, he and his allies gain one colony each on the disputed planet. If the defending player wins, then the attack is thwarted, the defensive player keeps possession of his/her planet, and all defensive allies gain rewards. All tokens from the losing side are sent to the Warp, where they cannot be used until retrieved. Under certain conditions, players may also be forced to "make a deal" which can include the exchange of cards, colonies, and other game properties, though if no deal can be made within a short time, both players lose tokens to the Warp.
The object of the game is to establish five colonies on planets outside of one's home system. In a variant where each player only has four planets as opposed to five, only four foreign colonies are required to win.
Each player has one or more alien powers which distort, extend, or break the basic rules of the game in some way, usually to that player's advantage. For example, Macron's ships are worth four of any other's ships, Zombie never loses ships to the Warp, and Oracle can see what card his opponent plays before choosing his own card. Some powers encourage a limited [[role-playing]] aspect, for example the Sniveller, with the power to "whine" when doing worse than the other players. While some powers have limited effects that affect a single aspect of gameplay (such as Clone being allowed to keep a card it has just played instead of discarding it), others change the game more substantially (such as Void removing enemy ships from the game permanently) or even change the object of the game (such as Tick-Tock instantly winning after the attacker fails to win a number of times).
At the beginning of the game, these powers are randomly selected from the many different alien powers, so each game requires a different strategy to win. Many of these powers interact with one another in complex ways that are not immediately apparent, sometimes even requiring group consensus (or experience) to resolve conflicts. However, should the player have fewer than 3 colonies in his home system, their alien powers become inactive until the player can regain a 3rd colony back in their home system.
There are many other cards ("Artifacts") which may be played at various times with many different effects, such as instantly releasing all ships from the Warp. More advanced optional game components can add further levels of chaos and unpredictability, and include:
*Flares: Cards based on the alien powers that provide a player with a limited aspect of that power. If a player holds a Flare that matches his or her alien, then the Flare upgrades that power in a manner stated on the card.
*Lucre: In-game currency that allows more control of resources (such as buying more cards for one's hand). Multiple alien powers affect Lucre.
*Moons: Colonies on moons do not count towards victory conditions, but occupying one grants access to its special ability. Moon abilities can be powerful (such as retaining an alien power when it would normally be lost), while others can be described as "silly" (such as forcing the owner to speak in rhymes).
*Special planetary systems: Printed on the reverse side of the normal systems in most prints of ''Cosmic Encounter'', the special systems have additional rules in regards to the player's initial setup, colonies, and victory conditions.
Some players have created their own "homemade" powers, and have posted these along with other various game extensions on the [[Internet]].
Major variants include multiple-power games (in which players have multiple alien powers at once) and hidden-power games (in which powers are not revealed until their first use). Official variants include rules for adding a seventh or eighth player.
== History ==
[[Image:Cosmic_Encounter_Eon_Games_Manual_Page2.png|right|thumb|256px|Art from the inside of the Eon edition. Copyright.]]
The original version of ''Cosmic Encounter'' had exactly six alien powers and was designed for up to six players. This edition was nearly published by Parker Brothers in the mid-1970s; when it was not, the designers founded [[Eon Games]] to publish it.
The first Eon edition was released in 1977. It allowed up to four players and included fifteen alien powers. Over the next five years, Eon released nine expansions, adding sixty more alien powers, components for a fifth and sixth player, and several new types of pieces, including "Flare" cards, money (Lucre), Moons, and special power planet systems. The artwork on these early editions (especially the alien power cards, many of which were painted by Dean Morrissey) is regarded as truly surreal and spectacular.{{Fact|date=January 2007}}
[[Image:Mce.PNG|left|thumb|256px|Mayfair Game's box top for ''More Cosmic Encounter'']]
In 1986, the game was republished in the U.S. by [[West End Games]]. The game used the same deck of cards and number of players, and the same powers with five additional powers from Eon expansion sets #1 and #2. However, the cards and tokens were incompatible with the Eon edition. Meanwhile, in the UK, the game was published by [[Games Workshop]]. The GW edition supported six players, with powers from the Eon base set and some of the first three expansions.
In 1991, the game was licensed by [[Mayfair Games]]. Mayfair published ''Cosmic Encounter,'' an expansion called ''More Cosmic Encounter'' ([[1992]]), and a stripped-down introductory version of the game called ''Simply Cosmic'' ([[1995]]). The Mayfair edition revised some powers from the original Eon set, introduced many more, and significantly revised some of the existing components. It also introduced several new components. By combining the three Mayfair products, it is possible to play a 10-player game.
[[Image:Cosmic encounter avalon hill boxtop.jpg|256px|thumb|right|Avalon Hill's box top for ''Cosmic Encounter'']]
In 2000, [[Avalon Hill]] (by then a division of [[Hasbro]]) published a simplified version in one box with plastic pieces. This version was limited to 20 powers and four players.
In 2003, original designer [[Peter Olotka]] and partners launched a new version called ''Cosmic Encounter Online'' that may be played over the internet. {{As of|2008}}, this version has 35 powers, including four new aliens and two that are designed for online play (such as Dork, which blocks other players' screens).
On Aug. 17, 2007, [[Fantasy Flight Games]] announced plans to reprint the game "in the Summer of 2008."<ref>{{cite web
| url=http://www.fantasyflightgames.com/PDF/eongames-pressrelease.pdf
| title=Fantasy Flight Games to republish classic Eon games
| publisher=Fantasy Flight Games
| accessdate=2008-05-15}}</ref> This was later updated to "November 2008."<ref>{{cite web
| url=http://www.boardgamenews.com/index.php/boardgamenews/comments/cosmic_encounter_coming_in_november/
| title=Cosmic Encounter, coming in November
| publisher=Boardgame News
| accessdate=2008-08-02}}</ref> Game designer Kevin Wilson gave demonstrations of the Fantasy Flight Cosmic Encounter version at [[GenCon]] 2008. This was released in December 2008, and included 50 alien powers, a new Technology system, and support for 5 players. Fantasy Flight has accounced an expansion set for Winter 2009/2010 that will add 20 aliens (some new and some old), ships for a sixth player, and a "Rewards" deck which will include, among other things, Kicker cards.
== Influence ==
The possibility of an organic and completely different experience every time one plays was one of the influences in the design of the very successful card game ''[[Magic: The Gathering]]''. ''Magic'' designer [[Richard Garfield]] has often cited Cosmic Encounter as being influential in the design of Magic, going so far as to say, "[''Magic'''s] most influential ancestor is a game for which I have no end of respect: ''Cosmic Encounter''."{{Fact|date=January 2007}}<!-- This quote is from Garfield's article "The Creation of Magic: The Gathering," which is reprinted in the book Game Design Workshop, ISBN 1578202221-->
The game also heavily influenced the ''[[Dune (board game)|Dune]]'' board game, which was also designed by Future Pastimes.<ref name="bgn2007">{{cite web
|work=Boardgame news
|url=http://www.boardgamenews.com/index.php/boardgamenews/comments/w_eric_martin_peter_olotka_on_cosmic_encounter_and_dne/
|title=Peter Olotka on Cosmic Encounter and D*ne
|author=W. Eric Martin
|quote=We stole heavily from Cosmic Encounter when we designed Dune; the idea of having these well-defined and different powers, we applied it to Darkover, to Dune, and to Cosmic Encounter.
}}</ref>
==References==
<references/>
*{{cite journal
| last =Hemmings
| first =Fred
| authorlink =
| coauthors =
| title =Open Box: Comic Encounter
| format = review
| journal =[[White Dwarf (magazine)|White Dwarf]]
| volume =
| issue =Issue 7
| pages =18
| publisher =[[Games Workshop]]
| year = 1978
| month = June/July
| url =
| issn =0265-8712
| accessdate = }}
==External links==
[[Image:Cosmic encounter online screenshot.png|right|thumb|256px|Online version of ''Cosmic Encounter'']]
;Official sites
*[http://cosmicencounter.com Cosmic Encounter Online]
*Fantasy Flight Games' [http://new.fantasyflightgames.com/edge_minisite.asp?eidm=30&enmi=Cosmic%20Encounter ''Cosmic Encounter''] page
*Avalon Hill's [http://www.wizards.com/default.asp?x=ah/prod/cosmic ''Cosmic Encounter''] product page
;Discussion and reviews
*[http://cosmicencounter.daveola.com/ ''Cosmic Encounter'' Library] showing the complete version history along with photos and components as well as general ''CE'' information.
*TheDiceTower.com [http://www.thedicetower.com/interviews/int046.htm Interview with game designer Peter Olotka], [[June 13]] [[2005]]
*GameSpy.com [http://archive.gamespy.com/interviews/january02/olotka/ Interview with game designer Peter Olotka], January 2002
*[http://www.thegamesjournal.com/articles/EonGames.shtml Eon Games article (with brief mention of ''Cosmic Encounter'')] at TheGamesJournal.com
*[http://redamedia.com/warp/ The Warp] ''Cosmic Encounter'' Resources and Expansions
*{{bgg|15|''Cosmic Encounter''}}
[[Category:Science fiction board games]]
[[Category:Origins Award winners]]
[[Category:Avalon Hill games]]
[[Category:Fantasy Flight Games games]]
[[Category:Mayfair Games games]]
[[Category:West End Games games]]
[[de:Cosmic Encounter]]
d8y0qkw3belwzryxx7dpzfw5zbc2gke
Crash! The bankrupt game
0
2162
4156
2008-11-08T14:00:09Z
Im>Lightbot
0
Date audit per [[wp:mosnum|mosnum]]/[[wp:overlink|overlink]]/Other
4156
wikitext
text/x-wiki
'''''Crash! The Bankrupt Game''''' is an [[Italy|Italian]] [[card game]] created in 2003 by [[Giacomo Sottocasa]] and published by Rose & Poison, a small publisher of [[Role-playing game|RPGs]].
In this game the players, all multi-billionaires, must force all the adversaries to dissipate their properties and go [[bankruptcy|bankrupt]].
Every player has property cards (e.g. a flat in Manhattan, off-shore Society, etc.) and event cards (cocktail party, tabloid scandal, Bear, Bull, Hostile IPO, etc.) to reduce properties (cards in hand and cards in play) of the other players and increase his own; the last standing player wins.
==External links==
*[http://www.roseandpoison.com/bankrupt-en.htm ''Crash!'' official game page] at Rose & Poison
*{{bgg|8443|''Crash! The Bankrupt Game''}}
[[Category:Dedicated deck card games]]
{{card-game-stub}}
gqrgoebea9mcq543sfdwu96h3llk03t
4157
4156
2009-12-09T23:30:26Z
Kingstonlee
1735031
1 revision
4157
wikitext
text/x-wiki
'''''Crash! The Bankrupt Game''''' is an [[Italy|Italian]] [[card game]] created in 2003 by [[Giacomo Sottocasa]] and published by Rose & Poison, a small publisher of [[Role-playing game|RPGs]].
In this game the players, all multi-billionaires, must force all the adversaries to dissipate their properties and go [[bankruptcy|bankrupt]].
Every player has property cards (e.g. a flat in Manhattan, off-shore Society, etc.) and event cards (cocktail party, tabloid scandal, Bear, Bull, Hostile IPO, etc.) to reduce properties (cards in hand and cards in play) of the other players and increase his own; the last standing player wins.
==External links==
*[http://www.roseandpoison.com/bankrupt-en.htm ''Crash!'' official game page] at Rose & Poison
*{{bgg|8443|''Crash! The Bankrupt Game''}}
[[Category:Dedicated deck card games]]
{{card-game-stub}}
gqrgoebea9mcq543sfdwu96h3llk03t
Cthulhu 500
0
2163
4158
2009-10-02T16:45:51Z
169.204.151.200
4158
wikitext
text/x-wiki
'''''Cthulhu 500''''' is a [[motor racing]]-themed [[card game]] based on [[H. P. Lovecraft]]'s [[Cthulhu Mythos]]. The game was released by [[Atlas Games]] at [[Gen Con]] [[2004]] and won the [[Origins Award]]s for ''Best Traditional Card Game of 2004'' and ''Gamers' Choice 2004''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/2004/list-of-winners| title=Origins Award Winners (2004)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-17}}</ref>
==Object of the game==
Players compete by racing [[wiktionary:Cthulhoid|Cthulhoid]] vehicles (such as the [[Sports utility vehicle|Sports Cthutility Vehicle]] or the [[The Call of Cthulhu|Car of Cthulhu]]) and take turns either upgrading the vehicle or [[pit stop|pit crew]], or attempting to overtake the car in front. Once a player reaches the front of the pack, that player may attempt to overtake the rearmost vehicle and thereby gain a "lap." The player with the most laps when the [[Racing flag#The checkered flag|checkered flag]] card is drawn wins; in case of a tie, the front-most of the tying vehicles wins. The last-place finisher is the loser.
== See also ==
* [[Indianapolis 500]]
==References==
{{reflist}}
== External links ==
* [http://www.atlas-games.com/cthulhu500/ ''Cthulhu 500'' official page] at Atlas Games
* {{bgg|12627|''Cthulhu 500''}}
* [http://www.rpg.net/reviews/archive/10/10668.phtml Game review] at [[RPGnet]]
* [[s:The Call of Cthulhu|"The Call of Cthulhu,"]] [[H. P. Lovecraft]]'s original story featuring the first appearance of Cthulhu
[[Category:Dedicated deck card games]]
[[Category:Cthulhu Mythos games]]
[[Category:Fantasy parodies]]
[[Category:Origins Award winners]]
[[Category:Atlas Games games]]
{{card-game-stub}}
rl0oljoyrebo7wpqs8eudtb0mohu4bn
4159
4158
2009-12-09T23:30:27Z
Kingstonlee
1735031
1 revision
4159
wikitext
text/x-wiki
'''''Cthulhu 500''''' is a [[motor racing]]-themed [[card game]] based on [[H. P. Lovecraft]]'s [[Cthulhu Mythos]]. The game was released by [[Atlas Games]] at [[Gen Con]] [[2004]] and won the [[Origins Award]]s for ''Best Traditional Card Game of 2004'' and ''Gamers' Choice 2004''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/2004/list-of-winners| title=Origins Award Winners (2004)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-17}}</ref>
==Object of the game==
Players compete by racing [[wiktionary:Cthulhoid|Cthulhoid]] vehicles (such as the [[Sports utility vehicle|Sports Cthutility Vehicle]] or the [[The Call of Cthulhu|Car of Cthulhu]]) and take turns either upgrading the vehicle or [[pit stop|pit crew]], or attempting to overtake the car in front. Once a player reaches the front of the pack, that player may attempt to overtake the rearmost vehicle and thereby gain a "lap." The player with the most laps when the [[Racing flag#The checkered flag|checkered flag]] card is drawn wins; in case of a tie, the front-most of the tying vehicles wins. The last-place finisher is the loser.
== See also ==
* [[Indianapolis 500]]
==References==
{{reflist}}
== External links ==
* [http://www.atlas-games.com/cthulhu500/ ''Cthulhu 500'' official page] at Atlas Games
* {{bgg|12627|''Cthulhu 500''}}
* [http://www.rpg.net/reviews/archive/10/10668.phtml Game review] at [[RPGnet]]
* [[s:The Call of Cthulhu|"The Call of Cthulhu,"]] [[H. P. Lovecraft]]'s original story featuring the first appearance of Cthulhu
[[Category:Dedicated deck card games]]
[[Category:Cthulhu Mythos games]]
[[Category:Fantasy parodies]]
[[Category:Origins Award winners]]
[[Category:Atlas Games games]]
{{card-game-stub}}
rl0oljoyrebo7wpqs8eudtb0mohu4bn
Cut and Run (game)
0
2072
3972
2008-06-10T18:54:25Z
Im>Eubot
0
Hatnote formatting, see [[User:Eubot/Hatnote formatting]]
3972
wikitext
text/x-wiki
{{otheruses|Cut and run (disambiguation)}}
{{Orphan|date=April 2008}}
'''''Cut and Run''''' is a [[board game]] for 3 to 6 players, produced by Cut and Run Productions Ltd. The main aim of the game is to travel round the circular board, using [[dice]]. The [[space]] you land on usually triggers a specific action that permits you to gamble money, or steal [[casino|casinos]].
When you have acquired a set of casinos, you have the option to ''cut and run'' for victory. If you succeed in travelling round the board without losing your set to another player, you win the game.
==External links==
*[http://www.cutandrun.com/ ''Cut and Run''] Official Website
*{{bgg|1242|''Cut and Run''}}
[[Category:Economic simulation board games]]
{{board-game-stub}}
tar69c6uwe3lasmgd8iawwu26fqrkov
3973
3972
2009-12-09T23:29:58Z
Kingstonlee
1735031
1 revision
3973
wikitext
text/x-wiki
{{otheruses|Cut and run (disambiguation)}}
{{Orphan|date=April 2008}}
'''''Cut and Run''''' is a [[board game]] for 3 to 6 players, produced by Cut and Run Productions Ltd. The main aim of the game is to travel round the circular board, using [[dice]]. The [[space]] you land on usually triggers a specific action that permits you to gamble money, or steal [[casino|casinos]].
When you have acquired a set of casinos, you have the option to ''cut and run'' for victory. If you succeed in travelling round the board without losing your set to another player, you win the game.
==External links==
*[http://www.cutandrun.com/ ''Cut and Run''] Official Website
*{{bgg|1242|''Cut and Run''}}
[[Category:Economic simulation board games]]
{{board-game-stub}}
tar69c6uwe3lasmgd8iawwu26fqrkov
DC Heroes
0
2303
4442
2009-11-29T19:28:51Z
BOZ
409673
/* Status of the MEGS Game System as of February 2009 */ link
4442
wikitext
text/x-wiki
{{redirect|Blood of Heroes|the 1989 science fiction film|The Blood of Heroes}}
{{Infobox RPG
|title= DC Heroes Role-Playing Game
|image= [[Image:DC Heroes First Edition Box Cover.jpg]]
|caption= DC Heroes 1<small>st</small> Edition Box Cover
|designer= Greg Gorden ''(3<small>rd</small> Ed.)''
|publisher= [[Mayfair Games]]
|date= 1985 ''(1<small>st</small> Ed.)''<br>1989 ''(2<small>nd</small> Ed.)''<br>1993 ''(3<small>rd</small> Ed.)''
|genre= [[Superhero]]
|system= ''[[Mayfair Exponential Game System]]''
|footnotes=
}}
'''''DC Heroes''''' is an out-of-print [[superhero]] [[role-playing game]] set in the [[DC Universe]], published by [[Mayfair Games]]. Other than sharing the same licensed setting, ''DC Heroes'' is unrelated to the ''[[West End Games]] [[DC Universe Roleplaying Game|DC Universe]]''.
''DC Heroes'' was critically well-received, and despite its out of print status still retains an unusually large and active online community ([http://games.groups.yahoo.com/group/dc-heroes/ Statistics]).
==Gameplay==
The game system in ''DC Heroes'' is sometimes called the ''[[Mayfair Exponential Game System]]'' (or ''MEGS'').
''DC Heroes'' uses a logarithmic scale for character [[ability score|attributes]]. The scale allows characters of wildly different power levels to co-exist within the same game without one completely dominating a given area. For example, although [[Superman]] is on orders of magnitude far stronger than [[Batman]], Batman is capable of surviving a straight brawl with Superman for a short period. Conflicts are resolved using an Action Table and two [[Ten-sided die|ten-sided dice]]. The die rolling system involves re-rolling any double result (the same number of both dice), so that any result is possible.
Hero Points, which are used as [[experience points]], can be spent during play to influence Action Table Results.
==History==
Mayfair Games published the first edition in 1985. During the same time-frame, DC released its twelve-part "[[limited series|maxi-series]]" ''[[Crisis on Infinite Earths]]'', which dramatically reshaped the [[DC universe]]. As a result of this timing, both [[Silver Age of Comic Books|Silver Age]] and pre-Crisis writeups were included alongside new, post-Crisis versions of the characters. While it was groundbreaking in its time, this edition of the game is now considered obsolete by the online community.{{Fact|date=February 2007}}
The second edition, published in 1989, incorporated material from the ''[[Batman]] Role-Playing Game'' and the ''[[Superman]] Sourcebook''. These materials included rules for advantages, drawbacks, and gadgetry.
The third edition, published in 1993, further refined the rules by revamping the point costs of various abilities.
===Blood of Heroes===
Mayfair Games eventually sold the rights to the ''Mayfair Exponential Game System'' to another company, [[Pulsar Games]], which later released the ''Blood of Heroes'' role-playing game. ''Blood of Heroes'' is largely derived from the third edition of ''DC Heroes'' but without a license to use DC Comics' intellectual property. DC-brand characters were instead replaced with new characters created specifically for the ''Blood of Heroes'' universe.
The setting included with the game is a 1990s-style superhero world with a heavy influence of occult and magical beings, which accounts for the much more detailed magic system included in the game.
A subsequent edition, ''Blood of Heroes: Special Edition'', incorporated a large number of rule tweaks as well as lots of new material, often derived from proposals from the online community.
In 2004 Pulsar Games was sold to new owners. Since then, nothing has been done official with the game, leaving it inactive.
=== Status of the MEGS Game System as of February 2009 ===
The original owners of Pulsar sold the company to its current owners in late 2003 (http://www.pulsargamesinc.com/). The new owners have stated their intention to continue the Blood of Heroes line as recently as March of 2007 (See message #39370 of the DC Heroes Yahoo Group) but cited the need to address certain issues first, including the legal question of the game's ownership.
[[Ray Winninger]], author of the DC Heroes RPG Second Edition and editorial director for Mayfair's DC Heroes line, summarized his understanding of the ownership question as follows:
<blockquote>
"1) Our contract with DC specified that DC Comics holds the copyright on every product we released. If you check the indices, you'll note they all say 'Copyright (C) DC Comics Inc.' The contracts didn't specify anything like 'Mayfair owns the copyright to the actual game rules, while DC retains the rights to its IP' or anything similar, just 'all DCH products are copyright DC Comics-period.' This would suggest that DC actually owns DC HEROES. I know for certain that DC *believes* they own all rights to the game and everything produced for it and I suspect they're probably right.
<br /><br />
"2) Greg Gorden believes that his contract specified that he retained ownership of the DCH game system once DCH was out of print. When I was at Mayfair I looked for this agreement and couldn't find it-but that doesn't mean it doesn't exist. One potential problem is that it's unclear that Mayfair could have made such an arrangement with Greg in the first place. Remember, the DC licensing agreement specified that DC would retain full and perpetual copyright over everything we released.
<br /><br />
"3) Pulsar licensed DCH from Mayfair but it's not 100% clear that Mayfair ever had the necessary rights to grant such a license in the first place (#1 and #2 above)." (Quoted from message #45554 of the DC Heroes Yahoo Group)
</blockquote>
John Colagioia, one of the new owners of Pulsar Games, commented on their current status in March 2007:
<blockquote>
"We've been dealing frequently with the owner's legal team to try to get a handle on who owns what, who licenses/can license what, and how much room there is to change things. When I have an update of use, I'll relate it here, because it'll mean big things are coming on Pulsar's side, too." (Quoted from message #38995 of the DC Heroes Yahoo Group)
</blockquote>
As of February 1st, 2009, no further public statements have been made by any of the involved parties as to the current status of the game.
==External links==
* Official [http://www.pulsargamesinc.com/ ''Blood of Heroes''] website
* [http://games.groups.yahoo.com/group/dc-heroes/ ''DC Heroes'' Yahoo Group] - main online community for the game
* [http://www.writeups.org/index.html Writeups.org] – very large database of detailed character writeups for ''MEGS''
* [http://www.siskoid.com/RPG/DCHeroes/DCHeroesAlpha.html Character Index] – ''MEGS'' statistics for and general information on DC universe characters
* [http://dc.darkalliance.org/ DC Character Builder] – character creation software
* [http://www.pen-paper.net/rpgdb.php?op=showline&gamelineid=235 Pen & Paper RPG Database] - details on ''DC Heroes'' products
[[Category:DC Comics|Heroes]]
[[Category:Superhero role-playing games]]
[[Category:Role-playing games based on comics]]
[[Category:Mayfair Games games]]
[[es:DC Heroes]]
[[it:DC Heroes]]
[[pt:DC Heroes]]
cke9xuerg68rglh0xpvqz3ujgbhw61q
4443
4442
2009-12-09T23:45:47Z
Kingstonlee
1735031
1 revision
4443
wikitext
text/x-wiki
{{redirect|Blood of Heroes|the 1989 science fiction film|The Blood of Heroes}}
{{Infobox RPG
|title= DC Heroes Role-Playing Game
|image= [[Image:DC Heroes First Edition Box Cover.jpg]]
|caption= DC Heroes 1<small>st</small> Edition Box Cover
|designer= Greg Gorden ''(3<small>rd</small> Ed.)''
|publisher= [[Mayfair Games]]
|date= 1985 ''(1<small>st</small> Ed.)''<br>1989 ''(2<small>nd</small> Ed.)''<br>1993 ''(3<small>rd</small> Ed.)''
|genre= [[Superhero]]
|system= ''[[Mayfair Exponential Game System]]''
|footnotes=
}}
'''''DC Heroes''''' is an out-of-print [[superhero]] [[role-playing game]] set in the [[DC Universe]], published by [[Mayfair Games]]. Other than sharing the same licensed setting, ''DC Heroes'' is unrelated to the ''[[West End Games]] [[DC Universe Roleplaying Game|DC Universe]]''.
''DC Heroes'' was critically well-received, and despite its out of print status still retains an unusually large and active online community ([http://games.groups.yahoo.com/group/dc-heroes/ Statistics]).
==Gameplay==
The game system in ''DC Heroes'' is sometimes called the ''[[Mayfair Exponential Game System]]'' (or ''MEGS'').
''DC Heroes'' uses a logarithmic scale for character [[ability score|attributes]]. The scale allows characters of wildly different power levels to co-exist within the same game without one completely dominating a given area. For example, although [[Superman]] is on orders of magnitude far stronger than [[Batman]], Batman is capable of surviving a straight brawl with Superman for a short period. Conflicts are resolved using an Action Table and two [[Ten-sided die|ten-sided dice]]. The die rolling system involves re-rolling any double result (the same number of both dice), so that any result is possible.
Hero Points, which are used as [[experience points]], can be spent during play to influence Action Table Results.
==History==
Mayfair Games published the first edition in 1985. During the same time-frame, DC released its twelve-part "[[limited series|maxi-series]]" ''[[Crisis on Infinite Earths]]'', which dramatically reshaped the [[DC universe]]. As a result of this timing, both [[Silver Age of Comic Books|Silver Age]] and pre-Crisis writeups were included alongside new, post-Crisis versions of the characters. While it was groundbreaking in its time, this edition of the game is now considered obsolete by the online community.{{Fact|date=February 2007}}
The second edition, published in 1989, incorporated material from the ''[[Batman]] Role-Playing Game'' and the ''[[Superman]] Sourcebook''. These materials included rules for advantages, drawbacks, and gadgetry.
The third edition, published in 1993, further refined the rules by revamping the point costs of various abilities.
===Blood of Heroes===
Mayfair Games eventually sold the rights to the ''Mayfair Exponential Game System'' to another company, [[Pulsar Games]], which later released the ''Blood of Heroes'' role-playing game. ''Blood of Heroes'' is largely derived from the third edition of ''DC Heroes'' but without a license to use DC Comics' intellectual property. DC-brand characters were instead replaced with new characters created specifically for the ''Blood of Heroes'' universe.
The setting included with the game is a 1990s-style superhero world with a heavy influence of occult and magical beings, which accounts for the much more detailed magic system included in the game.
A subsequent edition, ''Blood of Heroes: Special Edition'', incorporated a large number of rule tweaks as well as lots of new material, often derived from proposals from the online community.
In 2004 Pulsar Games was sold to new owners. Since then, nothing has been done official with the game, leaving it inactive.
=== Status of the MEGS Game System as of February 2009 ===
The original owners of Pulsar sold the company to its current owners in late 2003 (http://www.pulsargamesinc.com/). The new owners have stated their intention to continue the Blood of Heroes line as recently as March of 2007 (See message #39370 of the DC Heroes Yahoo Group) but cited the need to address certain issues first, including the legal question of the game's ownership.
[[Ray Winninger]], author of the DC Heroes RPG Second Edition and editorial director for Mayfair's DC Heroes line, summarized his understanding of the ownership question as follows:
<blockquote>
"1) Our contract with DC specified that DC Comics holds the copyright on every product we released. If you check the indices, you'll note they all say 'Copyright (C) DC Comics Inc.' The contracts didn't specify anything like 'Mayfair owns the copyright to the actual game rules, while DC retains the rights to its IP' or anything similar, just 'all DCH products are copyright DC Comics-period.' This would suggest that DC actually owns DC HEROES. I know for certain that DC *believes* they own all rights to the game and everything produced for it and I suspect they're probably right.
<br /><br />
"2) Greg Gorden believes that his contract specified that he retained ownership of the DCH game system once DCH was out of print. When I was at Mayfair I looked for this agreement and couldn't find it-but that doesn't mean it doesn't exist. One potential problem is that it's unclear that Mayfair could have made such an arrangement with Greg in the first place. Remember, the DC licensing agreement specified that DC would retain full and perpetual copyright over everything we released.
<br /><br />
"3) Pulsar licensed DCH from Mayfair but it's not 100% clear that Mayfair ever had the necessary rights to grant such a license in the first place (#1 and #2 above)." (Quoted from message #45554 of the DC Heroes Yahoo Group)
</blockquote>
John Colagioia, one of the new owners of Pulsar Games, commented on their current status in March 2007:
<blockquote>
"We've been dealing frequently with the owner's legal team to try to get a handle on who owns what, who licenses/can license what, and how much room there is to change things. When I have an update of use, I'll relate it here, because it'll mean big things are coming on Pulsar's side, too." (Quoted from message #38995 of the DC Heroes Yahoo Group)
</blockquote>
As of February 1st, 2009, no further public statements have been made by any of the involved parties as to the current status of the game.
==External links==
* Official [http://www.pulsargamesinc.com/ ''Blood of Heroes''] website
* [http://games.groups.yahoo.com/group/dc-heroes/ ''DC Heroes'' Yahoo Group] - main online community for the game
* [http://www.writeups.org/index.html Writeups.org] – very large database of detailed character writeups for ''MEGS''
* [http://www.siskoid.com/RPG/DCHeroes/DCHeroesAlpha.html Character Index] – ''MEGS'' statistics for and general information on DC universe characters
* [http://dc.darkalliance.org/ DC Character Builder] – character creation software
* [http://www.pen-paper.net/rpgdb.php?op=showline&gamelineid=235 Pen & Paper RPG Database] - details on ''DC Heroes'' products
[[Category:DC Comics|Heroes]]
[[Category:Superhero role-playing games]]
[[Category:Role-playing games based on comics]]
[[Category:Mayfair Games games]]
[[es:DC Heroes]]
[[it:DC Heroes]]
[[pt:DC Heroes]]
cke9xuerg68rglh0xpvqz3ujgbhw61q
Daldøs
0
2105
4040
2008-12-15T23:48:22Z
Noe
188831
/* Variations */ typo
4040
wikitext
text/x-wiki
[[Image:Daldøs dice.PNG|right|thumb|100px|Daldøs rolling-pin style dice.]]
'''Daldøs''' [dal'd[[ø]]<nowiki>s</nowiki>] is a [[running-fight]] [[board game]] only known from a few coastal locations in [[Scandinavia]], where its history can be traced back to around 1800. The game is notable for its unusual four-sided rolling-pin style [[dice]] (stick or [[barrel dice]]). In [[Denmark]] it is known as daldøs in Northern and Western [[Jutland]] ([[Mors (island)|Mors]], [[Thisted]] and [[Fanø]]), and possibly as '''daldos''' on [[Bornholm]]. In [[Norway]] it is known under the name of '''daldøsa''' from [[Jæren]], where, unlike in Denmark, a continuous tradition of the daldøs game exists. A rather similar game called [[sáhkku]], using virtually identical dice, is known in a number of variants from the [[Sami people|Sea Sami]] in Northern Norway, [[Finland]] and [[Russia]]. Otherwise, the closest relatives of this game appear to be the [[tâb]] games from Northern Africa and South-western Asia, possibly apart from one unlabelled diagram in a codex from Southern England.
==Typical materials==
'''Board'''
The board is boat-shaped and has three parallel rows of holes, two of which (A and B) have 16 holes each, while the middle row (C) has an extra hole in the prow of the ship.
'''Pieces'''
Each player has 16 spatula-shaped pieces with a bottom end fitting into the holes of the board. One player has pieces that are rather wide and thin; where as the other player's pieces are more obelisk-shaped. At the beginning of the game, player A's pieces are placed in the holes of row A so that the spatulas are perpendicular to the row (''un-dalled''), and equivalently for player B. Later in the game, the pieces will be turned (''fordallede'', or ''dalled'') so that the spatula is parallel to the rows.
'''Dice'''
Two special dice are used. Each die is a four-sided [[Dice#Non-cubical dice|rolling pin]] (or stick die) with pyramidal or rounded ends, preventing the rolling pin from standing on end. They may be about 2 by 2 cm in cross section, and 4 cm long. The four sides are marked '''A''' (with the value 1, called ''dallen'', i.e. ''the dal''), '''II''' (2, probably called ''døs''), '''III''' (3) and '''IIII''' (4). According to some sources, the dal is opposite to III.
==Rules==
[[Image:Daldøs.PNG|left|thumb|300px|Daldøs board. Top: Opening position. Middle: Route for player A's pieces. Bottom: Position after first move for each player.]]
'''Starting the game'''
Both players throw the dice; the highest throw (adding the dice, the dal counting as 1) begins the game.
'''Dalling'''
Pieces cannot move until they have been dalled. A die showing the dal allows the player to dal one piece, which means to turn it parallel to its row and move it one position ahead. With the first dal, only the piece closest to the stern can be dalled, and then it goes into row C. With no dalled pieces, a throw with no dals is a lost move.
'''Moves'''
The dalled pieces move according to dice throws. Each player's pieces move first through the home row to the stern, then through row C towards the prow, then into the enemy row back towards the stern. From here it moves into row C again, etc., never returning to the home row. The showings of the two dice may be either added and used to move one piece, or used separately for two different pieces. E.g., a throw of a dal and a three allows the player ''(i)'' to dal one piece (moving it one position) and then move another dalled piece three positions; ''(ii)'' to dal one piece and move it a total of four positions; ''(iii)'' to move two dalled pieces, one three positions and the other one position; or ''(iv)'' to move one dalled piece four positions. The showings of both dice must be used in a move. If that is not possible, the showing of one of the dice must be used. If that is not possible either, the move is lost. A throw of dal-dal (two dals) always gives the right to an extra throw.
'''Object'''
The object of the game is to remove all enemy pieces from the board. An enemy piece is removed when another piece ends at the same position. When the dice are added, only an enemy piece at the final position can be removed. Enemy pieces can be jumped, but are not removed thereby. Friendly pieces cannot be jumped at all. (Whether pieces jumped or at the final position are dalled or not is irrelevant here.) The game ends when one player has no pieces left.
==Variations==
The shape of the board, the pieces and the dice vary. E.g., the dal marked '''A''' in Denmark is marked '''X''' in Norway, and '''I''' in some modern reconstructions.
In the rules supplied with some reconstructions of the game, the direction of the moves is reversed (prow-to-stern in row C instead of stern-to-prow). However, this difference has no real consequences.
In some reconstructions, the pieces are cylindrical with one end painted black for player A and white for player B. Undalled pieces are turned with the painted end down.
Some sources specify that only a player's undalled piece closest to the stern may be dalled. With this rule, the pieces need not be designed so that one can see whether a piece is dalled or not; instead the next piece to be dalled can be indicated by a marker.
Also, some sources indicate that when the dice are added and used to move one piece, enemy pieces at the intermediate position as well as at the final position are removed.
The end game can be tedious, so it has been suggested to agree that the first player to have only ''one'' piece left loses. Also, the players may agree to declare the game a draw.
The number of holes in each row is rather arbitrary; instead of the 16+17+16 used in the Danish game, 12+13+12 are used in Norway, with 12 pieces for each player. In either case, there is no obvious reason for the extra hole in the middle row, other than to distinguish the two ends of the board, which is necessary to define the direction of play.
==Strategy==
The game is simple, and one will soon realise that it pays to have dalled pieces waiting in the home row close to the prow, and also in the enemy row behind all enemy pieces. Most dal throws are used to dal pieces rather than to move already dalled pieces.
===Probabilities===
It is often useful to have an idea of the probability that a given piece can be removed in the next round. Suppose player A has a piece a<sub>1</sub>, and player B has a piece b<sub>1</sub> a few positions behind a<sub>1</sub> with no other pieces in between. If it is B's turn, B's chances of being able to remove a<sub>1</sub> using b<sub>1</sub> in this turn depends on how many positions b<sub>1</sub> is behind a<sub>1</sub>:
[[Image:Daldøs position.PNG|right|thumb|200px|Relative positions of pieces. Here, distance b<sub>1</sub>→a<sub>1</sub> is 2 and b<sub>2</sub>→a<sub>1</sub> is 4.]]
{| class="wikitable"
|-
! Distance b<sub>1</sub>→a<sub>1</sub>
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 or more
|-
! Probability
| 44% || 50% || 60% || 67% || 29% || 23% || 14% || 8% || less than 1%
|-
! Use of dal-dal
| 1 || 2 || 0 || 0 || 1 || 2 || 2 || 2 || 2
|}
Note that the largest probability, two thirds, is found when b<sub>1</sub> is four positions behind a<sub>1</sub>, and note the rapid decrease in the probabilities for larger distances. These values assume that B has sufficient possibilities to use part of the throw elsewhere on the board. E.g., with a distance of 2, B must either throw a dal-dal (probability 1/16), or one die must show 2 (probability 7/16), while B is able to use the other die to move another piece elsewhere on the board. The table row ''Use of dal-dal'' indicates how many positions B should move b<sub>1</sub> at a throw of dal-dal in order to maximize the probability of removing a<sub>1</sub>, including the extra throw.
If B has an additional piece b<sub>2</sub> behind b<sub>1</sub>, but no more than four positions behind a<sub>1</sub>, the first few probabilities are increased by including the possibility of jumping over a<sub>1</sub> with b<sub>1</sub> and then removing a<sub>1</sub> using b<sub>2</sub>:
{| class="wikitable"
|-
! Distance b<sub>1</sub>→a<sub>1</sub>
| 1 || 2 || 3
|-
! Distance b<sub>2</sub>→a<sub>1</sub>
| 2, 3 or 4 || 3 or 4 || 4
|-
! Probability
| 75% || 69% || 67%
|-
! Use of dal-dal
| 1 || 2 || 2
|}
Note that now, the largest probability is three quarters, and is found when b<sub>1</sub> is just one position behind a<sub>1</sub>.
==History and sources==
The origins of Daldøs are unknown, but it is strikingly similar to some games in the [[tâb]] group from Northern Africa and Western Asia, widely distributed during the Muslim expansion. One may conjecture that some sea-going trade contact has carried a tâb game to Scandinavia, either directly from the Arab world, or possibly via England, where a codex from Cerne Abbey, [[Dorset]], from the second half of the thirteenth century (Folio 2v, MS 0.2.45, Trinity College Library, Cambridge) possibly shows a Daldøs board with 12+12+12 holes, after both players have made their first move. The game must have arrived in Scandinavia not much later than 1800, and quite possibly a few centuries before that. A connection involving the [[Sweden|Swedish]] [[Vikings]] known as [[Varangians]], mercenaries for the [[Byzantine Empire]] before 1100, has been suggested.
In a Danish historical novel "Fru Maria Grubbe" written in 1876 by [[J. P. Jacobsen]], Maria plays daldøs with her husband in 1661. But most likely, Jacobsen knew the game from his childhood in Thisted in the 1850'es. In an article from 1927 by H. Billeskov Jansen [H. Billeskov Jansen: Daldøs, Danske Studier, Copenhagen 1927, pp. 96-100], the game is described in detail and the rules are given. The author had found one of the few surviving specimens from a farm near Thisted – a farm where Jacobsen used to come as a child. This game is now at Thisted Museum. Another game from Mors is now at [[National Museum of Denmark|Nationalmuseet]] (Brede). From Bornholm, no sources mention the game, but a local saying ''spilla daldōs'' (lit. ''playing daldøs''), meaning to live beyond one's means, has been recorded in 1856. A similar meaning has been recorded in Jutland.
In Jæren in Norway, a game of unknown age is kept in [[Hå]] bygdemuseum, a part of Jærmuseet. Jæren had close trade connections with the Danish regions where daldøs was played, and also with Northern Norway, where sáhkku was played.
===The name of the game===
In the name ''daldøs'', the first syllable refers to the throw ''dal''. The marking A on the daldøs dice probably stands for ''ace'' or the like, but the etymology of the name ''dal'' remains a mystery. One theory connects ''dal'' to Medieval English ''daly'', meaning die. ''Døs'' is probably a variant of a [[North Germanic languages|Nordic]] word traditionally used for the "two" on a die, related to old [[French language|French]] ''doues'', surviving in the Danish word [[:da:Sinkadus|sinkadus]], originally meaning a dice throw of 5 and 2. Most of the tâb games and the Samít sáhkku game are likewise named after the dice throw "one", which is required to release the pieces so that they can start moving.
==References==
*Peter Michaelsen: ''Daldøs og Sakku – to gamle nordiske spil med fjerne slægtninge''. Ord & Sag 19, 1999, pp.15-28 [http://www.hum.au.dk/jysk/publikationer/ordsag19.pdf]
* Peter Michaelsen: ''Daldøs – et gådefuldt gammelt brætspil''. Historisk Årbog for Thy og Vester Han Herred, 2001 [http://arkiv.thisted-bibliotek.dk/Historisk%20%C3%85rbog/%C3%85rgang%202001/Michaelsen,%20Peter%20%20%20Dald%C3%B8s%20-%20et%20g%C3%A5defuldt%20gammelt%20br%C3%A6tspil.pdf]
[[Category:Roll-and-move board games]]
[[Category:Traditional board games]]
[[da:Daldøs]]
ruy7auizxyilyfd9g5c1b8lbt1oqois
4041
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2009-12-09T23:30:08Z
Kingstonlee
1735031
1 revision
4041
wikitext
text/x-wiki
[[Image:Daldøs dice.PNG|right|thumb|100px|Daldøs rolling-pin style dice.]]
'''Daldøs''' [dal'd[[ø]]<nowiki>s</nowiki>] is a [[running-fight]] [[board game]] only known from a few coastal locations in [[Scandinavia]], where its history can be traced back to around 1800. The game is notable for its unusual four-sided rolling-pin style [[dice]] (stick or [[barrel dice]]). In [[Denmark]] it is known as daldøs in Northern and Western [[Jutland]] ([[Mors (island)|Mors]], [[Thisted]] and [[Fanø]]), and possibly as '''daldos''' on [[Bornholm]]. In [[Norway]] it is known under the name of '''daldøsa''' from [[Jæren]], where, unlike in Denmark, a continuous tradition of the daldøs game exists. A rather similar game called [[sáhkku]], using virtually identical dice, is known in a number of variants from the [[Sami people|Sea Sami]] in Northern Norway, [[Finland]] and [[Russia]]. Otherwise, the closest relatives of this game appear to be the [[tâb]] games from Northern Africa and South-western Asia, possibly apart from one unlabelled diagram in a codex from Southern England.
==Typical materials==
'''Board'''
The board is boat-shaped and has three parallel rows of holes, two of which (A and B) have 16 holes each, while the middle row (C) has an extra hole in the prow of the ship.
'''Pieces'''
Each player has 16 spatula-shaped pieces with a bottom end fitting into the holes of the board. One player has pieces that are rather wide and thin; where as the other player's pieces are more obelisk-shaped. At the beginning of the game, player A's pieces are placed in the holes of row A so that the spatulas are perpendicular to the row (''un-dalled''), and equivalently for player B. Later in the game, the pieces will be turned (''fordallede'', or ''dalled'') so that the spatula is parallel to the rows.
'''Dice'''
Two special dice are used. Each die is a four-sided [[Dice#Non-cubical dice|rolling pin]] (or stick die) with pyramidal or rounded ends, preventing the rolling pin from standing on end. They may be about 2 by 2 cm in cross section, and 4 cm long. The four sides are marked '''A''' (with the value 1, called ''dallen'', i.e. ''the dal''), '''II''' (2, probably called ''døs''), '''III''' (3) and '''IIII''' (4). According to some sources, the dal is opposite to III.
==Rules==
[[Image:Daldøs.PNG|left|thumb|300px|Daldøs board. Top: Opening position. Middle: Route for player A's pieces. Bottom: Position after first move for each player.]]
'''Starting the game'''
Both players throw the dice; the highest throw (adding the dice, the dal counting as 1) begins the game.
'''Dalling'''
Pieces cannot move until they have been dalled. A die showing the dal allows the player to dal one piece, which means to turn it parallel to its row and move it one position ahead. With the first dal, only the piece closest to the stern can be dalled, and then it goes into row C. With no dalled pieces, a throw with no dals is a lost move.
'''Moves'''
The dalled pieces move according to dice throws. Each player's pieces move first through the home row to the stern, then through row C towards the prow, then into the enemy row back towards the stern. From here it moves into row C again, etc., never returning to the home row. The showings of the two dice may be either added and used to move one piece, or used separately for two different pieces. E.g., a throw of a dal and a three allows the player ''(i)'' to dal one piece (moving it one position) and then move another dalled piece three positions; ''(ii)'' to dal one piece and move it a total of four positions; ''(iii)'' to move two dalled pieces, one three positions and the other one position; or ''(iv)'' to move one dalled piece four positions. The showings of both dice must be used in a move. If that is not possible, the showing of one of the dice must be used. If that is not possible either, the move is lost. A throw of dal-dal (two dals) always gives the right to an extra throw.
'''Object'''
The object of the game is to remove all enemy pieces from the board. An enemy piece is removed when another piece ends at the same position. When the dice are added, only an enemy piece at the final position can be removed. Enemy pieces can be jumped, but are not removed thereby. Friendly pieces cannot be jumped at all. (Whether pieces jumped or at the final position are dalled or not is irrelevant here.) The game ends when one player has no pieces left.
==Variations==
The shape of the board, the pieces and the dice vary. E.g., the dal marked '''A''' in Denmark is marked '''X''' in Norway, and '''I''' in some modern reconstructions.
In the rules supplied with some reconstructions of the game, the direction of the moves is reversed (prow-to-stern in row C instead of stern-to-prow). However, this difference has no real consequences.
In some reconstructions, the pieces are cylindrical with one end painted black for player A and white for player B. Undalled pieces are turned with the painted end down.
Some sources specify that only a player's undalled piece closest to the stern may be dalled. With this rule, the pieces need not be designed so that one can see whether a piece is dalled or not; instead the next piece to be dalled can be indicated by a marker.
Also, some sources indicate that when the dice are added and used to move one piece, enemy pieces at the intermediate position as well as at the final position are removed.
The end game can be tedious, so it has been suggested to agree that the first player to have only ''one'' piece left loses. Also, the players may agree to declare the game a draw.
The number of holes in each row is rather arbitrary; instead of the 16+17+16 used in the Danish game, 12+13+12 are used in Norway, with 12 pieces for each player. In either case, there is no obvious reason for the extra hole in the middle row, other than to distinguish the two ends of the board, which is necessary to define the direction of play.
==Strategy==
The game is simple, and one will soon realise that it pays to have dalled pieces waiting in the home row close to the prow, and also in the enemy row behind all enemy pieces. Most dal throws are used to dal pieces rather than to move already dalled pieces.
===Probabilities===
It is often useful to have an idea of the probability that a given piece can be removed in the next round. Suppose player A has a piece a<sub>1</sub>, and player B has a piece b<sub>1</sub> a few positions behind a<sub>1</sub> with no other pieces in between. If it is B's turn, B's chances of being able to remove a<sub>1</sub> using b<sub>1</sub> in this turn depends on how many positions b<sub>1</sub> is behind a<sub>1</sub>:
[[Image:Daldøs position.PNG|right|thumb|200px|Relative positions of pieces. Here, distance b<sub>1</sub>→a<sub>1</sub> is 2 and b<sub>2</sub>→a<sub>1</sub> is 4.]]
{| class="wikitable"
|-
! Distance b<sub>1</sub>→a<sub>1</sub>
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 or more
|-
! Probability
| 44% || 50% || 60% || 67% || 29% || 23% || 14% || 8% || less than 1%
|-
! Use of dal-dal
| 1 || 2 || 0 || 0 || 1 || 2 || 2 || 2 || 2
|}
Note that the largest probability, two thirds, is found when b<sub>1</sub> is four positions behind a<sub>1</sub>, and note the rapid decrease in the probabilities for larger distances. These values assume that B has sufficient possibilities to use part of the throw elsewhere on the board. E.g., with a distance of 2, B must either throw a dal-dal (probability 1/16), or one die must show 2 (probability 7/16), while B is able to use the other die to move another piece elsewhere on the board. The table row ''Use of dal-dal'' indicates how many positions B should move b<sub>1</sub> at a throw of dal-dal in order to maximize the probability of removing a<sub>1</sub>, including the extra throw.
If B has an additional piece b<sub>2</sub> behind b<sub>1</sub>, but no more than four positions behind a<sub>1</sub>, the first few probabilities are increased by including the possibility of jumping over a<sub>1</sub> with b<sub>1</sub> and then removing a<sub>1</sub> using b<sub>2</sub>:
{| class="wikitable"
|-
! Distance b<sub>1</sub>→a<sub>1</sub>
| 1 || 2 || 3
|-
! Distance b<sub>2</sub>→a<sub>1</sub>
| 2, 3 or 4 || 3 or 4 || 4
|-
! Probability
| 75% || 69% || 67%
|-
! Use of dal-dal
| 1 || 2 || 2
|}
Note that now, the largest probability is three quarters, and is found when b<sub>1</sub> is just one position behind a<sub>1</sub>.
==History and sources==
The origins of Daldøs are unknown, but it is strikingly similar to some games in the [[tâb]] group from Northern Africa and Western Asia, widely distributed during the Muslim expansion. One may conjecture that some sea-going trade contact has carried a tâb game to Scandinavia, either directly from the Arab world, or possibly via England, where a codex from Cerne Abbey, [[Dorset]], from the second half of the thirteenth century (Folio 2v, MS 0.2.45, Trinity College Library, Cambridge) possibly shows a Daldøs board with 12+12+12 holes, after both players have made their first move. The game must have arrived in Scandinavia not much later than 1800, and quite possibly a few centuries before that. A connection involving the [[Sweden|Swedish]] [[Vikings]] known as [[Varangians]], mercenaries for the [[Byzantine Empire]] before 1100, has been suggested.
In a Danish historical novel "Fru Maria Grubbe" written in 1876 by [[J. P. Jacobsen]], Maria plays daldøs with her husband in 1661. But most likely, Jacobsen knew the game from his childhood in Thisted in the 1850'es. In an article from 1927 by H. Billeskov Jansen [H. Billeskov Jansen: Daldøs, Danske Studier, Copenhagen 1927, pp. 96-100], the game is described in detail and the rules are given. The author had found one of the few surviving specimens from a farm near Thisted – a farm where Jacobsen used to come as a child. This game is now at Thisted Museum. Another game from Mors is now at [[National Museum of Denmark|Nationalmuseet]] (Brede). From Bornholm, no sources mention the game, but a local saying ''spilla daldōs'' (lit. ''playing daldøs''), meaning to live beyond one's means, has been recorded in 1856. A similar meaning has been recorded in Jutland.
In Jæren in Norway, a game of unknown age is kept in [[Hå]] bygdemuseum, a part of Jærmuseet. Jæren had close trade connections with the Danish regions where daldøs was played, and also with Northern Norway, where sáhkku was played.
===The name of the game===
In the name ''daldøs'', the first syllable refers to the throw ''dal''. The marking A on the daldøs dice probably stands for ''ace'' or the like, but the etymology of the name ''dal'' remains a mystery. One theory connects ''dal'' to Medieval English ''daly'', meaning die. ''Døs'' is probably a variant of a [[North Germanic languages|Nordic]] word traditionally used for the "two" on a die, related to old [[French language|French]] ''doues'', surviving in the Danish word [[:da:Sinkadus|sinkadus]], originally meaning a dice throw of 5 and 2. Most of the tâb games and the Samít sáhkku game are likewise named after the dice throw "one", which is required to release the pieces so that they can start moving.
==References==
*Peter Michaelsen: ''Daldøs og Sakku – to gamle nordiske spil med fjerne slægtninge''. Ord & Sag 19, 1999, pp.15-28 [http://www.hum.au.dk/jysk/publikationer/ordsag19.pdf]
* Peter Michaelsen: ''Daldøs – et gådefuldt gammelt brætspil''. Historisk Årbog for Thy og Vester Han Herred, 2001 [http://arkiv.thisted-bibliotek.dk/Historisk%20%C3%85rbog/%C3%85rgang%202001/Michaelsen,%20Peter%20%20%20Dald%C3%B8s%20-%20et%20g%C3%A5defuldt%20gammelt%20br%C3%A6tspil.pdf]
[[Category:Roll-and-move board games]]
[[Category:Traditional board games]]
[[da:Daldøs]]
ruy7auizxyilyfd9g5c1b8lbt1oqois
Dancing with the Stars (card game)
0
2263
4360
2009-08-30T20:32:10Z
Im>JamesAM
0
/* Couples */ link to correct Jane Seymour
4360
wikitext
text/x-wiki
{{Infobox Game
| title = Dancing with the Stars (card game)
| subtitle = "The thrill of victory. The agony of two left feet."
| image_link = [[Image:DWTS cardgame.jpg|200px|center]]
| image_caption = The cover of the ''Dancing with the Stars'' card game
| designer =
| illustrator =
| publisher = University Games
| players = 2 or More
| ages = 8 and up
| setup_time = 1 minute
| playing_time = Time varies
| complexity = Easy
| strategy = Medium
| random_chance = Medium
| skills = Fast paced
| footnotes =
| bggid = 74
| bggxrefs =
}}
'''''Dancing with the Stars''''' is a fast-paced [[card game]] published by University Games. It is designed for eight or more players. The name is derived from the U.S. television series of the [[Dancing with the Stars (U.S. TV series)|same name]].
The following information was adapted from the game's official rule sheet.
==Object==
The object of the game is to collect the most Dance cards by playing Dancer cards with the highest scores.
==Contents==
The game contains fifty-four Dancer cards featuring couples from the first five seasons of the show as well as fifty-four Dance cards which include the dance name, a trivia fact about the dance, an image, and the top scoring couple from each season for that particular dance.
==Set-Up==
The basic set-up instructions are basically shuffling the cards and having them face down. Each player is handed five cards.
==The Cards==
===Dancer cards===
There are two types of Dancer cards. These cards are dealt to players at the beginning of the game.
====Couple cards====
These cards feature a photo of a star and his/her professional dance partner on one side, and the scores that this couple received on every dance performed throughout the season on the other side.
=====Couples=====
Season One
*[[Kelly Monaco]] & [[Alec Mazo]]
*[[John O'Hurley]] & [[Charlotte Jørgensen]]
*[[Rachel Hunter]] & [[Jonathan Roberts]]
*[[Evander Holyfield]] & [[Edyta Śliwińska]]
Season Two
*[[Drew Lachey]] & [[Cheryl Burke]]
*[[Stacy Keibler]] & [[Tony Dovolani]]
*[[Lisa Rinna]] & [[Louis van Amstel]]
*[[George Hamilton (actor)|George Hamilton]] & [[Edyta Śliwińska]]
*[[Giselle Fernández]] & [[Jonathan Roberts]]
*[[Tatum O'Neal]] & [[Nick Kosovich]]
*[[Kenny Mayne]] & [[Andrea Hale]]
Season Three
*[[Emmitt Smith]] & [[Cheryl Burke]]
*[[Mario Lopez]] & [[Karina Smirnoff]]
*[[Joey Lawrence]] & [[Edyta Śliwińska]]
*[[Monique Coleman]] & [[Louis van Amstel]]
*[[Sara Evans]] & [[Tony Dovolani]]
*[[Willa Ford]] & [[Maksim Chmerkovskiy]]
*[[Vivica A. Fox]] & [[Nick Kosovich]]
*[[Harry Hamlin]] & [[Ashly DelGrosso]]
*[[Shanna Moakler]] & [[Jesse DeSoto]]
*[[Tucker Carlson]] & [[Elena Grinenko]]
Season Four
*[[Billy Ray Cyrus]] & [[Karina Smirnoff]]
*[[John Ratzenberger]] & [[Edyta Śliwińska]]
*[[Clyde Drexler]] & [[Elena Grinenko]]
*[[Leeza Gibbons]] & [[Tony Dovolani]]
*[[Shandi Finnessey]] & [[Brian Fortuna]]
*[[Paulina Porizkova]] & [[Alec Mazo]]
Season Five
*[[Hélio Castroneves]] & [[Julianne Hough]]
*[[Melanie Brown]] & [[Maksim Chmerkovskiy]]
*[[Marie Osmond]] & [[Jonathan Roberts]]
*[[Jennie Garth]] & [[Derek Hough]]
*[[Cameron Mathison]] & [[Edyta Śliwińska]]
*[[Jane Seymour (actress)|Jane Seymour]] & [[Tony Dovolani]]
*[[Sabrina Bryan]] & [[Mark Ballas]]
*[[Mark Cuban]] & [[Kym Johnson]]
*[[Floyd Mayweather, Jr.]] & [[Karina Smirnoff]]
*[[Wayne Newton]] & [[Cheryl Burke]]
*[[Albert Reed]] & [[Anna Trebunskaya]]
*[[Josie Maran]] & [[Alec Mazo]]
====Judge cards====
These cards feature a photo of the judges on one side and a quote with bonus points on the other side. This bonus point value can be added to any dance score in a Couple card at any time, but may only be used once (i.e., if [[Kelly Monaco]] received a 22 on a Paso Doble, a player may play a +5 Judge card with that Couple card to increase that score to a 27).
===Dance cards===
These cards have a couple performing a dance and indicate which couple got the highest score of the season for that particular dance. There are three types of special Dance cards which are ''Win a Dance'', ''Steal a Dance'', and ''Lose a Dance.
====Dances====
*[[Foxtrot]]
*[[Cha-cha-cha (dance)|Cha-Cha-Cha]]
*[[Quickstep]]
*[[Jive (dance)|Jive]]
*[[Tango (ballroom)|Tango]]
*[[Paso Doble]]
*[[Mambo (dance)|Mambo]]
*[[Rumba (dance)|Rumba]]
*[[Samba (ballroom)|Samba]]
*[[Waltz]]
*[[Freestyle dance|Freestyle]]
Note: The scores for the [[Viennese Waltz]] are under the ''Waltz'' category.
==Playing the Game==
# The youngest player goes first.
# The player chooses one Dance card.
# Once the Dance card is shown, every player must choose a Dancer card from his/her hand to play.
# Each player reveals their choice and place it on the table at the same time. (If a player chose a Judge card, it must be played at the same time as the Couple card.)
# The player whose Dancer card has the highest score for the dance shown on the Dance card wins the card. (i.e., if a Cha-cha card is face up, the player whose Dancer card has the highest Cha-cha score wins the card). (If a special Dance card is chosen, the player who turned over the card follows the instructions and the card is discarded).
# The Dancer cards that were played are discarded and returned to the bottom of the stack. This completes one round. (Every player should always begin a round with five Dancer cards in his/her hand, and should draw the appropriate number from the stack at the end of each round).
# Play continues to the left. The next round begins with the next player turning over a Dance card from the stack. (When all the Dancer cards have been drawn from the stack, the discarded cards should be shuffled and used.)
==Winning the Game==
The player who has the most Dance cards after ten rounds of play is the winner.
===In Case of a Tie===
If, after the ten rounds of play, two or more players have an equal number of Dance cards, each player draws one additional Dancer card form the stack. A Dance card is then turned over and whichever player wins this Dance card wins the game.
==References==
*[http://www.areyougame.com/interact/item.asp?itemno=01785 Item information]
==External links==
*[http://www.universitygames.com/ugitem.asp?itemno=01785&brand=UG Official page on University Games]
{{DancingwiththeStars(US)}}
[[Category:Dancing with the Stars (US TV series)]]
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
dkp2unvskixkqyf9x0xflu7vw2aqj0h
4361
4360
2009-12-09T23:30:49Z
Kingstonlee
1735031
1 revision
4361
wikitext
text/x-wiki
{{Infobox Game
| title = Dancing with the Stars (card game)
| subtitle = "The thrill of victory. The agony of two left feet."
| image_link = [[Image:DWTS cardgame.jpg|200px|center]]
| image_caption = The cover of the ''Dancing with the Stars'' card game
| designer =
| illustrator =
| publisher = University Games
| players = 2 or More
| ages = 8 and up
| setup_time = 1 minute
| playing_time = Time varies
| complexity = Easy
| strategy = Medium
| random_chance = Medium
| skills = Fast paced
| footnotes =
| bggid = 74
| bggxrefs =
}}
'''''Dancing with the Stars''''' is a fast-paced [[card game]] published by University Games. It is designed for eight or more players. The name is derived from the U.S. television series of the [[Dancing with the Stars (U.S. TV series)|same name]].
The following information was adapted from the game's official rule sheet.
==Object==
The object of the game is to collect the most Dance cards by playing Dancer cards with the highest scores.
==Contents==
The game contains fifty-four Dancer cards featuring couples from the first five seasons of the show as well as fifty-four Dance cards which include the dance name, a trivia fact about the dance, an image, and the top scoring couple from each season for that particular dance.
==Set-Up==
The basic set-up instructions are basically shuffling the cards and having them face down. Each player is handed five cards.
==The Cards==
===Dancer cards===
There are two types of Dancer cards. These cards are dealt to players at the beginning of the game.
====Couple cards====
These cards feature a photo of a star and his/her professional dance partner on one side, and the scores that this couple received on every dance performed throughout the season on the other side.
=====Couples=====
Season One
*[[Kelly Monaco]] & [[Alec Mazo]]
*[[John O'Hurley]] & [[Charlotte Jørgensen]]
*[[Rachel Hunter]] & [[Jonathan Roberts]]
*[[Evander Holyfield]] & [[Edyta Śliwińska]]
Season Two
*[[Drew Lachey]] & [[Cheryl Burke]]
*[[Stacy Keibler]] & [[Tony Dovolani]]
*[[Lisa Rinna]] & [[Louis van Amstel]]
*[[George Hamilton (actor)|George Hamilton]] & [[Edyta Śliwińska]]
*[[Giselle Fernández]] & [[Jonathan Roberts]]
*[[Tatum O'Neal]] & [[Nick Kosovich]]
*[[Kenny Mayne]] & [[Andrea Hale]]
Season Three
*[[Emmitt Smith]] & [[Cheryl Burke]]
*[[Mario Lopez]] & [[Karina Smirnoff]]
*[[Joey Lawrence]] & [[Edyta Śliwińska]]
*[[Monique Coleman]] & [[Louis van Amstel]]
*[[Sara Evans]] & [[Tony Dovolani]]
*[[Willa Ford]] & [[Maksim Chmerkovskiy]]
*[[Vivica A. Fox]] & [[Nick Kosovich]]
*[[Harry Hamlin]] & [[Ashly DelGrosso]]
*[[Shanna Moakler]] & [[Jesse DeSoto]]
*[[Tucker Carlson]] & [[Elena Grinenko]]
Season Four
*[[Billy Ray Cyrus]] & [[Karina Smirnoff]]
*[[John Ratzenberger]] & [[Edyta Śliwińska]]
*[[Clyde Drexler]] & [[Elena Grinenko]]
*[[Leeza Gibbons]] & [[Tony Dovolani]]
*[[Shandi Finnessey]] & [[Brian Fortuna]]
*[[Paulina Porizkova]] & [[Alec Mazo]]
Season Five
*[[Hélio Castroneves]] & [[Julianne Hough]]
*[[Melanie Brown]] & [[Maksim Chmerkovskiy]]
*[[Marie Osmond]] & [[Jonathan Roberts]]
*[[Jennie Garth]] & [[Derek Hough]]
*[[Cameron Mathison]] & [[Edyta Śliwińska]]
*[[Jane Seymour (actress)|Jane Seymour]] & [[Tony Dovolani]]
*[[Sabrina Bryan]] & [[Mark Ballas]]
*[[Mark Cuban]] & [[Kym Johnson]]
*[[Floyd Mayweather, Jr.]] & [[Karina Smirnoff]]
*[[Wayne Newton]] & [[Cheryl Burke]]
*[[Albert Reed]] & [[Anna Trebunskaya]]
*[[Josie Maran]] & [[Alec Mazo]]
====Judge cards====
These cards feature a photo of the judges on one side and a quote with bonus points on the other side. This bonus point value can be added to any dance score in a Couple card at any time, but may only be used once (i.e., if [[Kelly Monaco]] received a 22 on a Paso Doble, a player may play a +5 Judge card with that Couple card to increase that score to a 27).
===Dance cards===
These cards have a couple performing a dance and indicate which couple got the highest score of the season for that particular dance. There are three types of special Dance cards which are ''Win a Dance'', ''Steal a Dance'', and ''Lose a Dance.
====Dances====
*[[Foxtrot]]
*[[Cha-cha-cha (dance)|Cha-Cha-Cha]]
*[[Quickstep]]
*[[Jive (dance)|Jive]]
*[[Tango (ballroom)|Tango]]
*[[Paso Doble]]
*[[Mambo (dance)|Mambo]]
*[[Rumba (dance)|Rumba]]
*[[Samba (ballroom)|Samba]]
*[[Waltz]]
*[[Freestyle dance|Freestyle]]
Note: The scores for the [[Viennese Waltz]] are under the ''Waltz'' category.
==Playing the Game==
# The youngest player goes first.
# The player chooses one Dance card.
# Once the Dance card is shown, every player must choose a Dancer card from his/her hand to play.
# Each player reveals their choice and place it on the table at the same time. (If a player chose a Judge card, it must be played at the same time as the Couple card.)
# The player whose Dancer card has the highest score for the dance shown on the Dance card wins the card. (i.e., if a Cha-cha card is face up, the player whose Dancer card has the highest Cha-cha score wins the card). (If a special Dance card is chosen, the player who turned over the card follows the instructions and the card is discarded).
# The Dancer cards that were played are discarded and returned to the bottom of the stack. This completes one round. (Every player should always begin a round with five Dancer cards in his/her hand, and should draw the appropriate number from the stack at the end of each round).
# Play continues to the left. The next round begins with the next player turning over a Dance card from the stack. (When all the Dancer cards have been drawn from the stack, the discarded cards should be shuffled and used.)
==Winning the Game==
The player who has the most Dance cards after ten rounds of play is the winner.
===In Case of a Tie===
If, after the ten rounds of play, two or more players have an equal number of Dance cards, each player draws one additional Dancer card form the stack. A Dance card is then turned over and whichever player wins this Dance card wins the game.
==References==
*[http://www.areyougame.com/interact/item.asp?itemno=01785 Item information]
==External links==
*[http://www.universitygames.com/ugitem.asp?itemno=01785&brand=UG Official page on University Games]
{{DancingwiththeStars(US)}}
[[Category:Dancing with the Stars (US TV series)]]
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
dkp2unvskixkqyf9x0xflu7vw2aqj0h
Dedicated deck card game
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Successfully de-orphaned.
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{{unreferenced|date=May 2008}}
{{Cleanup|date=March 2008}}
'''Dedicated deck card games''' are [[card games]] with decks that are specific to that game, rather than using standard [[playing card]]s. By the early nineteenth century, educational games were being created, such as "The Historical Game of Grecian History", created by [[John Wallis]].
Today's [[collectible card game]]s are played with dedicated decks.
[[Category:Card game terminology]]
[[Category:Dedicated deck card games| ]]
{{Card-game-stub}}
lxdiat5lrh7v6umz2rwl1el6mfu7eon
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{{unreferenced|date=May 2008}}
{{Cleanup|date=March 2008}}
'''Dedicated deck card games''' are [[card games]] with decks that are specific to that game, rather than using standard [[playing card]]s. By the early nineteenth century, educational games were being created, such as "The Historical Game of Grecian History", created by [[John Wallis]].
Today's [[collectible card game]]s are played with dedicated decks.
[[Category:Card game terminology]]
[[Category:Dedicated deck card games| ]]
{{Card-game-stub}}
lxdiat5lrh7v6umz2rwl1el6mfu7eon
Destination (game)
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'''''Destination''''' is a [[board game]] first published in [[2004 in games|2004]] by R.T.L Ltd. Players compete as taxi drivers to acquire play [[money]] by moving from destination to destination using [[dice]].
Portsmouth entrepreneur [[Rachel Lowe]] invented the game while working as a taxi driver.<ref name="ES">{{cite news
| title=TV Show loser has last laugh
| url=http://www.thisislondon.co.uk/news/article-16223653-details/TV+show+loser+has+last+laugh/article.do
| publisher=Evening Standard
| last=Milne
| first=Jamie
| date=2005-01-30
| accessdate=2008-03-26}}</ref>
In September 2004 she appeared in the first series of ''[[Dragons' Den]]'' where her pitch for funding was rejected.<ref name="BBC">{{cite news
| url=http://news.bbc.co.uk/1/hi/magazine/6314837.stm
| publisher=BBC News Magazine
| title=Pass go, collect £2m
| last=Heald
| first=Claire
| date=2007-02-07
| accessdate=2008-03-26}}</ref>
The first edition, ''Destination London'' was [[Hamleys]]' best-selling game when it was launched in 2004, outselling ''Monopoly'' and continues to be a best seller.<ref name="ES"/>
Fifteen versions of the game have been published. Including:
* ''London''
* ''New York''
* ''Paris''
* ''Birmingham''
* ''Brighton & Hove''
* ''Cardiff''
* ''Dublin''
* ''Norwich''
* ''Portsmouth''
* ''Sheffield''
* ''South Africa''
* ''Southampton''
A Harry Potter version of the game called Destination Hogwarts was delayed when funding from NatWest fell through, and the film Harry Potter and the Half Blood Prince was delayed by six months. <ref>http://news.bbc.co.uk/panorama/hi/front_page/newsid_8263000/8263562.stm?ls</ref>
==References==
<references/>
==External links==
* [http://www.destinationgame.com ''Destination'' game website] - Not a Valid Address
*{{bgg|15182|''Destination London''}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
{{board-game-stub}}
gkltf2nnzmm94os9r2zcvprgjhl6pq3
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'''''Destination''''' is a [[board game]] first published in [[2004 in games|2004]] by R.T.L Ltd. Players compete as taxi drivers to acquire play [[money]] by moving from destination to destination using [[dice]].
Portsmouth entrepreneur [[Rachel Lowe]] invented the game while working as a taxi driver.<ref name="ES">{{cite news
| title=TV Show loser has last laugh
| url=http://www.thisislondon.co.uk/news/article-16223653-details/TV+show+loser+has+last+laugh/article.do
| publisher=Evening Standard
| last=Milne
| first=Jamie
| date=2005-01-30
| accessdate=2008-03-26}}</ref>
In September 2004 she appeared in the first series of ''[[Dragons' Den]]'' where her pitch for funding was rejected.<ref name="BBC">{{cite news
| url=http://news.bbc.co.uk/1/hi/magazine/6314837.stm
| publisher=BBC News Magazine
| title=Pass go, collect £2m
| last=Heald
| first=Claire
| date=2007-02-07
| accessdate=2008-03-26}}</ref>
The first edition, ''Destination London'' was [[Hamleys]]' best-selling game when it was launched in 2004, outselling ''Monopoly'' and continues to be a best seller.<ref name="ES"/>
Fifteen versions of the game have been published. Including:
* ''London''
* ''New York''
* ''Paris''
* ''Birmingham''
* ''Brighton & Hove''
* ''Cardiff''
* ''Dublin''
* ''Norwich''
* ''Portsmouth''
* ''Sheffield''
* ''South Africa''
* ''Southampton''
A Harry Potter version of the game called Destination Hogwarts was delayed when funding from NatWest fell through, and the film Harry Potter and the Half Blood Prince was delayed by six months. <ref>http://news.bbc.co.uk/panorama/hi/front_page/newsid_8263000/8263562.stm?ls</ref>
==References==
<references/>
==External links==
* [http://www.destinationgame.com ''Destination'' game website] - Not a Valid Address
*{{bgg|15182|''Destination London''}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
{{board-game-stub}}
gkltf2nnzmm94os9r2zcvprgjhl6pq3
Deuces
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Kingstonlee
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[[File:Placeholder|thumb|300px]]
Replace this text by writing your article here!
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Diamant (game)
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Im>Transity
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Disambiguate [[Mayan]] to [[Maya civilization]] using [[:en:Wikipedia:Tools/Navigation_popups|popups]]
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{{Infobox_Game
| title = Diamant<br>(aka Incan Gold)
| subtitle =
| image_link =
| image_caption =
| designer = [[Alan R. Moon]]<br>[[Bruno Faidutti]]
| illustrator = [[Jörg Asselborn]]<br>[[Christof Tisch]]<br>[[Claus Stephan]]
| publisher = [[Schmidt Spiele]]
| players = 3 to 8
| ages = 8 years and up
| setup_time =
| playing_time = 20 minutes
| complexity =
| strategy =
| random_chance =
| skills =
| footnotes =
| bggid = 15512
| bggxrefs =
}}
'''''Diamant''''' is a multiplayer [[card game]] designed by [[Alan R. Moon]] and [[Bruno Faidutti]], published in [[2005 in games|2005]] in [[Germany]] by [[Schmidt Spiele]], with illustrations provided by [[Jörg Asselborn]], [[Christof Tisch]], and [[Claus Stephan]].<ref name=credits>[http://www.faidutti.com/index.php?Module=mesjeux&id=379&fichier=366 ''Diamant'' credits] at Faidutti.com. Retrieved [[2007-11-23]]</ref>
An English-language edition of ''Diamant'' was published in [[2006 in games|2006]] by [[Sunriver Games]] under the name '''''Incan Gold''''', with illustrations provided by [[Matthias Catrein]]. The rules for ''Incan Gold'' and ''Diamant'' are the same, but the games have other minor differences.
==Gameplay==
Players take on the role of adventurers looking for treasure in a diamond mine. Players search for diamonds while trying to avoid various hazards such as spiders and snakes. Fearful players can run out of the cave, while daring players can choose to venture on, push their luck, and risk losing the treasure they have found. After five rounds, the player with the most treasure is the winner.
==Differences between Incan Gold and Diamant==
In ''Diamant'' players are exploring a cave or diamond mine; in ''Incan Gold'', players are exploring a temple. ''Incan Gold'' comes with artifact cards, but ''Diamant'' does not. In ''Diamant'', players have treasure chests; in ''Incan Gold'' players have tents at their camp. In ''Diamant'', players are searching for diamonds, but in ''Incan Gold'', players are searching for jewels and other gems.
==History of Diamant==
According to [[Bruno Faidutti]]'s website, ''Diamant'' is Faidutti's second collaboration with Alan R. Moon.<ref name=history>[http://www.faidutti.com/index.php?Module=mesjeux&id=379&fichier=364 ''Incan Gold'' history] at Faidutti.com. Retrieved [[2007-11-23]]</ref> Faidutti said that they both held [[Can't Stop (board game)|Can't Stop]] by [[Sid Sackson]] "in great esteem" and they wanted to design their own game where players would have to choose between keeping what they have or risk losing all they had acquired. Faidutti said he suggested a kind of "common pool [[Can't Stop (board game)|Can't Stop]]" where all the players were in the same situation but could make different decisions. Faidutti described the theme as "somewhere between [[Indiana Jones]] and [[Allan Quatermain|Alan Quatermain]]." Faidutti said the first prototype of the game used an [[Incan]] or [[Maya civilization|Mayan]] temple as the setting. The danger cards were initially frightening noises but those were changed by the publisher. Faidutti said an attempt to add action cards to the game was not successful in playtesting. [[Friedemann Friese]] suggested that the card "that triggered the bust" be removed from the game and that only one voting token was necessary.<ref name=history/>
Jürgen Valentiner Brandt of [[Schmidt Spiele]] was the first publisher to make a "firm proposal" to Faidutti and Moon and they signed a contract with [[Schmidt Spiele]] in September 2004. The game was published for the Nürnberg fair in February 2005. Faidutti felt that the original title of the game, "The Temple of Doom"<ref name=overview>[http://www.faidutti.com/index.php?Module=mesjeux&id=379&fichier=363 ''Incan Gold'' overview] at Faidutti.com. Retrieved [[2007-11-23]]</ref>, was much stronger but the publishers changed it to ''Diamant''.<ref name=history/>
Alan R. Moon talked with various American publishers and the U.S. edition of the game was published in late 2006 by Sunriver Games. The publishers wanted to rename it "The Temple of Doom" but went with ''Incan Gold'' because of legal issues. Faidutti noted that ''Incan Gold'' had some changes from ''Diamant''. The rules stayed the same, but ''Incan Gold'' does not have cardboard chests or wooden pawns, and artifact cards were added to the game.<ref name=history/>
==Awards==
*[[Spiel Des Jahres]] 2005, Recommended
*International Gamers Awards 2005, Best Strategy Game Nominee
*Japan Boardgame Prize 2005 - Best Foreign Game for Beginners<ref>[http://www.u-more.com/project/jbp2005/jbp2005-e.jsp Japan Boadgame Prize 2005<!-- Bot generated title -->]</ref>
*2006 BoardGameGeek Golden Geek award for Best Light/Party Game<ref>[http://www.boardgamegeek.com/game/15512 Diamant | BoardGameGeek<!-- Bot generated title -->]</ref>
*[[Games (magazine)|GAMES Magazine]] 2008 Best Family Game Nominee (''Incan Gold'')
==Reviews==
*[http://www.boardgamegeek.com/thread/37123 ''Diamant'' review by Gerald Cameron]
*[http://www.boardgamegeek.com/article/462593 ''Diamant'' review by James Cheevers]
*[http://www.boardgamegeek.com/article/454351 ''Diamant'' review by Gary James]
*[http://www.boardgamegeek.com/thread/133944 ''Diamant'' review by William Shubert]
*[http://www.boardgamegeek.com/thread/88679 ''Diamant'' review by Jeffrey Wauer]
*[http://www.boardgamegeek.com/thread/144071 ''Diamant'' review by Larry Welborn]
*[http://www.boardgamegeek.com/thread/153289 ''Incan Gold'' review by Phil Harding]
*[http://www.boardgamegeek.com/thread/161487 ''Incan Gold'' review by Tom Vasel]
==References==
<references/>
==External links==
*[http://www.schmidtspiele.de/index.php?id=101 ''Diamant'' at SchmidtSpiele.de] '''(German)'''
*[http://www.sunrivergames.com/incan-gold/ ''Incan Gold''] at sunrivergames.com
*{{bgg|15512|''Diamant''}}
*[http://luding.org/Skripte/GameData.py/ENgameid/18635 ''Diamant''] at Luding.org
*[http://luding.org/Skripte/GameData.py/ENgameid/20712 ''Incan Gold''] at Luding.org
*[http://www.faidutti.com/index.php?Module=mesjeux&id=379&fichier=369 Rules for ''Incan Gold''] at Faidutti.com
*[http://www.sunrivergames.com/downloads/incangold/rules092906.pdf Rules for ''Incan Gold'' '''(PDF)'''] at sunrivergames.com
[[Category:Adventure board games]]
[[Category:Alan R. Moon games]]
[[Category:Bruno Faidutti games]]
[[Category:Dedicated deck card games]]
aved3e8d935bgzrrcgvi6bqxbywmqku
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{{Infobox_Game
| title = Diamant<br>(aka Incan Gold)
| subtitle =
| image_link =
| image_caption =
| designer = [[Alan R. Moon]]<br>[[Bruno Faidutti]]
| illustrator = [[Jörg Asselborn]]<br>[[Christof Tisch]]<br>[[Claus Stephan]]
| publisher = [[Schmidt Spiele]]
| players = 3 to 8
| ages = 8 years and up
| setup_time =
| playing_time = 20 minutes
| complexity =
| strategy =
| random_chance =
| skills =
| footnotes =
| bggid = 15512
| bggxrefs =
}}
'''''Diamant''''' is a multiplayer [[card game]] designed by [[Alan R. Moon]] and [[Bruno Faidutti]], published in [[2005 in games|2005]] in [[Germany]] by [[Schmidt Spiele]], with illustrations provided by [[Jörg Asselborn]], [[Christof Tisch]], and [[Claus Stephan]].<ref name=credits>[http://www.faidutti.com/index.php?Module=mesjeux&id=379&fichier=366 ''Diamant'' credits] at Faidutti.com. Retrieved [[2007-11-23]]</ref>
An English-language edition of ''Diamant'' was published in [[2006 in games|2006]] by [[Sunriver Games]] under the name '''''Incan Gold''''', with illustrations provided by [[Matthias Catrein]]. The rules for ''Incan Gold'' and ''Diamant'' are the same, but the games have other minor differences.
==Gameplay==
Players take on the role of adventurers looking for treasure in a diamond mine. Players search for diamonds while trying to avoid various hazards such as spiders and snakes. Fearful players can run out of the cave, while daring players can choose to venture on, push their luck, and risk losing the treasure they have found. After five rounds, the player with the most treasure is the winner.
==Differences between Incan Gold and Diamant==
In ''Diamant'' players are exploring a cave or diamond mine; in ''Incan Gold'', players are exploring a temple. ''Incan Gold'' comes with artifact cards, but ''Diamant'' does not. In ''Diamant'', players have treasure chests; in ''Incan Gold'' players have tents at their camp. In ''Diamant'', players are searching for diamonds, but in ''Incan Gold'', players are searching for jewels and other gems.
==History of Diamant==
According to [[Bruno Faidutti]]'s website, ''Diamant'' is Faidutti's second collaboration with Alan R. Moon.<ref name=history>[http://www.faidutti.com/index.php?Module=mesjeux&id=379&fichier=364 ''Incan Gold'' history] at Faidutti.com. Retrieved [[2007-11-23]]</ref> Faidutti said that they both held [[Can't Stop (board game)|Can't Stop]] by [[Sid Sackson]] "in great esteem" and they wanted to design their own game where players would have to choose between keeping what they have or risk losing all they had acquired. Faidutti said he suggested a kind of "common pool [[Can't Stop (board game)|Can't Stop]]" where all the players were in the same situation but could make different decisions. Faidutti described the theme as "somewhere between [[Indiana Jones]] and [[Allan Quatermain|Alan Quatermain]]." Faidutti said the first prototype of the game used an [[Incan]] or [[Maya civilization|Mayan]] temple as the setting. The danger cards were initially frightening noises but those were changed by the publisher. Faidutti said an attempt to add action cards to the game was not successful in playtesting. [[Friedemann Friese]] suggested that the card "that triggered the bust" be removed from the game and that only one voting token was necessary.<ref name=history/>
Jürgen Valentiner Brandt of [[Schmidt Spiele]] was the first publisher to make a "firm proposal" to Faidutti and Moon and they signed a contract with [[Schmidt Spiele]] in September 2004. The game was published for the Nürnberg fair in February 2005. Faidutti felt that the original title of the game, "The Temple of Doom"<ref name=overview>[http://www.faidutti.com/index.php?Module=mesjeux&id=379&fichier=363 ''Incan Gold'' overview] at Faidutti.com. Retrieved [[2007-11-23]]</ref>, was much stronger but the publishers changed it to ''Diamant''.<ref name=history/>
Alan R. Moon talked with various American publishers and the U.S. edition of the game was published in late 2006 by Sunriver Games. The publishers wanted to rename it "The Temple of Doom" but went with ''Incan Gold'' because of legal issues. Faidutti noted that ''Incan Gold'' had some changes from ''Diamant''. The rules stayed the same, but ''Incan Gold'' does not have cardboard chests or wooden pawns, and artifact cards were added to the game.<ref name=history/>
==Awards==
*[[Spiel Des Jahres]] 2005, Recommended
*International Gamers Awards 2005, Best Strategy Game Nominee
*Japan Boardgame Prize 2005 - Best Foreign Game for Beginners<ref>[http://www.u-more.com/project/jbp2005/jbp2005-e.jsp Japan Boadgame Prize 2005<!-- Bot generated title -->]</ref>
*2006 BoardGameGeek Golden Geek award for Best Light/Party Game<ref>[http://www.boardgamegeek.com/game/15512 Diamant | BoardGameGeek<!-- Bot generated title -->]</ref>
*[[Games (magazine)|GAMES Magazine]] 2008 Best Family Game Nominee (''Incan Gold'')
==Reviews==
*[http://www.boardgamegeek.com/thread/37123 ''Diamant'' review by Gerald Cameron]
*[http://www.boardgamegeek.com/article/462593 ''Diamant'' review by James Cheevers]
*[http://www.boardgamegeek.com/article/454351 ''Diamant'' review by Gary James]
*[http://www.boardgamegeek.com/thread/133944 ''Diamant'' review by William Shubert]
*[http://www.boardgamegeek.com/thread/88679 ''Diamant'' review by Jeffrey Wauer]
*[http://www.boardgamegeek.com/thread/144071 ''Diamant'' review by Larry Welborn]
*[http://www.boardgamegeek.com/thread/153289 ''Incan Gold'' review by Phil Harding]
*[http://www.boardgamegeek.com/thread/161487 ''Incan Gold'' review by Tom Vasel]
==References==
<references/>
==External links==
*[http://www.schmidtspiele.de/index.php?id=101 ''Diamant'' at SchmidtSpiele.de] '''(German)'''
*[http://www.sunrivergames.com/incan-gold/ ''Incan Gold''] at sunrivergames.com
*{{bgg|15512|''Diamant''}}
*[http://luding.org/Skripte/GameData.py/ENgameid/18635 ''Diamant''] at Luding.org
*[http://luding.org/Skripte/GameData.py/ENgameid/20712 ''Incan Gold''] at Luding.org
*[http://www.faidutti.com/index.php?Module=mesjeux&id=379&fichier=369 Rules for ''Incan Gold''] at Faidutti.com
*[http://www.sunrivergames.com/downloads/incangold/rules092906.pdf Rules for ''Incan Gold'' '''(PDF)'''] at sunrivergames.com
[[Category:Adventure board games]]
[[Category:Alan R. Moon games]]
[[Category:Bruno Faidutti games]]
[[Category:Dedicated deck card games]]
aved3e8d935bgzrrcgvi6bqxbywmqku
Die Macher
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2009-08-28T19:31:11Z
Im>JasonHyman
0
added Infobox
3958
wikitext
text/x-wiki
{{Infobox game
| title = Die Macher
| subtitle =
| image_link = <!-- the image name and size in the form [[Image:|size]] -->
| image_caption = <!-- as appropriate--->
| manufacturer =
| designer = Karl-Heinz Schmiel
| illustrator = Marcus Gschwendtner
| publisher = Hans im Glück, Moskito, Valley Games, Inc.
| date = 1986
| years = <!-- years active -->
| genre = economic, political
| system = auction, bidding
| players = 3-5
| ages = 14+
| setup_time =
| playing_time = 240 minutes / 4 hours
| random_chance = Low
| skills =
| web =
| footnotes =
}}
'''''Die Macher''''' is a strategy [[board game]] designed by Karl-Heinz Schmiel of [[Germany]]. The game is based on the German electoral system and each player takes the role of one of five political parties (in the 2006 edition, the [[Christian Democratic Union (Germany)|CDU/CSU]], [[Freie Demokratische Partei|FDP]], [[Social Democratic Party of Germany|SPD]], [[Alliance '90/The Greens|Greens]], and [[The Left Party.PDS|Die Linke]]). Parties score points based on seats won in seven state ''([[States of Germany|Land]])'' elections, the size of their national party base, the amount to which they control the national media, and how well their party platform aligns with national opinion.
Each state election is a "mini game" on its own. Each state has its own interests (such as "do we support higher taxes, or not?"), and a party will do better if its platform aligns with the local concerns. Players can deploy a limited number of "party meetings" (groups of grassroots activists) to a state; the more they have there, the more votes they will generate when the election is resolved. "[[Shadow Cabinet]]" cards, representing influential party officials, can be used to perform some special actions, and each party tracks its "trend" (favorability rating) in the state using a sliding scale. When the election is held, each party scores votes based on the formula (trend + interest alignment)* (number of meetings). A maximum score is 50, and parliamentary seats (victory points) are awarded based on this score and the state's actual number of seats in parliament. The seven states are chosen at random from the sixteen ''Länder'' of Germany, so some elections will be more influential than others. Players can modify their party’s' platform and by controlling the local media can also affect what the state is concerned about.
Winning the local election allows the party to advance their media control to the national level and to help outline the national issues list. Players see the elections developing in advance and can apply their resources to the current election or upcoming ones, adding to the difficult decision making. During each state election, parties can agree to, or be forced into, coalitions, and share in any victory. Parties must also decide whether or not they will accept contributions from special interests with the possibility of alienating their grassroots donor base.
''Die Macher'' takes about four hours to play.
''Die Macher'' was first released by [[Hans im Glück]] publishing in 1986 as a four-player game, featuring only the ''Länder'' of the former [[West Germany]] and political issues relevant to the mid-1980s. This version is often sought-after by collectors. A revised version of the game with higher production value was released 12 years later, and this version was nominated for the 1998 [[Spiel des Jahres]] (Game of the Year) award; it added the ''Länder'' of eastern Germany, a fifth party (the PDS, the successor of the [[East Germany|East German]] [[Socialist Unity Party of Germany|SED]]), updated the issues to those of the 1990s, and extensively changed the rules. In 2006, Valley Games of Canada produced a new version of the game, with language-independent components, revised issues, the PDS renamed to Die Linke, and a few minor rules changes.
==External links==
*{{bgg|1|''Die Macher''}}
*[http://www.westpark-gamers.de/GI/diemacher.html Strategy Seminar]
[[Category:Historical board games]]
[[Category:Economic simulation board games]]
[[Category:Hans im Glück games]]
[[it:Die Macher]]
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{{Infobox game
| title = Die Macher
| subtitle =
| image_link = <!-- the image name and size in the form [[Image:|size]] -->
| image_caption = <!-- as appropriate--->
| manufacturer =
| designer = Karl-Heinz Schmiel
| illustrator = Marcus Gschwendtner
| publisher = Hans im Glück, Moskito, Valley Games, Inc.
| date = 1986
| years = <!-- years active -->
| genre = economic, political
| system = auction, bidding
| players = 3-5
| ages = 14+
| setup_time =
| playing_time = 240 minutes / 4 hours
| random_chance = Low
| skills =
| web =
| footnotes =
}}
'''''Die Macher''''' is a strategy [[board game]] designed by Karl-Heinz Schmiel of [[Germany]]. The game is based on the German electoral system and each player takes the role of one of five political parties (in the 2006 edition, the [[Christian Democratic Union (Germany)|CDU/CSU]], [[Freie Demokratische Partei|FDP]], [[Social Democratic Party of Germany|SPD]], [[Alliance '90/The Greens|Greens]], and [[The Left Party.PDS|Die Linke]]). Parties score points based on seats won in seven state ''([[States of Germany|Land]])'' elections, the size of their national party base, the amount to which they control the national media, and how well their party platform aligns with national opinion.
Each state election is a "mini game" on its own. Each state has its own interests (such as "do we support higher taxes, or not?"), and a party will do better if its platform aligns with the local concerns. Players can deploy a limited number of "party meetings" (groups of grassroots activists) to a state; the more they have there, the more votes they will generate when the election is resolved. "[[Shadow Cabinet]]" cards, representing influential party officials, can be used to perform some special actions, and each party tracks its "trend" (favorability rating) in the state using a sliding scale. When the election is held, each party scores votes based on the formula (trend + interest alignment)* (number of meetings). A maximum score is 50, and parliamentary seats (victory points) are awarded based on this score and the state's actual number of seats in parliament. The seven states are chosen at random from the sixteen ''Länder'' of Germany, so some elections will be more influential than others. Players can modify their party’s' platform and by controlling the local media can also affect what the state is concerned about.
Winning the local election allows the party to advance their media control to the national level and to help outline the national issues list. Players see the elections developing in advance and can apply their resources to the current election or upcoming ones, adding to the difficult decision making. During each state election, parties can agree to, or be forced into, coalitions, and share in any victory. Parties must also decide whether or not they will accept contributions from special interests with the possibility of alienating their grassroots donor base.
''Die Macher'' takes about four hours to play.
''Die Macher'' was first released by [[Hans im Glück]] publishing in 1986 as a four-player game, featuring only the ''Länder'' of the former [[West Germany]] and political issues relevant to the mid-1980s. This version is often sought-after by collectors. A revised version of the game with higher production value was released 12 years later, and this version was nominated for the 1998 [[Spiel des Jahres]] (Game of the Year) award; it added the ''Länder'' of eastern Germany, a fifth party (the PDS, the successor of the [[East Germany|East German]] [[Socialist Unity Party of Germany|SED]]), updated the issues to those of the 1990s, and extensively changed the rules. In 2006, Valley Games of Canada produced a new version of the game, with language-independent components, revised issues, the PDS renamed to Die Linke, and a few minor rules changes.
==External links==
*{{bgg|1|''Die Macher''}}
*[http://www.westpark-gamers.de/GI/diemacher.html Strategy Seminar]
[[Category:Historical board games]]
[[Category:Economic simulation board games]]
[[Category:Hans im Glück games]]
[[it:Die Macher]]
b1angxm7webk4d7m6zeo9fjvm4f7ncb
Dodgeball
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Created page with ''''Dodgeball''' means any game in which players try to hit other players with balls and avoid being hit. There are many such games; see [[List of dodgeball variations]]. This a…'
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'''Dodgeball''' means any game in which players try to hit other players with balls and avoid being hit. There are many such games; see [[List of dodgeball variations]]. This article is about a well-known form, also called '''battleball''': a [[team sport]] with codified rules that is often played in [[physical education]] classes and has been featured in a movie, ''[[Dodgeball: A True Underdog Story]]''. It is typically played in [[elementary school]], but has emerged as a popular [[middle school]], [[high school]] and [[college]] sport as well. It is also popular in informal settings and is often played on a [[playground]], in a [[gym]], or in organized recreational leagues. There are many variations of the game, but generally the main objective of each team is to eliminate all members of the opposing team by hitting them with thrown balls, catching a ball thrown by a member of the opposing team, or forcing them to move outside the court boundaries when a ball is thrown at them.
==Players==
Four to ten players start on each team's side of the court, though six players per side is most common. Rules dictate both a minimum number of players needed to start the game and a maximum number of players allowed on the court at any one time. The maximum number of players per side is typically the same as the number starting the game.
After a player is eliminated, he may re-enter the match if another player on his team catches an opponent's thrown ball (provided his team does not already have the maximum amount of players on the court). Players must re-enter the game in the order in which they were eliminated.
Some leagues allow players that have been eliminated to assist their team by directing thrown balls back to the players on the court, while other leagues confine eliminated players to a designated area off the court and prohibit them from participating in the game until they are allowed back on the court.
==Equipment==
One to ten dodgeballs can be used in a game, but six dodgeballs are most common. Exceptions are usually made if a court is particularly small or if many people participate.
There is no standard measurement or material for a dodgeball. It can vary in size from that of a [[softball]] to that of a [[soccer]] ball, and is made out of anything from [[cloth]] to hard [[rubber]]. However, most dodgeballs are roughly the size of a [[volleyball]] and composed of [[foam]] with a thin [[plastic]] shell. Some leagues allow the use of multiple sizes of dodgeballs in a single match (often with restrictions on whether men or women can throw certain sizes), while others use one standard size for all balls.
==Rules of play==
Once the game has commenced, players throw balls at members of the opposing team. When a player has been hit by a ball that subsequently becomes "dead" due to hitting the ground or a court obstruction, that player has been eliminated and must move to his team's designated bench area. If a player catches a ball thrown by the opposing team, then the player who threw the ball is eliminated and the team that caught the ball can reinstate one of its eliminated players. A player who moves completely out of bounds when a ball is thrown at him and does not catch that ball is also eliminated.
Players can pick up dead balls and throw them back at the other team. Players are allowed to leave the confines of the court to gather balls, but cannot throw the ball until they are back inside the court. A ball thrown from outside the court cannot eliminate an opponent who is hit, but the thrower can be eliminated if the ball is caught.
Depending on the rules of a particular game, a ball in the possession of a player can be used to block incoming balls thrown by the opposing team.
Once all the players on one team are eliminated, the game is over.
==Media==
In literature, dodgeball in which smaller or weaker children are forced to play against older and stronger children is sometimes depicted as licensed [[bullying]] for the amusement of cruel gym teachers.<ref>{{citation | last = Ford | first = Jeffrey | year = 2007 | chapter = Botch Town | title = Best Short Novels 2007 | editor = Jonathan Strahan | publisher = Science Fiction Book Club | pages = 472–473 | isbn = 978-1-58288-267-3}}</ref> Other writers retain better memories of it.<ref>{{citation | last = Rhodes | first = Richard | authorlink = Richard Rhodes | year = 1990 | title = A Hole in the World | publisher = [[University Press of Kansas]] | edition = Anniversary | page = 159 | isbn = 978-0-6716-9066-3 | url = http://books.google.com/books?id=gSh5AAAAMAAJ&q=dodgeball+%22my+sport%22&dq=dodgeball+%22my+sport%22&ei=d2KHSqC-Dqr8ygSchJjrDQ | accessdate = 2009-08-16}}</ref>
*The 2004 movie ''[[Dodgeball: A True Underdog Story]]'' is generally credited with reviving interest in the sport, especially among young adults.<ref> [http://www.washingtonpost.com/wp-dyn/articles/A43151-2004Jul11.html All Grown Up, Dodgeball Hurtles Toward a Higher Popularity] </ref>
*The ''[[South Park]]'' episode "[[Conjoined Fetus Lady]]" and Season 1 of ''[[Freaks and Geeks]]'' depict dodgeball as a potentially violent sport.
*In ''[[The Simpsons]]'' episode "[[My Fair Laddy]]", the new gym teacher has the students play "Bombardment", a variant of dodgeball.
*In the ''[[Total Drama Island]]'' episode "[[List of Total Drama Island episodes|Dodgebrawl]]", the campers compete in a game of dodgeball.
*In the series [[Ed, Edd n Eddy]], the character Edd never removes his hat from his head due to what he calls the "dodgeball incident."
*In the 2006 movie ''[[Jackass: Number Two]]'', one of the skits involves playing dodgeball both in the dark and using [[medicine balls]] rather than traditional dodgeballs.
*In the Discovery Channel series ''[[Wreckreation Nation]]'', host Dave Mordal competes in a WASA Dodgeball tournament in Denver, Colorado.
*In [[Greek (TV series)|Greek]], the ZBZs take on the IKIs in an all-girl match, resulting in a winning blow by Jordan to Frannie.
In addition, the dangerous nature and associated risks of dodgeball have resulted in controversies, lawsuits, and calls to eliminate the game from school physical education programs.<ref> [http://www.usatoday.com/news/nation/2004-11-20-dodgeball_x.htm School dodgeball goes to court in New York] </ref>
==Variations of Dodgeball==
{{Main|List of dodgeball variations}}
==See also==
{{Wiktionary}}
*[[Ga-ga]]
*[[Prisoner Ball]]
==Notes==
{{Reflist}}
==References==
*''The Complete Book About Dodgeball'' by Andy Keyes
*[http://www.dodge-ball.com/site/DodgeBall%20Rule%20Book.pdf International Dodgeball Federation rule book]
*[[YMCA]] School Playground Partners: Dodgeball Games [http://ecke.ymca.org/docs/playgroundpartners/dodgeballgames.pdf YMCA of San Diego County]
==External links==
* [http://www.thendl.com/ National Dodgeball League], directions for member clubs, and leagues in the United States.
* [http://www.dodgeballusa.com/index.shtml National Amateur Dodgeball Association]
* [http://www.ncdadodgeball.com/ National College Dodgeball Association]
* [http://www.dodge-ball.com/site International Dodge Ball Federation]<!-- their spelling -->
* [http://www.funandgames.org/games_dodgeball.htm Fun and Games]
{{Team Sport}}
[[Category:Team sports]]
[[Category:Ball games]]
[[Category:Children's games]]
[[Category:Dodgeball|*]]
gnf1gohjprznpsmxn5x0q99rodm0574
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text/x-wiki
'''Dodgeball''' means any game in which players try to hit other players with balls and avoid being hit. There are many such games; see [[List of dodgeball variations]]. This article is about a well-known form, also called '''battleball''': a [[team sport]] with codified rules that is often played in [[physical education]] classes and has been featured in a movie, ''[[Dodgeball: A True Underdog Story]]''. It is typically played in [[elementary school]], but has emerged as a popular [[middle school]], [[high school]] and [[college]] sport as well. It is also popular in informal settings and is often played on a [[playground]], in a [[gym]], or in organized recreational leagues. There are many variations of the game, but generally the main objective of each team is to eliminate all members of the opposing team by hitting them with thrown balls, catching a ball thrown by a member of the opposing team, or forcing them to move outside the court boundaries when a ball is thrown at them.
==Players==
Four to ten players start on each team's side of the court, though six players per side is most common. Rules dictate both a minimum number of players needed to start the game and a maximum number of players allowed on the court at any one time. The maximum number of players per side is typically the same as the number starting the game.
After a player is eliminated, he may re-enter the match if another player on his team catches an opponent's thrown ball (provided his team does not already have the maximum amount of players on the court). Players must re-enter the game in the order in which they were eliminated.
Some leagues allow players that have been eliminated to assist their team by directing thrown balls back to the players on the court, while other leagues confine eliminated players to a designated area off the court and prohibit them from participating in the game until they are allowed back on the court.
==Equipment==
One to ten dodgeballs can be used in a game, but six dodgeballs are most common. Exceptions are usually made if a court is particularly small or if many people participate.
There is no standard measurement or material for a dodgeball. It can vary in size from that of a [[softball]] to that of a [[soccer]] ball, and is made out of anything from [[cloth]] to hard [[rubber]]. However, most dodgeballs are roughly the size of a [[volleyball]] and composed of [[foam]] with a thin [[plastic]] shell. Some leagues allow the use of multiple sizes of dodgeballs in a single match (often with restrictions on whether men or women can throw certain sizes), while others use one standard size for all balls.
==Rules of play==
Once the game has commenced, players throw balls at members of the opposing team. When a player has been hit by a ball that subsequently becomes "dead" due to hitting the ground or a court obstruction, that player has been eliminated and must move to his team's designated bench area. If a player catches a ball thrown by the opposing team, then the player who threw the ball is eliminated and the team that caught the ball can reinstate one of its eliminated players. A player who moves completely out of bounds when a ball is thrown at him and does not catch that ball is also eliminated.
Players can pick up dead balls and throw them back at the other team. Players are allowed to leave the confines of the court to gather balls, but cannot throw the ball until they are back inside the court. A ball thrown from outside the court cannot eliminate an opponent who is hit, but the thrower can be eliminated if the ball is caught.
Depending on the rules of a particular game, a ball in the possession of a player can be used to block incoming balls thrown by the opposing team.
Once all the players on one team are eliminated, the game is over.
==Media==
In literature, dodgeball in which smaller or weaker children are forced to play against older and stronger children is sometimes depicted as licensed [[bullying]] for the amusement of cruel gym teachers.<ref>{{citation | last = Ford | first = Jeffrey | year = 2007 | chapter = Botch Town | title = Best Short Novels 2007 | editor = Jonathan Strahan | publisher = Science Fiction Book Club | pages = 472–473 | isbn = 978-1-58288-267-3}}</ref> Other writers retain better memories of it.<ref>{{citation | last = Rhodes | first = Richard | authorlink = Richard Rhodes | year = 1990 | title = A Hole in the World | publisher = [[University Press of Kansas]] | edition = Anniversary | page = 159 | isbn = 978-0-6716-9066-3 | url = http://books.google.com/books?id=gSh5AAAAMAAJ&q=dodgeball+%22my+sport%22&dq=dodgeball+%22my+sport%22&ei=d2KHSqC-Dqr8ygSchJjrDQ | accessdate = 2009-08-16}}</ref>
*The 2004 movie ''[[Dodgeball: A True Underdog Story]]'' is generally credited with reviving interest in the sport, especially among young adults.<ref> [http://www.washingtonpost.com/wp-dyn/articles/A43151-2004Jul11.html All Grown Up, Dodgeball Hurtles Toward a Higher Popularity] </ref>
*The ''[[South Park]]'' episode "[[Conjoined Fetus Lady]]" and Season 1 of ''[[Freaks and Geeks]]'' depict dodgeball as a potentially violent sport.
*In ''[[The Simpsons]]'' episode "[[My Fair Laddy]]", the new gym teacher has the students play "Bombardment", a variant of dodgeball.
*In the ''[[Total Drama Island]]'' episode "[[List of Total Drama Island episodes|Dodgebrawl]]", the campers compete in a game of dodgeball.
*In the series [[Ed, Edd n Eddy]], the character Edd never removes his hat from his head due to what he calls the "dodgeball incident."
*In the 2006 movie ''[[Jackass: Number Two]]'', one of the skits involves playing dodgeball both in the dark and using [[medicine balls]] rather than traditional dodgeballs.
*In the Discovery Channel series ''[[Wreckreation Nation]]'', host Dave Mordal competes in a WASA Dodgeball tournament in Denver, Colorado.
*In [[Greek (TV series)|Greek]], the ZBZs take on the IKIs in an all-girl match, resulting in a winning blow by Jordan to Frannie.
In addition, the dangerous nature and associated risks of dodgeball have resulted in controversies, lawsuits, and calls to eliminate the game from school physical education programs.<ref> [http://www.usatoday.com/news/nation/2004-11-20-dodgeball_x.htm School dodgeball goes to court in New York] </ref>
==Variations of Dodgeball==
{{Main|List of dodgeball variations}}
==See also==
{{Wiktionary}}
*[[Ga-ga]]
*[[Prisoner Ball]]
==Notes==
{{Reflist}}
==References==
*''The Complete Book About Dodgeball'' by Andy Keyes
*[http://www.dodge-ball.com/site/DodgeBall%20Rule%20Book.pdf International Dodgeball Federation rule book]
*[[YMCA]] School Playground Partners: Dodgeball Games [http://ecke.ymca.org/docs/playgroundpartners/dodgeballgames.pdf YMCA of San Diego County]
==External links==
* [http://www.thendl.com/ National Dodgeball League], directions for member clubs, and leagues in the United States.
* [http://www.dodgeballusa.com/index.shtml National Amateur Dodgeball Association]
* [http://www.ncdadodgeball.com/ National College Dodgeball Association]
* [http://www.dodge-ball.com/site International Dodge Ball Federation]<!-- their spelling -->
* [http://www.funandgames.org/games_dodgeball.htm Fun and Games]
[[Category:Team sports]]
[[Category:Ball games]]
[[Category:Children's games]]
[[Category:Dodgeball|*]]
rzdvt63wbr9wyab48wdeiqlshg0yuw2
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'''Dodgeball''' means any game in which players try to hit other players with balls and avoid being hit. There are many such games; see [[List of dodgeball variations]]. This article is about a well-known form, also called '''battleball''': a [[team sport]] with codified rules that is often played in [[physical education]] classes and has been featured in a movie, ''[[Dodgeball: A True Underdog Story]]''. It is typically played in [[elementary school]], but has emerged as a popular [[middle school]], [[high school]] and [[college]] sport as well. It is also popular in informal settings and is often played on a [[playground]], in a [[gym]], or in organized recreational leagues. There are many variations of the game, but generally the main objective of each team is to eliminate all members of the opposing team by hitting them with thrown balls, catching a ball thrown by a member of the opposing team, or forcing them to move outside the court boundaries when a ball is thrown at them.
==Players==
Four to ten players start on each team's side of the court, though six players per side is most common. Rules dictate both a minimum number of players needed to start the game and a maximum number of players allowed on the court at any one time. The maximum number of players per side is typically the same as the number starting the game.
After a player is eliminated, he may re-enter the match if another player on his team catches an opponent's thrown ball (provided his team does not already have the maximum amount of players on the court). Players must re-enter the game in the order in which they were eliminated.
Some leagues allow players that have been eliminated to assist their team by directing thrown balls back to the players on the court, while other leagues confine eliminated players to a designated area off the court and prohibit them from participating in the game until they are allowed back on the court.
==Equipment==
One to ten dodgeballs can be used in a game, but six dodgeballs are most common. Exceptions are usually made if a court is particularly small or if many people participate.
There is no standard measurement or material for a dodgeball. It can vary in size from that of a [[softball]] to that of a [[soccer]] ball, and is made out of anything from [[cloth]] to hard [[rubber]]. However, most dodgeballs are roughly the size of a [[volleyball]] and composed of [[foam]] with a thin [[plastic]] shell. Some leagues allow the use of multiple sizes of dodgeballs in a single match (often with restrictions on whether men or women can throw certain sizes), while others use one standard size for all balls.
==Rules of play==
Once the game has commenced, players throw balls at members of the opposing team. When a player has been hit by a ball that subsequently becomes "dead" due to hitting the ground or a court obstruction, that player has been eliminated and must move to his team's designated bench area. If a player catches a ball thrown by the opposing team, then the player who threw the ball is eliminated and the team that caught the ball can reinstate one of its eliminated players. A player who moves completely out of bounds when a ball is thrown at him and does not catch that ball is also eliminated.
Players can pick up dead balls and throw them back at the other team. Players are allowed to leave the confines of the court to gather balls, but cannot throw the ball until they are back inside the court. A ball thrown from outside the court cannot eliminate an opponent who is hit, but the thrower can be eliminated if the ball is caught.
Depending on the rules of a particular game, a ball in the possession of a player can be used to block incoming balls thrown by the opposing team.
Once all the players on one team are eliminated, the game is over.
==Media==
In literature, dodgeball in which smaller or weaker children are forced to play against older and stronger children is sometimes depicted as licensed [[bullying]] for the amusement of cruel gym teachers.<ref>{{citation | last = Ford | first = Jeffrey | year = 2007 | chapter = Botch Town | title = Best Short Novels 2007 | editor = Jonathan Strahan | publisher = Science Fiction Book Club | pages = 472–473 | isbn = 978-1-58288-267-3}}</ref> Other writers retain better memories of it.<ref>{{citation | last = Rhodes | first = Richard | authorlink = Richard Rhodes | year = 1990 | title = A Hole in the World | publisher = [[University Press of Kansas]] | edition = Anniversary | page = 159 | isbn = 978-0-6716-9066-3 | url = http://books.google.com/books?id=gSh5AAAAMAAJ&q=dodgeball+%22my+sport%22&dq=dodgeball+%22my+sport%22&ei=d2KHSqC-Dqr8ygSchJjrDQ | accessdate = 2009-08-16}}</ref>
*The 2004 movie ''[[Dodgeball: A True Underdog Story]]'' is generally credited with reviving interest in the sport, especially among young adults.<ref> [http://www.washingtonpost.com/wp-dyn/articles/A43151-2004Jul11.html All Grown Up, Dodgeball Hurtles Toward a Higher Popularity] </ref>
*The ''[[South Park]]'' episode "[[Conjoined Fetus Lady]]" and Season 1 of ''[[Freaks and Geeks]]'' depict dodgeball as a potentially violent sport.
*In ''[[The Simpsons]]'' episode "[[My Fair Laddy]]", the new gym teacher has the students play "Bombardment", a variant of dodgeball.
*In the ''[[Total Drama Island]]'' episode "[[List of Total Drama Island episodes|Dodgebrawl]]", the campers compete in a game of dodgeball.
*In the series [[Ed, Edd n Eddy]], the character Edd never removes his hat from his head due to what he calls the "dodgeball incident."
*In the 2006 movie ''[[Jackass: Number Two]]'', one of the skits involves playing dodgeball both in the dark and using [[medicine balls]] rather than traditional dodgeballs.
*In the Discovery Channel series ''[[Wreckreation Nation]]'', host Dave Mordal competes in a WASA Dodgeball tournament in Denver, Colorado.
*In [[Greek (TV series)|Greek]], the ZBZs take on the IKIs in an all-girl match, resulting in a winning blow by Jordan to Frannie.
In addition, the dangerous nature and associated risks of dodgeball have resulted in controversies, lawsuits, and calls to eliminate the game from school physical education programs.<ref> [http://www.usatoday.com/news/nation/2004-11-20-dodgeball_x.htm School dodgeball goes to court in New York] </ref>
==Notes==
{{Reflist}}
==References==
*''The Complete Book About Dodgeball'' by Andy Keyes
*[http://www.dodge-ball.com/site/DodgeBall%20Rule%20Book.pdf International Dodgeball Federation rule book]
*[[YMCA]] School Playground Partners: Dodgeball Games [http://ecke.ymca.org/docs/playgroundpartners/dodgeballgames.pdf YMCA of San Diego County]
==External links==
* [http://www.thendl.com/ National Dodgeball League], directions for member clubs, and leagues in the United States.
* [http://www.dodgeballusa.com/index.shtml National Amateur Dodgeball Association]
* [http://www.ncdadodgeball.com/ National College Dodgeball Association]
* [http://www.dodge-ball.com/site International Dodge Ball Federation]<!-- their spelling -->
* [http://www.funandgames.org/games_dodgeball.htm Fun and Games]
[[Category:Team sports]]
[[Category:Ball games]]
[[Category:Children's games]]
[[Category:Dodgeball|*]]
17650w13xcb3ig85jpmoqfckgkwc3vr
3920
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2009-12-09T05:00:56Z
Kingstonlee
1735031
3920
wikitext
text/x-wiki
'''Dodgeball''' means any game in which players try to hit other players with balls and avoid being hit. There are many such games; see [[List of dodgeball variations]]. This article is about a well-known form, also called '''battleball''': a [[team sport]] with codified rules that is often played in [[physical education]] classes and has been featured in a movie, ''[[Dodgeball: A True Underdog Story]]''. It is typically played in [[elementary school]], but has emerged as a popular [[middle school]], [[high school]] and [[college]] sport as well. It is also popular in informal settings and is often played on a [[playground]], in a [[gym]], or in organized recreational leagues. There are many variations of the game, but generally the main objective of each team is to eliminate all members of the opposing team by hitting them with thrown balls, catching a ball thrown by a member of the opposing team, or forcing them to move outside the court boundaries when a ball is thrown at them.
==Players==
Four to ten players start on each team's side of the court, though six players per side is most common. Rules dictate both a minimum number of players needed to start the game and a maximum number of players allowed on the court at any one time. The maximum number of players per side is typically the same as the number starting the game.
After a player is eliminated, he may re-enter the match if another player on his team catches an opponent's thrown ball (provided his team does not already have the maximum amount of players on the court). Players must re-enter the game in the order in which they were eliminated.
Some leagues allow players that have been eliminated to assist their team by directing thrown balls back to the players on the court, while other leagues confine eliminated players to a designated area off the court and prohibit them from participating in the game until they are allowed back on the court.
==Equipment==
One to ten dodgeballs can be used in a game, but six dodgeballs are most common. Exceptions are usually made if a court is particularly small or if many people participate.
There is no standard measurement or material for a dodgeball. It can vary in size from that of a [[softball]] to that of a [[soccer]] ball, and is made out of anything from [[cloth]] to hard [[rubber]]. However, most dodgeballs are roughly the size of a [[volleyball]] and composed of [[foam]] with a thin [[plastic]] shell. Some leagues allow the use of multiple sizes of dodgeballs in a single match (often with restrictions on whether men or women can throw certain sizes), while others use one standard size for all balls.
==Rules of play==
Once the game has commenced, players throw balls at members of the opposing team. When a player has been hit by a ball that subsequently becomes "dead" due to hitting the ground or a court obstruction, that player has been eliminated and must move to his team's designated bench area. If a player catches a ball thrown by the opposing team, then the player who threw the ball is eliminated and the team that caught the ball can reinstate one of its eliminated players. A player who moves completely out of bounds when a ball is thrown at him and does not catch that ball is also eliminated.
Players can pick up dead balls and throw them back at the other team. Players are allowed to leave the confines of the court to gather balls, but cannot throw the ball until they are back inside the court. A ball thrown from outside the court cannot eliminate an opponent who is hit, but the thrower can be eliminated if the ball is caught.
Depending on the rules of a particular game, a ball in the possession of a player can be used to block incoming balls thrown by the opposing team.
Once all the players on one team are eliminated, the game is over.
==Media==
In literature, dodgeball in which smaller or weaker children are forced to play against older and stronger children is sometimes depicted as licensed [[bullying]] for the amusement of cruel gym teachers. Other writers retain better memories of it.
*The 2004 movie ''[[Dodgeball: A True Underdog Story]]'' is generally credited with reviving interest in the sport, especially among young adults.<ref> [http://www.washingtonpost.com/wp-dyn/articles/A43151-2004Jul11.html All Grown Up, Dodgeball Hurtles Toward a Higher Popularity] </ref>
*The ''[[South Park]]'' episode "[[Conjoined Fetus Lady]]" and Season 1 of ''[[Freaks and Geeks]]'' depict dodgeball as a potentially violent sport.
*In ''[[The Simpsons]]'' episode "[[My Fair Laddy]]", the new gym teacher has the students play "Bombardment", a variant of dodgeball.
*In the ''[[Total Drama Island]]'' episode "[[List of Total Drama Island episodes|Dodgebrawl]]", the campers compete in a game of dodgeball.
*In the series [[Ed, Edd n Eddy]], the character Edd never removes his hat from his head due to what he calls the "dodgeball incident."
*In the 2006 movie ''[[Jackass: Number Two]]'', one of the skits involves playing dodgeball both in the dark and using [[medicine balls]] rather than traditional dodgeballs.
*In the Discovery Channel series ''[[Wreckreation Nation]]'', host Dave Mordal competes in a WASA Dodgeball tournament in Denver, Colorado.
*In [[Greek (TV series)|Greek]], the ZBZs take on the IKIs in an all-girl match, resulting in a winning blow by Jordan to Frannie.
In addition, the dangerous nature and associated risks of dodgeball have resulted in controversies, lawsuits, and calls to eliminate the game from school physical education programs.<ref> [http://www.usatoday.com/news/nation/2004-11-20-dodgeball_x.htm School dodgeball goes to court in New York] </ref>
==Notes==
{{Reflist}}
==References==
*''The Complete Book About Dodgeball'' by Andy Keyes
*[http://www.dodge-ball.com/site/DodgeBall%20Rule%20Book.pdf International Dodgeball Federation rule book]
*[[YMCA]] School Playground Partners: Dodgeball Games [http://ecke.ymca.org/docs/playgroundpartners/dodgeballgames.pdf YMCA of San Diego County]
==External links==
* [http://www.thendl.com/ National Dodgeball League], directions for member clubs, and leagues in the United States.
* [http://www.dodgeballusa.com/index.shtml National Amateur Dodgeball Association]
* [http://www.ncdadodgeball.com/ National College Dodgeball Association]
* [http://www.dodge-ball.com/site International Dodge Ball Federation]<!-- their spelling -->
* [http://www.funandgames.org/games_dodgeball.htm Fun and Games]
[[Category:Team sports]]
[[Category:Ball games]]
[[Category:Children's games]]
[[Category:Dodgeball|*]]
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Dodgeball NADA Rules
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Kingstonlee
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Created page with 'Official Rules: The following is an abbreviated version of the rules printed in the Official NADA Rule Book. Buy the complete Official NADA Rule Book of dodgeball for $3(non-me…'
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Official Rules:
The following is an abbreviated version of the rules printed in the Official NADA Rule Book. Buy the complete Official NADA Rule Book of dodgeball for $3(non-member) or $2.50 for members. Click here for the order form. If you have questions regarding the rules please email us at dodgeball@parkfun.com.
==THE TEAM==
Teams will be made up of 6-10 players. Six(6) players will compete on a side; others will be available as substitutes. Substitutes may enter the game only during timeouts or in the case of injury.
==THE FIELD==
The game may be played indoors or outdoors. The playing field shall be a rectangle at least 50 ft long and at least 30 ft wide, divided into two (2) equal sections by a center-line and attack-lines 3m from, and parallel to the centerline.
IDEAL MEASUREMENTS: 60’ x 30’ – Identical to a volleyball court.
==THE EQUIPMENT==
The official ball used in tournament and league play will be an 8.25" rubber-coated foam ball.
==THE GAME==
The object of the game is to eliminate all opposing players by getting them "OUT". This may be done by:
1. Hitting an opposing player with a LIVE thrown ball below the shoulders.
2. Catching a LIVE ball thrown by your opponent before it touches the ground.
Definition: LIVE: A ball that has been thrown and has not touched anything, including the floor/ground, another ball, another player, official or other item outside of the playing field (wall, ceiling, etc)
==BOUNDARIES==
During play, all players must remain within the boundary lines. Players may leave the boundaries through their end-line only to retrieve stray balls. They must also return through their end-line.
==THE OPENING RUSH==
Game begins by placing the dodgeballs along the center line – three (3) on one side of the center hash and three (3) on the other. Players then take a position behind their end line. Following a signal by the official, teams may approach the centerline to retrieve the balls. This signal officially starts the contest. Teams may only retrieve the three (3) balls to their right of the center hash. Once a ball is retrieved it must be taken behind the attack-line before it can be legally thrown.
==TIMING AND WINNING A GAME==
The first team to legally eliminate all opposing players will be declared the winner. A 3-minute time limit has been established for each contest. If neither team has been eliminated at the end of the 3 minutes, the team with the greater number of players remaining will be declared the winner. Details on overtime can be found in the NADA Rule Book.
==TIME-OUTS & SUBSTITUTIONS==
Each team will be allowed one (1) 30 second timeout per game. At this time a team may substitute players into the game.
==5-SECOND VIOLATION==
In order to reduce stalling, a violation will be called if a team in the lead controls all six (6) balls on their side of the court for more than 5 seconds. This also applies to tied teams. More details can be found in the NADA Rule Book
==RULE ENFORCEMENT==
During pool play or regular-season matches, rules will be enforced primarily by the "honor system"*. Players will be expected to rule whether or not a hit was legal or whether they were legally eliminated. All contests will be supervised by a court monitor*. The court monitor’s responsibility will be to rule on any situation in which teams cannot agree. THE COURT MONITOR’S DECISION IS FINAL – NO EXCEPTIONS.
*NOTE: During tournament play, All Semi-Final and Final Round matches will be officiated by no less than three (3) N.A.D.A. Officials. These officials will rule on all legal hits, out-of-bounds and 5-second violations.
==N.A.D.A. Code of Conduct==
1. Understand, appreciate and abide by the rules of the game.
2. Respect the integrity and judgment of game officials and N.A.D.A staff.
3. Respect your opponent and congratulate them in a courteous manner following each match whether in victory or defeat.
4. Be responsible for your actions and maintain self-control.
5. Do not taunt or bait opponents and refrain from using foul or abusive language.
[[Category:Dodgeball]]
[[Category:Physical Activity]]
[[Category:Team Games]]
[[Category:12 Players]]
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Official Rules:
The following is an abbreviated version of the rules printed in the Official NADA Rule Book. Buy the complete Official NADA Rule Book of dodgeball for $3(non-member) or $2.50 for members. Click here for the order form. If you have questions regarding the rules please email us at dodgeball@parkfun.com.
==THE TEAM==
Teams will be made up of 6-10 players. Six(6) players will compete on a side; others will be available as substitutes. Substitutes may enter the game only during timeouts or in the case of injury.
==THE FIELD==
The game may be played indoors or outdoors. The playing field shall be a rectangle at least 50 ft long and at least 30 ft wide, divided into two (2) equal sections by a center-line and attack-lines 3m from, and parallel to the centerline.
[[File:Clip_image001-1-.gif]]
IDEAL MEASUREMENTS: 60’ x 30’ – Identical to a volleyball court.
==THE EQUIPMENT==
The official ball used in tournament and league play will be an 8.25" rubber-coated foam ball.
==THE GAME==
The object of the game is to eliminate all opposing players by getting them "OUT". This may be done by:
1. Hitting an opposing player with a LIVE thrown ball below the shoulders.
2. Catching a LIVE ball thrown by your opponent before it touches the ground.
Definition: LIVE: A ball that has been thrown and has not touched anything, including the floor/ground, another ball, another player, official or other item outside of the playing field (wall, ceiling, etc)
==BOUNDARIES==
During play, all players must remain within the boundary lines. Players may leave the boundaries through their end-line only to retrieve stray balls. They must also return through their end-line.
==THE OPENING RUSH==
Game begins by placing the dodgeballs along the center line – three (3) on one side of the center hash and three (3) on the other. Players then take a position behind their end line. Following a signal by the official, teams may approach the centerline to retrieve the balls. This signal officially starts the contest. Teams may only retrieve the three (3) balls to their right of the center hash. Once a ball is retrieved it must be taken behind the attack-line before it can be legally thrown.
==TIMING AND WINNING A GAME==
The first team to legally eliminate all opposing players will be declared the winner. A 3-minute time limit has been established for each contest. If neither team has been eliminated at the end of the 3 minutes, the team with the greater number of players remaining will be declared the winner. Details on overtime can be found in the NADA Rule Book.
==TIME-OUTS & SUBSTITUTIONS==
Each team will be allowed one (1) 30 second timeout per game. At this time a team may substitute players into the game.
==5-SECOND VIOLATION==
In order to reduce stalling, a violation will be called if a team in the lead controls all six (6) balls on their side of the court for more than 5 seconds. This also applies to tied teams. More details can be found in the NADA Rule Book
==RULE ENFORCEMENT==
During pool play or regular-season matches, rules will be enforced primarily by the "honor system"*. Players will be expected to rule whether or not a hit was legal or whether they were legally eliminated. All contests will be supervised by a court monitor*. The court monitor’s responsibility will be to rule on any situation in which teams cannot agree. THE COURT MONITOR’S DECISION IS FINAL – NO EXCEPTIONS.
*NOTE: During tournament play, All Semi-Final and Final Round matches will be officiated by no less than three (3) N.A.D.A. Officials. These officials will rule on all legal hits, out-of-bounds and 5-second violations.
==N.A.D.A. Code of Conduct==
1. Understand, appreciate and abide by the rules of the game.
2. Respect the integrity and judgment of game officials and N.A.D.A staff.
3. Respect your opponent and congratulate them in a courteous manner following each match whether in victory or defeat.
4. Be responsible for your actions and maintain self-control.
5. Do not taunt or bait opponents and refrain from using foul or abusive language.
[[Category:Dodgeball]]
[[Category:Physical Activity]]
[[Category:Team Games]]
[[Category:12 Players]]
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Dominion
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[[File:Placeholder|thumb|300px]]
Replace this text by writing your article here!
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Dominion (game)
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{{Infobox_Game|
subject_name=Dominion |
designer=[[Donald X. Vaccarino]] |
publisher=[[Rio Grande Games]]|
players=2 to 4 (up to 6 with one of the expansions) |
ages=8 and up|
setup_time= 5–10 minutes |
playing_time= 30 minutes|
complexity=Medium |
strategy=Medium |
random_chance=Medium |
skills=[[Resource management]]|
bggid=36218|
}}
'''''Dominion''''' is a [[German-style board game|designer]] [[card game]] created by [[Donald X. Vaccarino]], and published by [[Rio Grande Games]]. The game was released at [[Spiel]] 2008 in multiple languages. It was voted the best game of the fair by the Fairplay polls<ref>[http://fairplay-online.blogspot.com/2008/10/die-beliebtesten-spiele-der-spiel-08.html Fairplay online]</ref> with a rating of 1.75 from 147 votes. Within two months of its release, Dominion was one of the top ten games according to [[BoardGameGeek]] ratings.<ref>[http://www.boardgamegeek.com/game/36218 BoardGameGeek]</ref> In 2009, it won the prestigious [[Spiel des Jahres]] and [[Deutscher Spiele Preis]] awards.
== Gameplay ==
The game is a deck building<ref>[http://www.charisgames.com/Rio-Grande-Games-Dominion/A/B001JQY6K4.htm Charis Games Review]</ref> [[card game]] in which the players compete to gather the most valuable deck of cards, representing a Kingdom. There are 4 kinds of cards: Treasure cards (Copper, Silver, Gold), Victory cards (Estate, Duchy, Province, Gardens - Worth 1/3/6/X Victory points), Kingdom cards (various cards, mostly actions) and Curses (worth -1 Victory point and which are normally only used as a result of Kingdom cards). Each card has a cost to purchase, which is paid in coins gained from a combination of Kingdom and/or Treasure cards.
The game includes 25 different types of Kingdom cards, but for each game, 10 of these are selected to increase interaction and re-playability. The selected Kingdom cards, the Treasure cards, Victory cards, and the Curses are put on the table in piles available for all players to purchase (or obtain through actions). Each player starts with an identical deck consisting of 7 Copper cards and 3 Estate cards. The deck is shuffled and the player draws five cards to form their hand.
Each turn follows an A, B, C structure:
* '''''A'''ction''. If the player has a Kingdom card in their hand, they may now play it. Typical cards' effects include drawing more cards, being allowed to play more Kingdom cards, or being able to buy extra cards in the ''Buy'' phase.
* '''''B'''uy''. The player may now buy one card. Additional cards may be bought if the player has played suitable Kingdom cards in the action phase. The player pays by discarding Treasure cards onto his/her personal discard pile. Any card bought also goes on the discard pile.
* '''''C'''leanup''. The player now discards all played and unplayed cards, then draws 5 new cards.
The game ends when either the pile of Province cards or 3 piles of supply cards are depleted. At this point the players take all cards in their deck, hand, and discard pile, and count their Victory points to determine the winner.<ref>[http://www.riograndegames.com/uploads/Game/Game_278_gameRules.pdf Dominion Game Rules By Rio Grande Games]</ref>
== History ==
During development, Dominion was originally called "Castle Builder" and then, later, "Game X".<ref>[http://www.boardgamenews.com/index.php/boardgamenews/comments/game_preview_review_dominion/ Game Preview/Review: Dominion By W. Eric Martin]</ref><ref>[http://www.boardgamenews.com/index.php/boardgamenews/comments/valerie_putman_game_x_dominion/ Valerie Putman: Game X = Dominion]</ref>
== Releases ==
* Dominion (2008), the original game.
* Dominion: Intrigue (2009), which can be played standalone or as an expansion with the original game
* Dominion: Seaside (2009), an expansion which requires one of the standalone releases
== Awards ==
* 2008 [[Meeples' Choice Award|Meeples Choice Awards]]
* 2009 [[Spiel Des Jahres|Spiel des Jahres]]
* 2009 [[Deutscher Spiele Preis]]
* 2009 [[List of Mensa Select recipients|Mensa Select]]
* 2009 [[Boardgamegeek#Golden_Geek_Award|Golden Geek Award (Game of the Year & Card Game of the Year)]]
* 2009 [[Diana Jones Award]] for Excellence in Gaming
* 2009 [[Origins Award]], best card game of the year
== References ==
{{reflist}}
== External links ==
* Rio Grande Games' [http://www.riograndegames.com/games.html?id=278 ''Dominion'' homepage]
* {{bgg|36218|''Dominion''}}
* Dominion video review [http://www.youtube.com/watch?v=9ENsEhRbVIM&feature=channel_page "Dicetower"]
{{card-game-stub}}
[[Category:Historical board games]]
[[Category:Dedicated deck card games]]
[[Category:Rio Grande Games games]]
[[Category:Spiel des Jahres winners]]
[[Category:Deutscher Spiele Preis winners]]
[[cs:Dominion (karetní hra)]]
[[de:Dominion (Spiel)]]
[[fr:Dominion (jeu)]]
[[it:Dominion (gioco)]]
[[ja:ドミニオン (カードゲーム)]]
[[zh:皇輿爭霸]]
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{{Infobox_Game|
subject_name=Dominion |
designer=[[Donald X. Vaccarino]] |
publisher=[[Rio Grande Games]]|
players=2 to 4 (up to 6 with one of the expansions) |
ages=8 and up|
setup_time= 5–10 minutes |
playing_time= 30 minutes|
complexity=Medium |
strategy=Medium |
random_chance=Medium |
skills=[[Resource management]]|
bggid=36218|
}}
'''''Dominion''''' is a [[German-style board game|designer]] [[card game]] created by [[Donald X. Vaccarino]], and published by [[Rio Grande Games]]. The game was released at [[Spiel]] 2008 in multiple languages. It was voted the best game of the fair by the Fairplay polls<ref>[http://fairplay-online.blogspot.com/2008/10/die-beliebtesten-spiele-der-spiel-08.html Fairplay online]</ref> with a rating of 1.75 from 147 votes. Within two months of its release, Dominion was one of the top ten games according to [[BoardGameGeek]] ratings.<ref>[http://www.boardgamegeek.com/game/36218 BoardGameGeek]</ref> In 2009, it won the prestigious [[Spiel des Jahres]] and [[Deutscher Spiele Preis]] awards.
== Gameplay ==
The game is a deck building<ref>[http://www.charisgames.com/Rio-Grande-Games-Dominion/A/B001JQY6K4.htm Charis Games Review]</ref> [[card game]] in which the players compete to gather the most valuable deck of cards, representing a Kingdom. There are 4 kinds of cards: Treasure cards (Copper, Silver, Gold), Victory cards (Estate, Duchy, Province, Gardens - Worth 1/3/6/X Victory points), Kingdom cards (various cards, mostly actions) and Curses (worth -1 Victory point and which are normally only used as a result of Kingdom cards). Each card has a cost to purchase, which is paid in coins gained from a combination of Kingdom and/or Treasure cards.
The game includes 25 different types of Kingdom cards, but for each game, 10 of these are selected to increase interaction and re-playability. The selected Kingdom cards, the Treasure cards, Victory cards, and the Curses are put on the table in piles available for all players to purchase (or obtain through actions). Each player starts with an identical deck consisting of 7 Copper cards and 3 Estate cards. The deck is shuffled and the player draws five cards to form their hand.
Each turn follows an A, B, C structure:
* '''''A'''ction''. If the player has a Kingdom card in their hand, they may now play it. Typical cards' effects include drawing more cards, being allowed to play more Kingdom cards, or being able to buy extra cards in the ''Buy'' phase.
* '''''B'''uy''. The player may now buy one card. Additional cards may be bought if the player has played suitable Kingdom cards in the action phase. The player pays by discarding Treasure cards onto his/her personal discard pile. Any card bought also goes on the discard pile.
* '''''C'''leanup''. The player now discards all played and unplayed cards, then draws 5 new cards.
The game ends when either the pile of Province cards or 3 piles of supply cards are depleted. At this point the players take all cards in their deck, hand, and discard pile, and count their Victory points to determine the winner.<ref>[http://www.riograndegames.com/uploads/Game/Game_278_gameRules.pdf Dominion Game Rules By Rio Grande Games]</ref>
== History ==
During development, Dominion was originally called "Castle Builder" and then, later, "Game X".<ref>[http://www.boardgamenews.com/index.php/boardgamenews/comments/game_preview_review_dominion/ Game Preview/Review: Dominion By W. Eric Martin]</ref><ref>[http://www.boardgamenews.com/index.php/boardgamenews/comments/valerie_putman_game_x_dominion/ Valerie Putman: Game X = Dominion]</ref>
== Releases ==
* Dominion (2008), the original game.
* Dominion: Intrigue (2009), which can be played standalone or as an expansion with the original game
* Dominion: Seaside (2009), an expansion which requires one of the standalone releases
== Awards ==
* 2008 [[Meeples' Choice Award|Meeples Choice Awards]]
* 2009 [[Spiel Des Jahres|Spiel des Jahres]]
* 2009 [[Deutscher Spiele Preis]]
* 2009 [[List of Mensa Select recipients|Mensa Select]]
* 2009 [[Boardgamegeek#Golden_Geek_Award|Golden Geek Award (Game of the Year & Card Game of the Year)]]
* 2009 [[Diana Jones Award]] for Excellence in Gaming
* 2009 [[Origins Award]], best card game of the year
== References ==
{{reflist}}
== External links ==
* Rio Grande Games' [http://www.riograndegames.com/games.html?id=278 ''Dominion'' homepage]
* {{bgg|36218|''Dominion''}}
* Dominion video review [http://www.youtube.com/watch?v=9ENsEhRbVIM&feature=channel_page "Dicetower"]
{{card-game-stub}}
[[Category:Historical board games]]
[[Category:Dedicated deck card games]]
[[Category:Rio Grande Games games]]
[[Category:Spiel des Jahres winners]]
[[Category:Deutscher Spiele Preis winners]]
[[cs:Dominion (karetní hra)]]
[[de:Dominion (Spiel)]]
[[fr:Dominion (jeu)]]
[[it:Dominion (gioco)]]
[[ja:ドミニオン (カードゲーム)]]
[[zh:皇輿爭霸]]
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Don't Drop the Soap
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'''''Don't Drop the Soap''''' is a controversial [[prison]]-themed [[board game]], designed by art student John Sebelius as a class project at the [[Rhode Island School of Design]].
==Game==
Don’t Drop the Soap is a [[board game]] that consists of six levels. The game set comes with five tokens. Three of the tokens represent human figures: Sal "The Butcher", a muscular character called "Anferny", and "Wheelz", a wheelchair-bound token. The other two tokens are a bag of [[cocaine]] and a [[handgun]].<ref name=msnbc>"[http://www.msnbc.msn.com/id/22870462/ Governor’s son creates prison-themed game]", ''[[Associated Press]]'' via [[MSNBC.com]], January 27, 2008, accessed June 4, 2008.</ref> The game revolves around prison life with the ultimate goal of players being able to make [[parole]].<ref name=kctv/>
The title of the game refers to a phrase sometimes used in reference to [[Prison rape (United States)|rape in mens' prisons]].<ref name=kctv/> Within the game, if a player "drops the soap", that player is required to return to the beginning of the board.<ref name=kctv>"[http://www.kctv5.com/news/15172807/detail.html Don’t Drop the Soap Game causes controversy]", ''[[KCTV]]'', January 30, 2008, accessed June 4, 2008.</ref> The game carries a warning label that it is intended for mature players only.<ref name=kctv/> The game went on sale in a [[Lawrence, Kansas]] hobby shop on January 31, 2008 and is also sold on Sebelius' website.<ref name=msnbc/>
==Artist==
<!-- [[John Sebelius]] redirects to this section, please make sure to change the redirect if you change this section title. -->
The game was created by John Sebelius as a class project at the [[Rhode Island School of Design]]. Sebelius is the son of former Kansas Governor and current [[United States Secretary of Health and Human Services|Secretary of Health and Human Services]] [[Kathleen Sebelius]] and U.S. Magistrate Judge [[K. Gary Sebelius]].<ref name=msnbc/>
==Reaction==
The game was almost immediately criticized for its content. The [[National Prison Rape Elimination Commission]], a [[United States|U.S.]] [[bipartisan]] panel aimed at curbing prison rape, condemned the game.<ref name=christopher/> They stated, in part, ". . . the title of the game and its website’s reference to '[[American History X|being cornered by the Aryans in the Shower Room]]' are coarse popular references to rape in prisons, making light of a serious and all-too-pervasive violent sex crime." <ref name=nprec>"[http://www.nprec.us/Press/press%20statements/1.29.08.STMT.DontDroptheSoapGame.pdf Bipartisan Panel Condemns "Don't Drop the Soap" Board Game]", ([[PDF]]), ''[[National Prison Rape Elimination Commission]]'', January 29, 2008, accessed June 4, 2008.</ref> Sebelius and the game were also criticized in the media.<ref name=pitch>”[http://www.pitch.com/2008-02-07/news/the-idiot-son-a-board-game/ The Idiot Son: A Board Game]”, ‘’[[The Pitch (newspaper)|The Pitch]]’’, February 7, 2008, accessed June 4, 2008.</ref>
Sebelius stated he did not condone [[prison rape]], that the game was meant as a lighthearted spoof and for entertainment purposes only.<ref name=christopher>Christopher, Hearne, Jr. "[http://www.kansascity.com/entertainment/columnists/hearne_christopher_jr/story/474481.html Soap game has some lather]", ''[[The Kansas City Star]]'', February 3, 2008, accessed June 4, 2008.</ref> As media reports surfaced of the game, Governor Sebelius’ office stated that both parents "are very proud of their son John's creativity and talent.
<ref name=msnbc/>
==References==
{{reflist}}
==External links==
*[http://www.gilliusinc.com/dropsoap.html Gillius, Inc.], Don’t Drop the Soap official site
[[Category:Roll-and-move board games]]
[[Category:Lawrence, Kansas]]
[[Category:Prison sexuality]]
c97msy5vbzf9akxk4xkbxcg9zn3mf0p
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'''''Don't Drop the Soap''''' is a controversial [[prison]]-themed [[board game]], designed by art student John Sebelius as a class project at the [[Rhode Island School of Design]].
==Game==
Don’t Drop the Soap is a [[board game]] that consists of six levels. The game set comes with five tokens. Three of the tokens represent human figures: Sal "The Butcher", a muscular character called "Anferny", and "Wheelz", a wheelchair-bound token. The other two tokens are a bag of [[cocaine]] and a [[handgun]].<ref name=msnbc>"[http://www.msnbc.msn.com/id/22870462/ Governor’s son creates prison-themed game]", ''[[Associated Press]]'' via [[MSNBC.com]], January 27, 2008, accessed June 4, 2008.</ref> The game revolves around prison life with the ultimate goal of players being able to make [[parole]].<ref name=kctv/>
The title of the game refers to a phrase sometimes used in reference to [[Prison rape (United States)|rape in mens' prisons]].<ref name=kctv/> Within the game, if a player "drops the soap", that player is required to return to the beginning of the board.<ref name=kctv>"[http://www.kctv5.com/news/15172807/detail.html Don’t Drop the Soap Game causes controversy]", ''[[KCTV]]'', January 30, 2008, accessed June 4, 2008.</ref> The game carries a warning label that it is intended for mature players only.<ref name=kctv/> The game went on sale in a [[Lawrence, Kansas]] hobby shop on January 31, 2008 and is also sold on Sebelius' website.<ref name=msnbc/>
==Artist==
<!-- [[John Sebelius]] redirects to this section, please make sure to change the redirect if you change this section title. -->
The game was created by John Sebelius as a class project at the [[Rhode Island School of Design]]. Sebelius is the son of former Kansas Governor and current [[United States Secretary of Health and Human Services|Secretary of Health and Human Services]] [[Kathleen Sebelius]] and U.S. Magistrate Judge [[K. Gary Sebelius]].<ref name=msnbc/>
==Reaction==
The game was almost immediately criticized for its content. The [[National Prison Rape Elimination Commission]], a [[United States|U.S.]] [[bipartisan]] panel aimed at curbing prison rape, condemned the game.<ref name=christopher/> They stated, in part, ". . . the title of the game and its website’s reference to '[[American History X|being cornered by the Aryans in the Shower Room]]' are coarse popular references to rape in prisons, making light of a serious and all-too-pervasive violent sex crime." <ref name=nprec>"[http://www.nprec.us/Press/press%20statements/1.29.08.STMT.DontDroptheSoapGame.pdf Bipartisan Panel Condemns "Don't Drop the Soap" Board Game]", ([[PDF]]), ''[[National Prison Rape Elimination Commission]]'', January 29, 2008, accessed June 4, 2008.</ref> Sebelius and the game were also criticized in the media.<ref name=pitch>”[http://www.pitch.com/2008-02-07/news/the-idiot-son-a-board-game/ The Idiot Son: A Board Game]”, ‘’[[The Pitch (newspaper)|The Pitch]]’’, February 7, 2008, accessed June 4, 2008.</ref>
Sebelius stated he did not condone [[prison rape]], that the game was meant as a lighthearted spoof and for entertainment purposes only.<ref name=christopher>Christopher, Hearne, Jr. "[http://www.kansascity.com/entertainment/columnists/hearne_christopher_jr/story/474481.html Soap game has some lather]", ''[[The Kansas City Star]]'', February 3, 2008, accessed June 4, 2008.</ref> As media reports surfaced of the game, Governor Sebelius’ office stated that both parents "are very proud of their son John's creativity and talent.
<ref name=msnbc/>
==References==
{{reflist}}
==External links==
*[http://www.gilliusinc.com/dropsoap.html Gillius, Inc.], Don’t Drop the Soap official site
[[Category:Roll-and-move board games]]
[[Category:Lawrence, Kansas]]
[[Category:Prison sexuality]]
c97msy5vbzf9akxk4xkbxcg9zn3mf0p
Don't Miss The Boat
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2009-05-16T01:05:13Z
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{{Infobox Game
| title = Don't Miss The Boat
| subtitle =
| image_link = [[File:Don't Miss The Boat box.jpg|180px|Don't Miss The Boat box cover]]
| image_caption =
| designer =
| illustrator =
| publisher = Waddingtons
| players = 2-4
| ages = 4 and up
| setup_time = 1 minutes
| playing_time = 10 minutes/random
| complexity = Low
| strategy = Low
| random_chance = Low (strategy)
| skills = Counting
| footnotes =
| bggid =
| bggxrefs =
}}
'''''Don't Miss The Boat''''' is a [[board game]] with no dice or cards or element of elimination. The rules<ref>{{citeweb|url=http://www.hasbro.com/common/instruct/DontMisstheBoat.PDF|publisher=Hasbro.com|title="Rules, PDF"}}</ref> are simple enough to be mastered by a 5 year old, yet with an element of strategy interesting enough to keep many adults engaged. The game was first published by [[Parker Brothers]]<ref>{{citeweb|url=http://www.boardgamegeek.com/game/4407|publisher="Board Game Geek"|title="Don't Miss The Boat"}}</ref> in 1965, later by [[Waddingtons]]<ref>{{citeweb|url=http://www.doc.ic.ac.uk/~ih/gp/proposals/ar3/|publisher="Alessandra Russo"|title="Don't Miss The Boat (Fan Page)"}}</ref>. The title is currently owned by [[Hasbro]] and is no longer manufactured.
==Play==
The board consists of a raised, cross shaped platform<ref>{{citeweb|url=http://www.flickr.com/photos/psd/sets/72057594127838059/|publisher="Flickr (psd)"|title="Don't Miss The Boat (Photoset)"}}</ref> surrounded by a circular "canal" containing four colored boats. Players take turns to move a piece towards the ends of the cross where the boats reside. A player may move their piece into the boat of the same color, which causes all the boats to move clockwise around the board, one quarter turn. The winner is the first player to place five of their eight pieces into their boat.
==References==
{{reflist}}
[[Category:Children's board games]]
[[Category:Race games]]
[[Category:Waddingtons games]]
[[Category:Parker Brothers games]]
[[Category:Roll-and-move board games]]
jtwgpstyrmozcpm1pwxojlvvzsxblog
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{{Infobox Game
| title = Don't Miss The Boat
| subtitle =
| image_link = [[File:Don't Miss The Boat box.jpg|180px|Don't Miss The Boat box cover]]
| image_caption =
| designer =
| illustrator =
| publisher = Waddingtons
| players = 2-4
| ages = 4 and up
| setup_time = 1 minutes
| playing_time = 10 minutes/random
| complexity = Low
| strategy = Low
| random_chance = Low (strategy)
| skills = Counting
| footnotes =
| bggid =
| bggxrefs =
}}
'''''Don't Miss The Boat''''' is a [[board game]] with no dice or cards or element of elimination. The rules<ref>{{citeweb|url=http://www.hasbro.com/common/instruct/DontMisstheBoat.PDF|publisher=Hasbro.com|title="Rules, PDF"}}</ref> are simple enough to be mastered by a 5 year old, yet with an element of strategy interesting enough to keep many adults engaged. The game was first published by [[Parker Brothers]]<ref>{{citeweb|url=http://www.boardgamegeek.com/game/4407|publisher="Board Game Geek"|title="Don't Miss The Boat"}}</ref> in 1965, later by [[Waddingtons]]<ref>{{citeweb|url=http://www.doc.ic.ac.uk/~ih/gp/proposals/ar3/|publisher="Alessandra Russo"|title="Don't Miss The Boat (Fan Page)"}}</ref>. The title is currently owned by [[Hasbro]] and is no longer manufactured.
==Play==
The board consists of a raised, cross shaped platform<ref>{{citeweb|url=http://www.flickr.com/photos/psd/sets/72057594127838059/|publisher="Flickr (psd)"|title="Don't Miss The Boat (Photoset)"}}</ref> surrounded by a circular "canal" containing four colored boats. Players take turns to move a piece towards the ends of the cross where the boats reside. A player may move their piece into the boat of the same color, which causes all the boats to move clockwise around the board, one quarter turn. The winner is the first player to place five of their eight pieces into their boat.
==References==
{{reflist}}
[[Category:Children's board games]]
[[Category:Race games]]
[[Category:Waddingtons games]]
[[Category:Parker Brothers games]]
[[Category:Roll-and-move board games]]
jtwgpstyrmozcpm1pwxojlvvzsxblog
Down with the King (game)
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McGeddon
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[[Image:Down With The King.jpg|right|200px|Cover of "Down With the King" game box]]
'''''Down With the King''''' is a political [[card game]] for 2-6 players produced by [[Avalon Hill]] in [[1981 in games|1981]].
Each player takes the role of a [[Nobility|noble]] in the fictional nation of Fandonia during the [[Europe]]an "[[Baroque age]]" (roughly 1600-1750), and by diplomacy, betrayal, and political maneuvering, attempts to depose the current monarch, and place his lackey on the throne.
The game was designed by [[Glenn Rahman]], [[Kenneth Rahman]], and [[Alan R. Moon]]. It is sometimes described as a "[[Fantasy]] Political Game", but has no inherently [[supernatural]] elements.
Each turn consists of a sequence of random events and player actions. Player actions include trying to increase their character's skills, influence, and prestige, gain the loyalty of non-player characters, political offices for characters, destabilize the current king, and interfere with other players' factions trying to do the same. Eventually, when a player feels his faction has enough power, and the current monarch is sufficiently destabilized, they may try to ''usurp'' the throne, and replace the monarch with a royal character (or pretender) under their control. A player controlling the monarch for three consecutive turns wins the game.
Besides characters, represented as cards, a player controls a certain number of Influence Points, or IPs, spent as "money" to accomplish actions, and Prestige Points, or PPs, which serve as a limit to the number of characters they can control. The player also has a set of cards and opportunity counters that restrict the actions they can take. Actions include a vast array of options, including Dueling, Assassination, Travel Abroad, Advising the Monarch (requires an office), Escape (from abroad or hiding), Extradite a Wrongdoer (from abroad), Expose a Scandal, Intrigue (try to steal an opponent's card), Recruit a Character, Court Monarch's Favor, Fill a Vacant Office, Recruit by Treachery, Seduce a Character, Hold a Wedding, Consult Prestige Tables, and Solicit Bribes (requires an office). All these actions tend to award or take away PPs and IPs.
==External links==
* {{bgg|1593|''Down with the King''}}
* [http://www.polytropos.org/web/dwtk.html ''Down with the King''] Fan site contains the rules and a Windows program for the game, with source code
* [http://www.spotlightongames.com/summary/dwtk.html ''Down With the King'' - Summary] Rules notes, and political parties variant
[[Category:Avalon Hill games]]
[[Category:Dedicated deck card games]]
[[Category:Alan R. Moon games]]
7cmzc89osz10s6zuwx0eicbpfck87g2
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Kingstonlee
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1 revision
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text/x-wiki
[[Image:Down With The King.jpg|right|200px|Cover of "Down With the King" game box]]
'''''Down With the King''''' is a political [[card game]] for 2-6 players produced by [[Avalon Hill]] in [[1981 in games|1981]].
Each player takes the role of a [[Nobility|noble]] in the fictional nation of Fandonia during the [[Europe]]an "[[Baroque age]]" (roughly 1600-1750), and by diplomacy, betrayal, and political maneuvering, attempts to depose the current monarch, and place his lackey on the throne.
The game was designed by [[Glenn Rahman]], [[Kenneth Rahman]], and [[Alan R. Moon]]. It is sometimes described as a "[[Fantasy]] Political Game", but has no inherently [[supernatural]] elements.
Each turn consists of a sequence of random events and player actions. Player actions include trying to increase their character's skills, influence, and prestige, gain the loyalty of non-player characters, political offices for characters, destabilize the current king, and interfere with other players' factions trying to do the same. Eventually, when a player feels his faction has enough power, and the current monarch is sufficiently destabilized, they may try to ''usurp'' the throne, and replace the monarch with a royal character (or pretender) under their control. A player controlling the monarch for three consecutive turns wins the game.
Besides characters, represented as cards, a player controls a certain number of Influence Points, or IPs, spent as "money" to accomplish actions, and Prestige Points, or PPs, which serve as a limit to the number of characters they can control. The player also has a set of cards and opportunity counters that restrict the actions they can take. Actions include a vast array of options, including Dueling, Assassination, Travel Abroad, Advising the Monarch (requires an office), Escape (from abroad or hiding), Extradite a Wrongdoer (from abroad), Expose a Scandal, Intrigue (try to steal an opponent's card), Recruit a Character, Court Monarch's Favor, Fill a Vacant Office, Recruit by Treachery, Seduce a Character, Hold a Wedding, Consult Prestige Tables, and Solicit Bribes (requires an office). All these actions tend to award or take away PPs and IPs.
==External links==
* {{bgg|1593|''Down with the King''}}
* [http://www.polytropos.org/web/dwtk.html ''Down with the King''] Fan site contains the rules and a Windows program for the game, with source code
* [http://www.spotlightongames.com/summary/dwtk.html ''Down With the King'' - Summary] Rules notes, and political parties variant
[[Category:Avalon Hill games]]
[[Category:Dedicated deck card games]]
[[Category:Alan R. Moon games]]
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Dream Star
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2020-10-25T17:29:17Z
Happy2432
4080147
Created page with "'''''Dream Star''''' is a fortune-telling game released by [[Pressman]] in 2001. ==Game Contents== ==The Board== ==Dream Star unit== The main unit of the game is a large, e..."
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text/x-wiki
'''''Dream Star''''' is a fortune-telling game released by [[Pressman]] in 2001.
==Game Contents==
==The Board==
==Dream Star unit==
The main unit of the game is a large, electronic star with five light up points, and a light sensor in the center. When a player passes their hand over the light sensor, the lights on the star will flash in a clockwise roulette as a musical sound plays. After a few moments, either the star will "ding" and one light will point, or a magical sound is heard as all five lights flash.
==Object==
The object of the game is to collect one card from each of the following categories, '''Love''', '''Style''', '''Achievement''', '''Coming Soon''', and '''Surprise''', then land on the finish space.
==Gameplay==
1kk6jf7n3hzb2ng9mlye9vgs6kb85qb
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2020-10-25T17:42:13Z
Happy2432
4080147
/* Gameplay */
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wikitext
text/x-wiki
'''''Dream Star''''' is a fortune-telling game released by [[Pressman]] in 2001.
==Game Contents==
==The Board==
==Dream Star unit==
The main unit of the game is a large, electronic star with five light up points, and a light sensor in the center. When a player passes their hand over the light sensor, the lights on the star will flash in a clockwise roulette as a musical sound plays. After a few moments, either the star will "ding" and one light will point, or a magical sound is heard as all five lights flash.
==Object==
The object of the game is to collect one card from each of the following categories, '''Love''', '''Style''', '''Achievement''', '''Coming Soon''', and '''Surprise''', then land on the finish space.
==Gameplay==
All players sit around the gameboard; the youngest player goes first, and play passes to the left.
On their turn, the player waves their hand over the Dream Star, just a few inches above the center of the unit. The lights will flash in roulette, then either one of two things will happen: one light lights, or all the lights light.
When one light lights, take the top card from the deck the light is pointing to and read it aloud. The card will predict what will happen to the player (ie. they will discover true love, they will win an award, they will have a messy bedroom, and so on). The card will also tell the player to move your star mover forward or backward the number of spaces given, or to take an extra turn, or lose a turn. Do whatever the card says, and keep it in front of you; and your turn is over.
When all the lights go on, the player takes the top card from '''The Extras''' deck and reads it aloud. The card will have a challenge the players are to take; the players then vote who will get to perform the challenge by placing one of their color-coded star marks on the large star card that corresponds to another player. Whoever gets the most votes has to do the challenge; if they complete it correctly, they move the amount of spaces on the card. Place the card out of play; your turn is over.
If the Dream Star lands on a card you already got, place your current card out of play and keep the new one.
Note: When reaching for a card, do not reach over the Dream Star or you might activate the lights.
Before the player can get to the finish, they must collect one card from each of the five different categories as mentioned. If they have less than the amount of cards and their movement is to take them to the finish, the player must stay where they are until they accomplish such.
The first player to reach the finish space with all five card categories (no exact count needed) is the winner and gets to present their future to everyone.
93akoh656q9ubbiv90pl0cwt5zept4r
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2020-10-25T17:42:31Z
Happy2432
4080147
Adding categories
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wikitext
text/x-wiki
'''''Dream Star''''' is a fortune-telling game released by [[Pressman]] in 2001.
==Game Contents==
==The Board==
==Dream Star unit==
The main unit of the game is a large, electronic star with five light up points, and a light sensor in the center. When a player passes their hand over the light sensor, the lights on the star will flash in a clockwise roulette as a musical sound plays. After a few moments, either the star will "ding" and one light will point, or a magical sound is heard as all five lights flash.
==Object==
The object of the game is to collect one card from each of the following categories, '''Love''', '''Style''', '''Achievement''', '''Coming Soon''', and '''Surprise''', then land on the finish space.
==Gameplay==
All players sit around the gameboard; the youngest player goes first, and play passes to the left.
On their turn, the player waves their hand over the Dream Star, just a few inches above the center of the unit. The lights will flash in roulette, then either one of two things will happen: one light lights, or all the lights light.
When one light lights, take the top card from the deck the light is pointing to and read it aloud. The card will predict what will happen to the player (ie. they will discover true love, they will win an award, they will have a messy bedroom, and so on). The card will also tell the player to move your star mover forward or backward the number of spaces given, or to take an extra turn, or lose a turn. Do whatever the card says, and keep it in front of you; and your turn is over.
When all the lights go on, the player takes the top card from '''The Extras''' deck and reads it aloud. The card will have a challenge the players are to take; the players then vote who will get to perform the challenge by placing one of their color-coded star marks on the large star card that corresponds to another player. Whoever gets the most votes has to do the challenge; if they complete it correctly, they move the amount of spaces on the card. Place the card out of play; your turn is over.
If the Dream Star lands on a card you already got, place your current card out of play and keep the new one.
Note: When reaching for a card, do not reach over the Dream Star or you might activate the lights.
Before the player can get to the finish, they must collect one card from each of the five different categories as mentioned. If they have less than the amount of cards and their movement is to take them to the finish, the player must stay where they are until they accomplish such.
The first player to reach the finish space with all five card categories (no exact count needed) is the winner and gets to present their future to everyone.
[[Category:Children's board games]]
[[Category:Pressman games]]
3bxz8jl8hf0eb1vkv8v0jlf53u0nqho
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2020-10-27T05:41:45Z
Happy2432
4080147
/* Gameplay */
4557
wikitext
text/x-wiki
'''''Dream Star''''' is a fortune-telling game released by [[Pressman]] in 2001.
==Game Contents==
==The Board==
==Dream Star unit==
The main unit of the game is a large, electronic star with five light up points, and a light sensor in the center. When a player passes their hand over the light sensor, the lights on the star will flash in a clockwise roulette as a musical sound plays. After a few moments, either the star will "ding" and one light will point, or a magical sound is heard as all five lights flash.
==Object==
The object of the game is to collect one card from each of the following categories, '''Love''', '''Style''', '''Achievement''', '''Coming Soon''', and '''Surprise''', then land on the finish space.
==Gameplay==
All players sit around the gameboard; the youngest player goes first, and play passes to the left.
On their turn, the player waves their hand over the Dream Star, just a few inches above the center of the unit. The lights will flash in roulette, then either one of two things will happen: one light lights, or all the lights light.
When one light lights, take the top card from the deck the light is pointing to and read it aloud. The card will predict what will happen to the player (ie. they will discover true love, they will win an award, they will have a messy bedroom, and so on). The card will also tell the player to move their star mover forward or backward the number of spaces given, take an extra turn, or lose a turn. Do whatever the card says, and keep it in front of you; your turn is over.
When all the lights go on, the player takes the top card from '''The Extras''' deck and reads it aloud. The card will have a challenge the players are to take; the players then secretly vote who best fits the challenge listed by placing one of their color-coded star marks under the large star card that corresponds to another player. Once all the players voted, they look under their cards. Whoever gets the most votes has to do the challenge; if they complete it correctly, they move the amount of spaces on the card. Place the card out of play; your turn is over.
If the Dream Star lands on a card you already got, place your current card out of play and keep the new one.
Note: When reaching for a card, do not reach over the Dream Star or you might activate the lights.
Before the player can get to the finish, they must collect one card from each of the five different categories as mentioned. If they have less than the amount of cards and their movement is to take them to the finish, the player must stay where they are until they accomplish such.
The first player to reach the finish space with all five card categories (no exact count needed) is the winner and gets to present their future to everyone.
[[Category:Children's board games]]
[[Category:Pressman games]]
ggu0dqroynx9jdhzti2kkrp9l7ps0vk
4598
4557
2024-11-04T17:26:17Z
Happy2432
4080147
Adding categories
4598
wikitext
text/x-wiki
'''''Dream Star''''' is a fortune-telling game released by [[Pressman]] in 2001.
==Game Contents==
==The Board==
==Dream Star unit==
The main unit of the game is a large, electronic star with five light up points, and a light sensor in the center. When a player passes their hand over the light sensor, the lights on the star will flash in a clockwise roulette as a musical sound plays. After a few moments, either the star will "ding" and one light will point, or a magical sound is heard as all five lights flash.
==Object==
The object of the game is to collect one card from each of the following categories, '''Love''', '''Style''', '''Achievement''', '''Coming Soon''', and '''Surprise''', then land on the finish space.
==Gameplay==
All players sit around the gameboard; the youngest player goes first, and play passes to the left.
On their turn, the player waves their hand over the Dream Star, just a few inches above the center of the unit. The lights will flash in roulette, then either one of two things will happen: one light lights, or all the lights light.
When one light lights, take the top card from the deck the light is pointing to and read it aloud. The card will predict what will happen to the player (ie. they will discover true love, they will win an award, they will have a messy bedroom, and so on). The card will also tell the player to move their star mover forward or backward the number of spaces given, take an extra turn, or lose a turn. Do whatever the card says, and keep it in front of you; your turn is over.
When all the lights go on, the player takes the top card from '''The Extras''' deck and reads it aloud. The card will have a challenge the players are to take; the players then secretly vote who best fits the challenge listed by placing one of their color-coded star marks under the large star card that corresponds to another player. Once all the players voted, they look under their cards. Whoever gets the most votes has to do the challenge; if they complete it correctly, they move the amount of spaces on the card. Place the card out of play; your turn is over.
If the Dream Star lands on a card you already got, place your current card out of play and keep the new one.
Note: When reaching for a card, do not reach over the Dream Star or you might activate the lights.
Before the player can get to the finish, they must collect one card from each of the five different categories as mentioned. If they have less than the amount of cards and their movement is to take them to the finish, the player must stay where they are until they accomplish such.
The first player to reach the finish space with all five card categories (no exact count needed) is the winner and gets to present their future to everyone.
[[Category:Children's board games]]
[[Category:Pressman games]]
[[Category:2001 instructions]]
0upjycsgj7oc3hptw2u8eidkmn9yvka
Dungeoneer (game)
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4282
2008-09-07T17:09:34Z
Canis Lupus
264850
Orphaned page, tagging
4282
wikitext
text/x-wiki
{{Orphan|date=September 2008}}
'''''Dungeoneer''''' is a non-[[collectible card game]] designed by Thomas Denmark and released by [[Atlas Games]]. Denmark is also credited for many of the illustrations of the cards.
In a ''Dungeoneer'' game, players are involved in an [[Role-playing game|RPG]]-like adventure, in which they have to explore an area, face monsters and other threats, and solve perilous quests. Each set consists of 55 or 110 cards of different types:
* White-backed "map" cards, used to create the dungeon/wilderness area;
* Green-backed "hero" cards, which serve as the players' character sheet;
* Purple-backed "quest" cards, which define the specific goals of each player;
* Brown-backed "adventure" cards, representing spells, treasure, monsters and threats.
During each game turn, players alternatively take on the role of the "dungeon lord", who unleashes monsters and traps on his opponents, and of the adventurer who explores the dungeon trying to solve his quests. The game is won either by a dungeon lord who defeats all of his opponents, or by an adventurer who successfully solves three quests.
The first set, simply called "''Dungeoneer''" was originally released by Citizen Games, but was later released by Atlas games, with some significant changes (both in the looks and in the game mechanics) and a new name, "''Tomb of the Lich Lord''", in November 2003. "''Tomb of the Lich Lord''" is much of a classic [[dungeon crawl]], a crypt filled with undead and classical [[sword-and-sorcery]] archetypes. The first set has been followed by several others, each one with new cards and a different background:
* ''Vault of the Fiends'' (2003)
* ''Haunted Woods of Malthorin'' (2004)
* ''Den of the Wererats'' (2004)
* ''Dragons of the Forsaken Desert'' (2005)
* ''Realm of the Ice Witch'' (2005)
In addition, Atlas Games released an epic-level set, ''Call of the Lich Lord'' (2006), and a legendary-level set, ''Wrath of the Serpent Goddess'' (2007).
==External links==
*[http://www.atlas-games.com/dungeoneer/ Official site]
[[Category:Dedicated deck card games]]
[[Category:Atlas Games games]]
os44a9hu5y03lwnaw3mi1badzwm4c16
4283
4282
2009-12-09T23:30:41Z
Kingstonlee
1735031
1 revision
4283
wikitext
text/x-wiki
{{Orphan|date=September 2008}}
'''''Dungeoneer''''' is a non-[[collectible card game]] designed by Thomas Denmark and released by [[Atlas Games]]. Denmark is also credited for many of the illustrations of the cards.
In a ''Dungeoneer'' game, players are involved in an [[Role-playing game|RPG]]-like adventure, in which they have to explore an area, face monsters and other threats, and solve perilous quests. Each set consists of 55 or 110 cards of different types:
* White-backed "map" cards, used to create the dungeon/wilderness area;
* Green-backed "hero" cards, which serve as the players' character sheet;
* Purple-backed "quest" cards, which define the specific goals of each player;
* Brown-backed "adventure" cards, representing spells, treasure, monsters and threats.
During each game turn, players alternatively take on the role of the "dungeon lord", who unleashes monsters and traps on his opponents, and of the adventurer who explores the dungeon trying to solve his quests. The game is won either by a dungeon lord who defeats all of his opponents, or by an adventurer who successfully solves three quests.
The first set, simply called "''Dungeoneer''" was originally released by Citizen Games, but was later released by Atlas games, with some significant changes (both in the looks and in the game mechanics) and a new name, "''Tomb of the Lich Lord''", in November 2003. "''Tomb of the Lich Lord''" is much of a classic [[dungeon crawl]], a crypt filled with undead and classical [[sword-and-sorcery]] archetypes. The first set has been followed by several others, each one with new cards and a different background:
* ''Vault of the Fiends'' (2003)
* ''Haunted Woods of Malthorin'' (2004)
* ''Den of the Wererats'' (2004)
* ''Dragons of the Forsaken Desert'' (2005)
* ''Realm of the Ice Witch'' (2005)
In addition, Atlas Games released an epic-level set, ''Call of the Lich Lord'' (2006), and a legendary-level set, ''Wrath of the Serpent Goddess'' (2007).
==External links==
*[http://www.atlas-games.com/dungeoneer/ Official site]
[[Category:Dedicated deck card games]]
[[Category:Atlas Games games]]
os44a9hu5y03lwnaw3mi1badzwm4c16
Dutch Blitz
0
2247
4328
2009-11-19T19:47:18Z
132.205.228.36
/* Deck contents */
4328
wikitext
text/x-wiki
{{Infobox_Game | subject_name = Dutch Blitz| image_link =
[[File:Homeschoolers playing Dutch Blitz at picnic gathering.jpg|250px]]
| image_caption = [[Homeschool]]ed youths playing Dutch Blitz
| players = 2-8
| ages = 5 and up
| setup_time = < 1 minute
| playing_time = Approximately 5-10 minutes per round
| complexity= Easy
| strategy = Medium
| random_chance = Medium
| skills = [[Hand-eye coordination]], speed, [[mathematics|counting]]
}}
== Summary ==
'''Dutch Blitz''' is a fast-paced, family oriented, action [[card game]] played with a specially printed deck. The game was created by Werner Ernst George Muller, a German immigrant from Bucks County, [[Pennsylvania]]. The game is very popular among the Pennsylvania [[Amish]] and Dutch community, and among Christian groups in the United States and [[Canada]] (primarily in Dutch and German communities). The game is essentially the same as [[Nertz]], with the essential difference being you can play Nertz with four standard playing decks, but must play Dutch Blitz on specialized decks.
It is similar to and possibly derived from the European game of [[Ligretto]] manufactured in Germany.
== Overview of Gameplay ==
=== Deck contents ===
*160 cards total:
**4 decks; Pump, Buggy, Plow, and Bucket.
***Each deck includes 10 orange (red), 10 blue, 10 green, and 10 yellow cards.
=== Game Terminology ===
'''Blitz Pile:''' This pile of 10 cards is the most important pile of cards to each player since it is the key towards "Blitzing" the other players when all cards from this pile have been cleared.
'''Dutch Piles:''' Stacks of cards in each of the four colors - 1 through 10 an ascending sequence - placed in the center of the table and played upon by all players. Each player accumulates scoring points here.
'''Post Piles:''' Groups of cards placed to the left of both the Blitz and Wood piles in descending sequence For each player, the Post Piles serve as a "trading" or replacement area during the game. There are generally three post piles but in a two person game four or five post piles are often used to prevent the game from stalling.
'''Wood Pile:''' Stack of cards built to the right of a player, from cards held in that player's hand.
=== Objective ===
The objective of Dutch Blitz is to score points by playing as many cards as possible on Dutch Piles, and by emptying your Blitz Pile as quickly as possible. You do this by playing cards from your Blitz Pile, Post Piles, and Wood Pile on the Dutch piles.
=== Game End/Point Scoring ===
The game ends when a player plays all 10 of the cards out of his/her Blitz Pile and yells "BLITZ!". Each player scores points at the end of each hand as follows:
#Add one point for each card that had been thrown out in the Dutch Piles.
#Subtract two points for each card the player has left in his/her Blitz Pile.
Usually more rounds are played until one player reaches 100 cumulative points, yet some games have gone on for days at a time.
== External links ==
Go to http://www.dutchblitz.com for the full rules.
==References==
{{reflist}}
[[Category:Dedicated deck card games]]
[[Category:Solitaire card games]]
[[pdc:Dutch Blitz]]
[[pt:Dutch Blitz]]
e9kgrb2nfice8ccm084fbiz3gewwo5n
4329
4328
2009-12-09T23:30:45Z
Kingstonlee
1735031
1 revision
4329
wikitext
text/x-wiki
{{Infobox_Game | subject_name = Dutch Blitz| image_link =
[[File:Homeschoolers playing Dutch Blitz at picnic gathering.jpg|250px]]
| image_caption = [[Homeschool]]ed youths playing Dutch Blitz
| players = 2-8
| ages = 5 and up
| setup_time = < 1 minute
| playing_time = Approximately 5-10 minutes per round
| complexity= Easy
| strategy = Medium
| random_chance = Medium
| skills = [[Hand-eye coordination]], speed, [[mathematics|counting]]
}}
== Summary ==
'''Dutch Blitz''' is a fast-paced, family oriented, action [[card game]] played with a specially printed deck. The game was created by Werner Ernst George Muller, a German immigrant from Bucks County, [[Pennsylvania]]. The game is very popular among the Pennsylvania [[Amish]] and Dutch community, and among Christian groups in the United States and [[Canada]] (primarily in Dutch and German communities). The game is essentially the same as [[Nertz]], with the essential difference being you can play Nertz with four standard playing decks, but must play Dutch Blitz on specialized decks.
It is similar to and possibly derived from the European game of [[Ligretto]] manufactured in Germany.
== Overview of Gameplay ==
=== Deck contents ===
*160 cards total:
**4 decks; Pump, Buggy, Plow, and Bucket.
***Each deck includes 10 orange (red), 10 blue, 10 green, and 10 yellow cards.
=== Game Terminology ===
'''Blitz Pile:''' This pile of 10 cards is the most important pile of cards to each player since it is the key towards "Blitzing" the other players when all cards from this pile have been cleared.
'''Dutch Piles:''' Stacks of cards in each of the four colors - 1 through 10 an ascending sequence - placed in the center of the table and played upon by all players. Each player accumulates scoring points here.
'''Post Piles:''' Groups of cards placed to the left of both the Blitz and Wood piles in descending sequence For each player, the Post Piles serve as a "trading" or replacement area during the game. There are generally three post piles but in a two person game four or five post piles are often used to prevent the game from stalling.
'''Wood Pile:''' Stack of cards built to the right of a player, from cards held in that player's hand.
=== Objective ===
The objective of Dutch Blitz is to score points by playing as many cards as possible on Dutch Piles, and by emptying your Blitz Pile as quickly as possible. You do this by playing cards from your Blitz Pile, Post Piles, and Wood Pile on the Dutch piles.
=== Game End/Point Scoring ===
The game ends when a player plays all 10 of the cards out of his/her Blitz Pile and yells "BLITZ!". Each player scores points at the end of each hand as follows:
#Add one point for each card that had been thrown out in the Dutch Piles.
#Subtract two points for each card the player has left in his/her Blitz Pile.
Usually more rounds are played until one player reaches 100 cumulative points, yet some games have gone on for days at a time.
== External links ==
Go to http://www.dutchblitz.com for the full rules.
==References==
{{reflist}}
[[Category:Dedicated deck card games]]
[[Category:Solitaire card games]]
[[pdc:Dutch Blitz]]
[[pt:Dutch Blitz]]
e9kgrb2nfice8ccm084fbiz3gewwo5n
Dvorak (game)
0
2178
4190
2009-10-02T02:28:17Z
Im>Alexius08
0
Reverted edits by [[Special:Contributions/98.214.82.115|98.214.82.115]] to last revision by Marasmusine ([[WP:HG|HG]])
4190
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text/x-wiki
{{primarysources|date=August 2009}}
'''Dvorak''' is a customizable [[card game]] that begins with a deck of blank index cards. These index cards (or pieces of paper or cardboard) are written and drawn upon by players before or during the game. Alternatively, games of Dvorak can be played online via a [[MUSH]] or the Thoth card game engine.
== Rules ==
The game revolves around two types of cards: Actions, which are discarded when played, and Things, which remain in play on the table in front of whoever played them.
The winner is determined by the rules of the deck being used. Winning often requires a player to achieve a certain goal or play a certain card, but every deck is different. Some decks allow players to be eliminated; in these, the winner is usually the last player remaining.
=== Creating cards ===
[[Image:Dvorak_card.jpg|thumb|right|An example card from a game of Dvorak]]
Decks are made either before or during a game. When a card is created it's immediately shown to all players for their approval, halting play if necessary. A card is shuffled into the draw pile if it's accepted unanimously; if not, it's rejected and is set aside without affecting the game. If opposing sides refuse to approve individual cards, multiple cards may be lumped together into a single approve-or-reject vote.
=== Playing ===
To start a game, shuffle the cards into a face-down draw pile and clear a space for the face-up discard pile to come. Deal five cards to each player, then decide who goes first, via [[rock paper scissors]], flipping a [[coin]], rolling a [[die]], etc. Play proceeds clockwise (unless the deck or a card states otherwise) until someone wins.
A player draws one card to begin their turn. They may then play an Action and/or a Thing. Their turn is then over and they must discard down to five cards if they have more than five.
If the draw pile is ever empty when someone needs to draw from it, the discard pile is shuffled to form a new one. If the discard pile is also empty, however, players must simply continue without drawing anything.When all the cards are played and there are none left, anyone without cards is out of the game, occasionally resulting in a draw.
=== Special rules ===
Some decks contain "special rules" which alter the basic ones. These may decrease hand sizes to three cards, for example, or may even create a card type other than Actions and Things. While infinitely versatile, these are most often used to tell players how to win.
When created, special rules are proposed and accepted as normal cards are. However, they are set aside, not shuffled into the draw pile, if they are accepted. They do not count as "cards" for the purposes of interpreting rules.
=== Rule and card conflicts ===
Some cards can bend the rules. For example, if someone plays a card that says "draw three cards to start your turn", the basic "draw one" rule no longer applies to them.
Beyond that, if one card denies something and another permits it, the denial takes precedence (e.g., "nobody can draw cards" trumps "draw a card".) If cards contradict each other on the same issue, the more specific one takes precedence (e.g., "this player's hand size is seven" trumps "everyone's hand size is four".) Finally, if contradictory cards are equally specific, the last-played one takes precedence.
Special rules count as cards for conflict resolution purposes. As such, they always take precedence over the basic rules, but they may be overruled by other cards.
==See also==
*[[List of games with mutable rules]]
*[[1000 Blank White Cards]]
*[[Fluxx]]
==External links==
*[http://www.dvorakgame.co.uk Official Dvorak site] — Contains the full set of rules and numerous popular decks that can be printed out and played.
* [http://digilander.libero.it/zak965/thoth/Dvorak/dvorak.html Dvorak decks for the Thoth engine]
[[Category:Dedicated deck card games]]
[[de:Dvorak (Kartenspiel)]]
[[fr:Dvorak (jeu)]]
r2vjnl2dtayekjsi5vh164m0gvwxbwg
4191
4190
2009-12-09T23:30:29Z
Kingstonlee
1735031
1 revision
4191
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text/x-wiki
{{primarysources|date=August 2009}}
'''Dvorak''' is a customizable [[card game]] that begins with a deck of blank index cards. These index cards (or pieces of paper or cardboard) are written and drawn upon by players before or during the game. Alternatively, games of Dvorak can be played online via a [[MUSH]] or the Thoth card game engine.
== Rules ==
The game revolves around two types of cards: Actions, which are discarded when played, and Things, which remain in play on the table in front of whoever played them.
The winner is determined by the rules of the deck being used. Winning often requires a player to achieve a certain goal or play a certain card, but every deck is different. Some decks allow players to be eliminated; in these, the winner is usually the last player remaining.
=== Creating cards ===
[[Image:Dvorak_card.jpg|thumb|right|An example card from a game of Dvorak]]
Decks are made either before or during a game. When a card is created it's immediately shown to all players for their approval, halting play if necessary. A card is shuffled into the draw pile if it's accepted unanimously; if not, it's rejected and is set aside without affecting the game. If opposing sides refuse to approve individual cards, multiple cards may be lumped together into a single approve-or-reject vote.
=== Playing ===
To start a game, shuffle the cards into a face-down draw pile and clear a space for the face-up discard pile to come. Deal five cards to each player, then decide who goes first, via [[rock paper scissors]], flipping a [[coin]], rolling a [[die]], etc. Play proceeds clockwise (unless the deck or a card states otherwise) until someone wins.
A player draws one card to begin their turn. They may then play an Action and/or a Thing. Their turn is then over and they must discard down to five cards if they have more than five.
If the draw pile is ever empty when someone needs to draw from it, the discard pile is shuffled to form a new one. If the discard pile is also empty, however, players must simply continue without drawing anything.When all the cards are played and there are none left, anyone without cards is out of the game, occasionally resulting in a draw.
=== Special rules ===
Some decks contain "special rules" which alter the basic ones. These may decrease hand sizes to three cards, for example, or may even create a card type other than Actions and Things. While infinitely versatile, these are most often used to tell players how to win.
When created, special rules are proposed and accepted as normal cards are. However, they are set aside, not shuffled into the draw pile, if they are accepted. They do not count as "cards" for the purposes of interpreting rules.
=== Rule and card conflicts ===
Some cards can bend the rules. For example, if someone plays a card that says "draw three cards to start your turn", the basic "draw one" rule no longer applies to them.
Beyond that, if one card denies something and another permits it, the denial takes precedence (e.g., "nobody can draw cards" trumps "draw a card".) If cards contradict each other on the same issue, the more specific one takes precedence (e.g., "this player's hand size is seven" trumps "everyone's hand size is four".) Finally, if contradictory cards are equally specific, the last-played one takes precedence.
Special rules count as cards for conflict resolution purposes. As such, they always take precedence over the basic rules, but they may be overruled by other cards.
==See also==
*[[List of games with mutable rules]]
*[[1000 Blank White Cards]]
*[[Fluxx]]
==External links==
*[http://www.dvorakgame.co.uk Official Dvorak site] — Contains the full set of rules and numerous popular decks that can be printed out and played.
* [http://digilander.libero.it/zak965/thoth/Dvorak/dvorak.html Dvorak decks for the Thoth engine]
[[Category:Dedicated deck card games]]
[[de:Dvorak (Kartenspiel)]]
[[fr:Dvorak (jeu)]]
r2vjnl2dtayekjsi5vh164m0gvwxbwg
Easy Money (board game)
0
2082
3992
2009-01-31T23:12:46Z
Mike Selinker
682255
3992
wikitext
text/x-wiki
'''''Easy Money''''' was a [[board game]] introduced by [[Milton Bradley Company|Milton Bradley]] in 1935, and bears similarity to [[Parker Brothers]]' game ''[[Monopoly (game)|Monopoly]]''.
==History==
After the success of ''Monopoly'', Milton Bradley discovered similar games that had been on the market, but which had been bought out by Parker Brothers. The earliest versions of ''Easy Money'' were based on [[Elizabeth Magie]]'s expired 1904 patent for ''[[The Landlord's Game]]''. Despite this, Parker Brothers still sued Milton Bradley for [[patent infringement]], and the latter was forced to license the former's patents to continue production of the game.
==Rules==
''Easy Money'' could be played by 2 to 6 players, each given $2,000 to start with by one player acting as the banker. Each player took a coloured pawn and would have access to a small supply of "houses" of the same colour, but, the houses were retained by another player acting as "agent" until needed.
The square board had 22 "streets" each representing an undeveloped subdivision, (originally in alphabetical order, through "[[V]]".) A player landing on that street had the option to buy if he or she had money (or could raise the money by mortgaging another property); if the player chose not to buy, or could not, the property was put up for auction. [[Public utility|Public utilities]] (transit company, [[Telephone company|phone company]], etc.) were auctioned as soon as a player landed on it. Public properties (hospital) were not for sale. Once a player owned at least one residence on each side of the board, that player could then purchase any residential property around the board (if landing on a "vacant" street) or build up their existing properties by adding up to four additional houses.
Play was determined by rolling a pair of dice. If a double (e.g. 5 and 5) was thrown, the player took a red "give-or-take" card, and either paid or received money according to the instructions on the card. Three cards told the player to "advance" to the Black Kat [[Nightclub|Night Club]] on the third side of the game board, again requiring the payment of a fee to whoever owned the club, if already owned. After use, the give-or-take card was replaced as a discard for later re-use. One card was a "special exemption" card retained by the player but which could be auctioned at any time; the holder of the card was exempt from taxes and traffic fines, including the red [[Traffic light|traffic signal]], a [[double]] space, on the fourth side of the board. The spots marked "Car Crash" and "Plane Crash" required payment of fees to the hospital, with the player landing on the hospital space collecting the accumulated money.
Players landing on property owned by another player had to pay the specified fee; in the case of a residential property, it would be the "rent" underneath the house. Additional houses added to the property were placed on successively higher rent values. The first property after "Start" had a rent of just $80 with no houses, but the property immediately before Start had a rent beginning at $290, and could rise to $2,700, potentially breaking an opponent landing there.
Players completing a circuit of the board by stopping on, or passing, the Start box, would collect $250. A player could miss out on timely collection of this money by having to retreat to the Black Kat Night Club.
==Winning==
The game ended when any player was no longer able to pay rents or other charges, and had sold or mortgaged all of their properties. The cash on hand of each player, plus the value of each property owned and not mortgaged, constituted the player's [[net worth]] and determined the winner.
Games could run for several hours.
==Reissue==
The game was reissued in a "70th anniversary edition" in 2006 by [[Winning Moves Games]].
However, this version was produced with only 4 individual player's pieces ("pawns").
==References==
{{Unreferenced|date=July 2007}}
{{reflist}}
==External links==
{{bgg|4779|''Easy Money''}}
[[Category:Milton Bradley games]]
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:1936 introductions]]
[[Category:Winning Moves games]]
ru52ngx2t73lxvspbfm151wcm5bzlbp
3993
3992
2009-12-09T23:30:00Z
Kingstonlee
1735031
1 revision
3993
wikitext
text/x-wiki
'''''Easy Money''''' was a [[board game]] introduced by [[Milton Bradley Company|Milton Bradley]] in 1935, and bears similarity to [[Parker Brothers]]' game ''[[Monopoly (game)|Monopoly]]''.
==History==
After the success of ''Monopoly'', Milton Bradley discovered similar games that had been on the market, but which had been bought out by Parker Brothers. The earliest versions of ''Easy Money'' were based on [[Elizabeth Magie]]'s expired 1904 patent for ''[[The Landlord's Game]]''. Despite this, Parker Brothers still sued Milton Bradley for [[patent infringement]], and the latter was forced to license the former's patents to continue production of the game.
==Rules==
''Easy Money'' could be played by 2 to 6 players, each given $2,000 to start with by one player acting as the banker. Each player took a coloured pawn and would have access to a small supply of "houses" of the same colour, but, the houses were retained by another player acting as "agent" until needed.
The square board had 22 "streets" each representing an undeveloped subdivision, (originally in alphabetical order, through "[[V]]".) A player landing on that street had the option to buy if he or she had money (or could raise the money by mortgaging another property); if the player chose not to buy, or could not, the property was put up for auction. [[Public utility|Public utilities]] (transit company, [[Telephone company|phone company]], etc.) were auctioned as soon as a player landed on it. Public properties (hospital) were not for sale. Once a player owned at least one residence on each side of the board, that player could then purchase any residential property around the board (if landing on a "vacant" street) or build up their existing properties by adding up to four additional houses.
Play was determined by rolling a pair of dice. If a double (e.g. 5 and 5) was thrown, the player took a red "give-or-take" card, and either paid or received money according to the instructions on the card. Three cards told the player to "advance" to the Black Kat [[Nightclub|Night Club]] on the third side of the game board, again requiring the payment of a fee to whoever owned the club, if already owned. After use, the give-or-take card was replaced as a discard for later re-use. One card was a "special exemption" card retained by the player but which could be auctioned at any time; the holder of the card was exempt from taxes and traffic fines, including the red [[Traffic light|traffic signal]], a [[double]] space, on the fourth side of the board. The spots marked "Car Crash" and "Plane Crash" required payment of fees to the hospital, with the player landing on the hospital space collecting the accumulated money.
Players landing on property owned by another player had to pay the specified fee; in the case of a residential property, it would be the "rent" underneath the house. Additional houses added to the property were placed on successively higher rent values. The first property after "Start" had a rent of just $80 with no houses, but the property immediately before Start had a rent beginning at $290, and could rise to $2,700, potentially breaking an opponent landing there.
Players completing a circuit of the board by stopping on, or passing, the Start box, would collect $250. A player could miss out on timely collection of this money by having to retreat to the Black Kat Night Club.
==Winning==
The game ended when any player was no longer able to pay rents or other charges, and had sold or mortgaged all of their properties. The cash on hand of each player, plus the value of each property owned and not mortgaged, constituted the player's [[net worth]] and determined the winner.
Games could run for several hours.
==Reissue==
The game was reissued in a "70th anniversary edition" in 2006 by [[Winning Moves Games]].
However, this version was produced with only 4 individual player's pieces ("pawns").
==References==
{{Unreferenced|date=July 2007}}
{{reflist}}
==External links==
{{bgg|4779|''Easy Money''}}
[[Category:Milton Bradley games]]
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:1936 introductions]]
[[Category:Winning Moves games]]
ru52ngx2t73lxvspbfm151wcm5bzlbp
Echelon (card game)
0
2208
4250
2009-02-14T13:36:10Z
Addbot
4990712
[[User:Addbot|Bot:]] Adding Orphan Tag ([[User_Talk:Addbot|Report Errors]])
4250
wikitext
text/x-wiki
{{Orphan|date=February 2009}}
'''Echelon''' is a [[turn-based game|turn-based]], customizable [[World War II]] strategy [[card game]] from [[Echelon Games]] [http://www.echeloncards.com/].
[[Category:Dedicated deck card games]]
{{card-game-stub}}
9vqy1hf6n8awzfgpf72fehac8ds50tk
4251
4250
2009-12-09T23:30:38Z
Kingstonlee
1735031
1 revision
4251
wikitext
text/x-wiki
{{Orphan|date=February 2009}}
'''Echelon''' is a [[turn-based game|turn-based]], customizable [[World War II]] strategy [[card game]] from [[Echelon Games]] [http://www.echeloncards.com/].
[[Category:Dedicated deck card games]]
{{card-game-stub}}
9vqy1hf6n8awzfgpf72fehac8ds50tk
Empire Builder (board game)
0
2307
4450
2009-10-13T18:23:12Z
Im>Malta1978
0
/* History and spin offs */ updated as Martian Rails is now available
4450
wikitext
text/x-wiki
{{Infobox_Game|
subject_name=Empire Builder|
image_link=|
image_caption=|
players= 2–6 |
ages= |
setup_time= 5 minutes|
playing_time= 60–240 minutes|
complexity= Medium|
strategy= Medium|
random_chance= Low|
skills=[[Resource Allocation]] |
footnotes=
}}
'''''Empire Builder''''' is a [[Train game|railroad board game]] centered on the construction of railroad track, and then the delivery of goods along those railroad tracks. The original ''Empire Builder'' game is set in North America, but the line has expanded to include games set across the world, on the [[moon]] and even in a [[fantasy]] land. They are collectively called "the ''Empire Builder'' series".
The ''Empire Builder'' games are sometimes called [[Crayon Rails]] games because players mark their tracks on the board with plastic crayons (or sometimes with markers or other items).
== History and spin offs ==
''Empire Builder'' was originally released in 1980 by [[Mayfair Games]]. It was quite successful, and is now in its sixth edition. In addition, the success of the original has resulted in the release of an entire ''Empire Builder'' series of games:
* ''Empire Builder'' (1980) is the original game set in North America. Originally this contained the United States and a sliver of southern Canada. The fourth edition of the game added Mexico (from ''North American Rails'') and updated the demand cards as well as some of the geography.
* ''British Rails'' (1984) allows players to build track in England, Scotland, and Wales. It was originally released in a box similar to the original ''Empire Builder''. It was later released as a tube game and has recently been rereleased in a boxed edition with updated demand cards.
* ''Eurorails'' (1990) is set in Europe. It has one of the largest maps in the series and introduced ferries to the game. Many players consider this the best of the series. Release of a 4th edition is expected in 2009.
* ''Agent of Change'' (1991), also known as ''West Virginia Rails'', was published as a limited edition game to accompany the Huntington, WV Museum of Art's exhibition, "Agent of Change: The Railroad in West Virginia". This game has not been available for some time.
* ''Nippon Rails'' (1992) is set in Japan and to date has only been released in a tube edition. Many players consider this the best game for two-players. For more players, the narrow, constrained, mountainous geography of the islands poses a challenge.
* ''Uncle Happy's Train Game'' (1993) is a simplified version of ''Empire Builder'' for children. Instead of building a rail network, players are now connecting the States. This game is no longer available.
* ''North American Rails'' ([[1993?]]) was released as a tube game and added Mexico to the standard ''Empire Builder'' map. In addition, additional space in Canada was included which didn't impact play. This game was absorbed into fourth edition ''Empire Builder''.
* ''Australian Rails'' (1994) was originally released in a tube edition. It was rereleased in 2005 in a boxed edition with an updated set of demand cards.
* ''[[Iron Dragon (board game)|Iron Dragon]]'' (1996) is another fan favorite of the series. It features a design by [[Tom Wham]] in a fantasy world. In addition to having the largest map in the series, several new elements are introduced in this game: foremen, ships, the underground, additional terrain types, and more levels of engine upgrades. In 2004, at the [[Origins Game Fair]], Tom Wham sold a self-published expansion to this game which updated the ships and trains. In addition, this expansion introduced mercenaries and allowed fighting among players. This game has also been produced as a computer game.
* ''India Rails'' (1999) introduced pilgrims as a method to obtain extra funds. It is considered by some to have the most balanced map.
* ''Lunar Rails'' (2003) is set in the future on the moon. The game allows players to build on both sides of the moon using a wrap-around system. The terrain in this game is notoriously difficult due to the large number of mountain mileposts.
* ''Russian Rails'' (2004) is uniquely set in two eras, before and after the fall of [[Communism]]. The rules of the game change when the Fall of Communism card is drawn, reflecting the economics changes this event brought.
* ''China Rails'' (2006) introduced container ferries. There are several very long, profitable load delivery runs, but they risk interruption by the Party Congress event.
* ''Martian Rails'' (2009) was released in the autumn of 2009.
''Sky Zone'' is another train game that uses some variant of the ''Empire Builder'' system (and is generally not available). Most of the titles of the series are available in the Mayfair-authorized computer game named ''Empire Builder Pronto'' (formerly EB Player).
== Gameplay ==
The gameplay in ''Empire Builder'' begins on a blank map of North America. A hexagonal grid of "mileposts" is printed on the map. Most of these points are clear, which are the cheapest to build across. However, mountains and other obstacles such as rivers can increase the cost of building.
Each player draws three demand cards, each of which lists three different commodities desired by three different cities and also lists a value for each. From this initial array of nine different demands a player begins to plot out an initial route which will let him pick up and deliver desired commodities. The game begins with each player spending two turns laying out initial track connecting up cities. He then places his train on one of the cities.
On a typical turn a player will move his train along his track, possibly picking up and delivering goods from cities. When he delivers a good required by a demand card he receives a cash payout and then draws a new demand. (Some of the cards in the draw stack feature events which can cause trouble for players.) ''After'' moving his train and possibly making deliveries, the player is able to build new track, up to $20 million worth per turn.
A player eventually wins the game by connecting together five of the six major cities on the map and getting $250 million.
== Strategy ==
Although there is some luck involved in ''Empire Builder'' and related games, depending on the cards that are drawn, the outcome is usually determined by the skill of the players. Players experienced with a particular board will have the advantage of knowing the busiest traffic routes and which cities are most valuable to connect to. Strategy consists of the careful balancing of several conflicting priorities:
* Maintain sufficient capital to build track to new cities when needed. This is less important later in the game when the player should already have a network capable of making most deliveries using existing track. It is usually advisable to always keep a small amount of cash on hand in case repairs are needed due to natural disasters.
* Build an efficient network of track. Especially later in the game, income is determined by how quickly the player can navigate the map. An ideal network covers the main traffic corridors with spurs linking to lesser used cities to be built as needed. Networks with awkward corners or that force the player to take indirect routes should be avoided. Isolated area at the edge of the board should also be avoided in general.
* Make the best use of, meaning earn as large a profit as possible in as short a time as possible, the contracts on hand. The winner is the player who can make a certain amount of cash the soonest.
* Upgrade engines. A faster engine means the ability to make deliveries faster so this is usually the higher priority. Additional capacity increases the ability to combine loads (see below) and offers better protection from derailments.
In the early part of the game players will generally spend most available cash to invest in track and engine upgrades. After a certain point, players will concentrate on taking profits in order to win the game, so building track will be restricted to repairs and building spurs required to make specific deliveries. In the early game cash is short and networks are undeveloped, so players will generally only make low to medium value deliveries. Late in the game players will generally prefer high value deliveries, though sometimes a lower value load to made in order to trade in a card with little promise. Renting track is usually advisable only in the later part of the game when a large profit can be made to offset the additional cost.
An important concept is that of '''combining loads'''. This consists of finding two or more loads whose sources are close to each other and whose destinations are close to each other so they can be combined into a single trip. Ideally, this halves the travel time taken per load. At the beginning of the game this is important for another reason in that less track must be built per load. In this case, loads may be combined in the sense that they cover similar routes even if they go in different directions. The idea of combining loads is especially important in the initial build since the player is not constrained to build on existing track. A good initial build combines two medium value loads to earn back the investment in track while providing a foundation to build an efficient network.
As an additional tactical consideration, players should pick up loads to fill unused slots when possible. This offers the player protection against derailments since the unneeded load can be dumped instead of a load needed for delivery. Additionally, the player may draw a serendipitous contract calling for the load to be delivered with little additional travel.
==External links==
* [http://www.mayfairgames.com/ Mayfair Games]
* {{bgg|168|''Empire Builder''}}
* [http://www.rpg.net/reviews/archive/10/10039.phtml RPGnet Review & Overview]
* [http://www.irondragon.org ''Iron Dragon'' Computer Game]
* [http://www.railgamefans.com/ebp/ Crayon Rail Fanatics Computer Game]
* [http://groups.msn.com/Railsfans Rails Computer Game]
* [http://www.mimgames.com/tga/tgg/strategy/basiceb.shtml Strategy Guide by Louis Newman]
[[Category:Railroad board games]]
[[Category:Mayfair Games games]]
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{{Infobox_Game|
subject_name=Empire Builder|
image_link=|
image_caption=|
players= 2–6 |
ages= |
setup_time= 5 minutes|
playing_time= 60–240 minutes|
complexity= Medium|
strategy= Medium|
random_chance= Low|
skills=[[Resource Allocation]] |
footnotes=
}}
'''''Empire Builder''''' is a [[Train game|railroad board game]] centered on the construction of railroad track, and then the delivery of goods along those railroad tracks. The original ''Empire Builder'' game is set in North America, but the line has expanded to include games set across the world, on the [[moon]] and even in a [[fantasy]] land. They are collectively called "the ''Empire Builder'' series".
The ''Empire Builder'' games are sometimes called [[Crayon Rails]] games because players mark their tracks on the board with plastic crayons (or sometimes with markers or other items).
== History and spin offs ==
''Empire Builder'' was originally released in 1980 by [[Mayfair Games]]. It was quite successful, and is now in its sixth edition. In addition, the success of the original has resulted in the release of an entire ''Empire Builder'' series of games:
* ''Empire Builder'' (1980) is the original game set in North America. Originally this contained the United States and a sliver of southern Canada. The fourth edition of the game added Mexico (from ''North American Rails'') and updated the demand cards as well as some of the geography.
* ''British Rails'' (1984) allows players to build track in England, Scotland, and Wales. It was originally released in a box similar to the original ''Empire Builder''. It was later released as a tube game and has recently been rereleased in a boxed edition with updated demand cards.
* ''Eurorails'' (1990) is set in Europe. It has one of the largest maps in the series and introduced ferries to the game. Many players consider this the best of the series. Release of a 4th edition is expected in 2009.
* ''Agent of Change'' (1991), also known as ''West Virginia Rails'', was published as a limited edition game to accompany the Huntington, WV Museum of Art's exhibition, "Agent of Change: The Railroad in West Virginia". This game has not been available for some time.
* ''Nippon Rails'' (1992) is set in Japan and to date has only been released in a tube edition. Many players consider this the best game for two-players. For more players, the narrow, constrained, mountainous geography of the islands poses a challenge.
* ''Uncle Happy's Train Game'' (1993) is a simplified version of ''Empire Builder'' for children. Instead of building a rail network, players are now connecting the States. This game is no longer available.
* ''North American Rails'' ([[1993?]]) was released as a tube game and added Mexico to the standard ''Empire Builder'' map. In addition, additional space in Canada was included which didn't impact play. This game was absorbed into fourth edition ''Empire Builder''.
* ''Australian Rails'' (1994) was originally released in a tube edition. It was rereleased in 2005 in a boxed edition with an updated set of demand cards.
* ''[[Iron Dragon (board game)|Iron Dragon]]'' (1996) is another fan favorite of the series. It features a design by [[Tom Wham]] in a fantasy world. In addition to having the largest map in the series, several new elements are introduced in this game: foremen, ships, the underground, additional terrain types, and more levels of engine upgrades. In 2004, at the [[Origins Game Fair]], Tom Wham sold a self-published expansion to this game which updated the ships and trains. In addition, this expansion introduced mercenaries and allowed fighting among players. This game has also been produced as a computer game.
* ''India Rails'' (1999) introduced pilgrims as a method to obtain extra funds. It is considered by some to have the most balanced map.
* ''Lunar Rails'' (2003) is set in the future on the moon. The game allows players to build on both sides of the moon using a wrap-around system. The terrain in this game is notoriously difficult due to the large number of mountain mileposts.
* ''Russian Rails'' (2004) is uniquely set in two eras, before and after the fall of [[Communism]]. The rules of the game change when the Fall of Communism card is drawn, reflecting the economics changes this event brought.
* ''China Rails'' (2006) introduced container ferries. There are several very long, profitable load delivery runs, but they risk interruption by the Party Congress event.
* ''Martian Rails'' (2009) was released in the autumn of 2009.
''Sky Zone'' is another train game that uses some variant of the ''Empire Builder'' system (and is generally not available). Most of the titles of the series are available in the Mayfair-authorized computer game named ''Empire Builder Pronto'' (formerly EB Player).
== Gameplay ==
The gameplay in ''Empire Builder'' begins on a blank map of North America. A hexagonal grid of "mileposts" is printed on the map. Most of these points are clear, which are the cheapest to build across. However, mountains and other obstacles such as rivers can increase the cost of building.
Each player draws three demand cards, each of which lists three different commodities desired by three different cities and also lists a value for each. From this initial array of nine different demands a player begins to plot out an initial route which will let him pick up and deliver desired commodities. The game begins with each player spending two turns laying out initial track connecting up cities. He then places his train on one of the cities.
On a typical turn a player will move his train along his track, possibly picking up and delivering goods from cities. When he delivers a good required by a demand card he receives a cash payout and then draws a new demand. (Some of the cards in the draw stack feature events which can cause trouble for players.) ''After'' moving his train and possibly making deliveries, the player is able to build new track, up to $20 million worth per turn.
A player eventually wins the game by connecting together five of the six major cities on the map and getting $250 million.
== Strategy ==
Although there is some luck involved in ''Empire Builder'' and related games, depending on the cards that are drawn, the outcome is usually determined by the skill of the players. Players experienced with a particular board will have the advantage of knowing the busiest traffic routes and which cities are most valuable to connect to. Strategy consists of the careful balancing of several conflicting priorities:
* Maintain sufficient capital to build track to new cities when needed. This is less important later in the game when the player should already have a network capable of making most deliveries using existing track. It is usually advisable to always keep a small amount of cash on hand in case repairs are needed due to natural disasters.
* Build an efficient network of track. Especially later in the game, income is determined by how quickly the player can navigate the map. An ideal network covers the main traffic corridors with spurs linking to lesser used cities to be built as needed. Networks with awkward corners or that force the player to take indirect routes should be avoided. Isolated area at the edge of the board should also be avoided in general.
* Make the best use of, meaning earn as large a profit as possible in as short a time as possible, the contracts on hand. The winner is the player who can make a certain amount of cash the soonest.
* Upgrade engines. A faster engine means the ability to make deliveries faster so this is usually the higher priority. Additional capacity increases the ability to combine loads (see below) and offers better protection from derailments.
In the early part of the game players will generally spend most available cash to invest in track and engine upgrades. After a certain point, players will concentrate on taking profits in order to win the game, so building track will be restricted to repairs and building spurs required to make specific deliveries. In the early game cash is short and networks are undeveloped, so players will generally only make low to medium value deliveries. Late in the game players will generally prefer high value deliveries, though sometimes a lower value load to made in order to trade in a card with little promise. Renting track is usually advisable only in the later part of the game when a large profit can be made to offset the additional cost.
An important concept is that of '''combining loads'''. This consists of finding two or more loads whose sources are close to each other and whose destinations are close to each other so they can be combined into a single trip. Ideally, this halves the travel time taken per load. At the beginning of the game this is important for another reason in that less track must be built per load. In this case, loads may be combined in the sense that they cover similar routes even if they go in different directions. The idea of combining loads is especially important in the initial build since the player is not constrained to build on existing track. A good initial build combines two medium value loads to earn back the investment in track while providing a foundation to build an efficient network.
As an additional tactical consideration, players should pick up loads to fill unused slots when possible. This offers the player protection against derailments since the unneeded load can be dumped instead of a load needed for delivery. Additionally, the player may draw a serendipitous contract calling for the load to be delivered with little additional travel.
==External links==
* [http://www.mayfairgames.com/ Mayfair Games]
* {{bgg|168|''Empire Builder''}}
* [http://www.rpg.net/reviews/archive/10/10039.phtml RPGnet Review & Overview]
* [http://www.irondragon.org ''Iron Dragon'' Computer Game]
* [http://www.railgamefans.com/ebp/ Crayon Rail Fanatics Computer Game]
* [http://groups.msn.com/Railsfans Rails Computer Game]
* [http://www.mimgames.com/tga/tgg/strategy/basiceb.shtml Strategy Guide by Louis Newman]
[[Category:Railroad board games]]
[[Category:Mayfair Games games]]
l6405w1flni8cplela0dcllmv14amis
Enchanted Forest (game)
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2133
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2009-10-28T11:16:54Z
Im>Nfu-peng
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text/x-wiki
'''Enchanted Forest''' is a [[board game]] designed by [[Alex Randolph]] and Michel Matschoss that requires players to remember the locations of fairytale treasures. The first edition of the game was published by [[Ravensburger]] in Germany in 1981 under the original name '''Sagaland'''.
[[File:Sagaland spiel.jpg|thumb|trees from Sagaland (1981)]]
== Gameplay ==
=== Setting the Scene ===
Before gameplay commences, the scene is set by a king wanting to find an heir to the throne as in his old age he has borne no children. Through the years he has heard about the magical and mythical treasures that lie hidden in the Enchanted Forest below his large castle. He therefore proclaims that whoever finds 3 of these treasures for him will succeed him and from here on in gameplay begins.
=== The Board and Playing Pieces ===
The board consists of a village (the starting place) the Enchanted Forest itself and the castle to which players will reveal hidden treasures to the king. Each space is a circle and depending on the edition of the game the trees that contain pictures of the treasures on the bottom of them will be placed at specifically coloured circles (generally blue or noted by a tree symbol). There are a maximum of 6 playing pieces and each treasure depicted on the bottom of the trees corresponds to a card. Each card placed face downward at the castle apart from the top card which is face up (the treasure the king is currently seeking)
Gamerules
1 x Gameboard
2 x Dice
6 x Playing Pieces
13 x Trees with Hidden Treasures
13 x Treasure Cards
English game rules are available online at [http://www.ravensburger.com/images/downloadfiles/spielanleitung/Enchanted_Forest.pdf].
=== Game Mechanics ===
Movement is focused around dice throwing and the general rule centres around that each dice number is considered a separate move. E.g. a 6 and 5 could be consider as either 11 in one direction, or 5 in one direction and 6 in the other or vice versa. As each person throws the dice their aim is to land on a circle that corresponds to a tree. Once a player lands on that space by the end of their move, they may look under the tree and need to remember the treasure found there. The top card of the treasure card pile is always shown and this is the treasure the king is seeking. Once someone knows where it is they should make their way to the castle. By landing on another specific circle, that player then can guess where the treasure is. If correct, they keep the top card and the next is turned over, however if wrong, the player must put the tree back and immediately be placed back at the village. Once a player gains 3 cards the game is over. Another gameplay mechanic includes using "magic", which can either change the top card, move a player to an empty tree space or move a player to the castle. This combined with other players being able to land on each other sending them back to the village helps make the game more varied and hence more challenging.
== Editions ==
==== Sagaland ====
* 1981
* 1982
==== Enchanted Forest ====
* 1982
* 1987
* 1990
* 1994
More extensive information can be found at [http://www.boardgamegeek.com/file/download/10420/Enchanted_Forest_Editions.pdf].
== Awards ==
* [[Spiel Des Jahres]] in 1982
{{start box}}
{{succession box
| before = [[Focus (board game)|Focus]]
| title = [[Spiel des Jahres]]<br>German "Game of the Year" Award
| years = 1982
| after = [[Scotland Yard (board game)|Scotland Yard]]
}}
{{end box}}
[[Category:Fantasy board games]]
[[Category:German games]]
[[Category:Alex Randolph games]]
[[Category:Ravensburger games]]
[[Category:Roll-and-move board games]]
[[Category:Spiel des Jahres winners]]
[[de:Sagaland]]
[[fr:Sagaland]]
2vl5oujdz7uvzxnulpd3tgajd7znrlt
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Kingstonlee
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'''Enchanted Forest''' is a [[board game]] designed by [[Alex Randolph]] and Michel Matschoss that requires players to remember the locations of fairytale treasures. The first edition of the game was published by [[Ravensburger]] in Germany in 1981 under the original name '''Sagaland'''.
[[File:Sagaland spiel.jpg|thumb|trees from Sagaland (1981)]]
== Gameplay ==
=== Setting the Scene ===
Before gameplay commences, the scene is set by a king wanting to find an heir to the throne as in his old age he has borne no children. Through the years he has heard about the magical and mythical treasures that lie hidden in the Enchanted Forest below his large castle. He therefore proclaims that whoever finds 3 of these treasures for him will succeed him and from here on in gameplay begins.
=== The Board and Playing Pieces ===
The board consists of a village (the starting place) the Enchanted Forest itself and the castle to which players will reveal hidden treasures to the king. Each space is a circle and depending on the edition of the game the trees that contain pictures of the treasures on the bottom of them will be placed at specifically coloured circles (generally blue or noted by a tree symbol). There are a maximum of 6 playing pieces and each treasure depicted on the bottom of the trees corresponds to a card. Each card placed face downward at the castle apart from the top card which is face up (the treasure the king is currently seeking)
Gamerules
1 x Gameboard
2 x Dice
6 x Playing Pieces
13 x Trees with Hidden Treasures
13 x Treasure Cards
English game rules are available online at [http://www.ravensburger.com/images/downloadfiles/spielanleitung/Enchanted_Forest.pdf].
=== Game Mechanics ===
Movement is focused around dice throwing and the general rule centres around that each dice number is considered a separate move. E.g. a 6 and 5 could be consider as either 11 in one direction, or 5 in one direction and 6 in the other or vice versa. As each person throws the dice their aim is to land on a circle that corresponds to a tree. Once a player lands on that space by the end of their move, they may look under the tree and need to remember the treasure found there. The top card of the treasure card pile is always shown and this is the treasure the king is seeking. Once someone knows where it is they should make their way to the castle. By landing on another specific circle, that player then can guess where the treasure is. If correct, they keep the top card and the next is turned over, however if wrong, the player must put the tree back and immediately be placed back at the village. Once a player gains 3 cards the game is over. Another gameplay mechanic includes using "magic", which can either change the top card, move a player to an empty tree space or move a player to the castle. This combined with other players being able to land on each other sending them back to the village helps make the game more varied and hence more challenging.
== Editions ==
==== Sagaland ====
* 1981
* 1982
==== Enchanted Forest ====
* 1982
* 1987
* 1990
* 1994
More extensive information can be found at [http://www.boardgamegeek.com/file/download/10420/Enchanted_Forest_Editions.pdf].
== Awards ==
* [[Spiel Des Jahres]] in 1982
{{start box}}
{{succession box
| before = [[Focus (board game)|Focus]]
| title = [[Spiel des Jahres]]<br>German "Game of the Year" Award
| years = 1982
| after = [[Scotland Yard (board game)|Scotland Yard]]
}}
{{end box}}
[[Category:Fantasy board games]]
[[Category:German games]]
[[Category:Alex Randolph games]]
[[Category:Ravensburger games]]
[[Category:Roll-and-move board games]]
[[Category:Spiel des Jahres winners]]
[[de:Sagaland]]
[[fr:Sagaland]]
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Entdecker
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'''''Entdecker''''' is a [[German-style board game]] designed by [[Klaus Teuber]] and published in [[1996 in games|1996]] by [[Goldsieber]] in [[German language|German]]. Although the game won 2nd prize in the [[Deutscher Spiele Preis]], many gamers were disappointed with the game after the success of Teuber's previous game, ''[[The Settlers of Catan]]''. An updated version, ''Die Neuen Entdecker'', was published in 2001 by [[Kosmos (game publisher)|Kosmos]]; this version was published in English by [[Mayfair Games]] under the title ''Entdecker - Exploring New Horizons''. This version of the game won the [[Essen Feather]] for that year.
== Gameplay ==
The game begins with an empty grid. As players move their ship counters to explore the grid, they place tiles which determine the shape of islands. When islands are completed, they have the chance to explore those islands.
== External links ==
*[http://www.mayfairgames.com/shop/product/0480-0499/pages/0499.htm ''Entdecker - Exploring New Horizons''] page at Mayfair Games
*{{bgg|200|''Entdecker''|1334|''Die Neuen Entdecker''}}
{{Navbox Entdecker}}
[[Category:German games]]
[[Category:Klaus Teuber games]]
[[Category:Kosmos games]]
[[Category:Mayfair Games games]]
{{board-game-stub}}
[[de:Die neuen Entdecker]]
[[it:Entdecker]]
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text/x-wiki
'''''Entdecker''''' is a [[German-style board game]] designed by [[Klaus Teuber]] and published in [[1996 in games|1996]] by [[Goldsieber]] in [[German language|German]]. Although the game won 2nd prize in the [[Deutscher Spiele Preis]], many gamers were disappointed with the game after the success of Teuber's previous game, ''[[The Settlers of Catan]]''. An updated version, ''Die Neuen Entdecker'', was published in 2001 by [[Kosmos (game publisher)|Kosmos]]; this version was published in English by [[Mayfair Games]] under the title ''Entdecker - Exploring New Horizons''. This version of the game won the [[Essen Feather]] for that year.
== Gameplay ==
The game begins with an empty grid. As players move their ship counters to explore the grid, they place tiles which determine the shape of islands. When islands are completed, they have the chance to explore those islands.
== External links ==
*[http://www.mayfairgames.com/shop/product/0480-0499/pages/0499.htm ''Entdecker - Exploring New Horizons''] page at Mayfair Games
*{{bgg|200|''Entdecker''|1334|''Die Neuen Entdecker''}}
{{Navbox Entdecker}}
[[Category:German games]]
[[Category:Klaus Teuber games]]
[[Category:Kosmos games]]
[[Category:Mayfair Games games]]
{{board-game-stub}}
[[de:Die neuen Entdecker]]
[[it:Entdecker]]
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Escape from Colditz
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/* Board Game */ historically the guards actually outnumbered the POWs
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{| align=right
|-
|<!-- Deleted image removed: [[Image:Escape from Colditz Amiga title.png|right|thumb|Title screen.]] -->
|-
|[[Image:Escape from Colditz Amiga polishhq.png|right|thumb|A Polish prisoner is tired, and rests in the Polish HQ.]]
|-
|[[Image:Escape from Colditz Amiga French courtyard.png|right|thumb|A French prisoner is in the courtyard, out for some exercise.]]
|}
'''Escape from Colditz''' is a game devised by successful escaper [[Pat Reid]], based on the former [[POW]] camp at [[Colditz]] Castle in [[Germany]] during [[World War II]].
The original game is a [[board game]] produced by [[Parker Brothers]].
A [[computer game]] was also produced, based on the board game. It was a graphical [[Action game|Action]] and [[Adventure game]] from 1991, by [[Digital Magic]], for the [[Amiga]] platform. Four prisoners; British, French, American and Polish, are about to try to escape from the [[Colditz Castle]].
==Board Game==
From two to six players may take part in the game, one of which must always be the Germans; the others choosing to be one of six nationalities represented by different coloured playing pieces:
*Black: German guards
Prisoners:
*Red: British
*Blue: American
*Brown: French
*Orange: Dutch
*Green: Polish
The number of playing pieces used for German Guards and Prisoners varies according to the number of players participating in the game:
*2 Players: 8 prisoners plus 6 guards
*3 players: 7 prisoners for each allied nationality plus 12 guards
*4 players: 6 prisoners for each allied nationality plus 14 guards
*5 players: 5 prisoners for each allied nationality plus 15 guards
*6 players: 4 prisoners for each allied nationality plus 16 guards
Historically, during the war, the guards always outnumbered the prisoners, and there were no American POWs until very late in the war.
The playing pieces are moved by the score on the throw of two dice.
The game is given a time limit or a target of escaped prisoners (usually the first to 2) with the objective of the player operating the guards being to limit or stop the escape attempts.
In order to escape, each pow must first obtain an "escape kit", comprising of food, disguise, compass and forged papers.There are also Opportunity cards , which can assist in obtaining escape equipment , tunnel cards. The German guards player has Security cards to assist with arresting prisoners or confiscating equipment.
The Opportunity and Security cards are obtained by throwing a 3, 7 or 11.
Other equipment or materials must also be obtained in order for a player to make a successful escape attempt.The equipment that can be obtained is wire cutters,lengths of rope , forged pass and keys. There are also 3 tunnels which can be used to escape if the relevant Opportunity card is held by the escaping player.
==Computer Version==
It is played with a combination of joystick and keyboard, whereby the player controls the four prisoners, one at a time, switching between them freely using the F1-F4 keys.
Guards patrol most zones of the prison day and night. There are curfews and there are calls for recounting the prisoners in the courtyard. Violating them would mean getting arrested into solitary cells; resisting would mean getting killed by the guards, who are quite skilled with guns.
==Related software==
''Colditz Escape!'', a [[game engine recreation]], was created by Aperture Software in 2009. The engine is available for [[Microsoft Windows]] and [[PlayStation Portable]].
==External links==
*{{moby game|id=/escape-from-colditz|name=''Escape from Colditz''}}
*The 'Escape From Colditz' Webshrine: http://www.freudianslap.co.uk/escapefromcolditz/
*Escape From Colditz entry at Board Game Geek: http://www.boardgamegeek.com/game/715
*[http://sites.google.com/site/colditzescape/ Colditz Escape! homepage]
{{action-videogame-stub}}
[[Category:1991 video games]]
[[Category:Action-adventure games]]
[[Category:Amiga games]]
[[Category:Colditz Castle]]
[[Category:World War II video games]]
[[Category:Parker Brothers games]]
[[Category:Roll-and-move board games]]
[[ca:Fuga de Colditz]]
[[es:Fuga de Colditz]]
[[nl:Colditz (spel)]]
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Kingstonlee
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1 revision
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{| align=right
|-
|<!-- Deleted image removed: [[Image:Escape from Colditz Amiga title.png|right|thumb|Title screen.]] -->
|-
|[[Image:Escape from Colditz Amiga polishhq.png|right|thumb|A Polish prisoner is tired, and rests in the Polish HQ.]]
|-
|[[Image:Escape from Colditz Amiga French courtyard.png|right|thumb|A French prisoner is in the courtyard, out for some exercise.]]
|}
'''Escape from Colditz''' is a game devised by successful escaper [[Pat Reid]], based on the former [[POW]] camp at [[Colditz]] Castle in [[Germany]] during [[World War II]].
The original game is a [[board game]] produced by [[Parker Brothers]].
A [[computer game]] was also produced, based on the board game. It was a graphical [[Action game|Action]] and [[Adventure game]] from 1991, by [[Digital Magic]], for the [[Amiga]] platform. Four prisoners; British, French, American and Polish, are about to try to escape from the [[Colditz Castle]].
==Board Game==
From two to six players may take part in the game, one of which must always be the Germans; the others choosing to be one of six nationalities represented by different coloured playing pieces:
*Black: German guards
Prisoners:
*Red: British
*Blue: American
*Brown: French
*Orange: Dutch
*Green: Polish
The number of playing pieces used for German Guards and Prisoners varies according to the number of players participating in the game:
*2 Players: 8 prisoners plus 6 guards
*3 players: 7 prisoners for each allied nationality plus 12 guards
*4 players: 6 prisoners for each allied nationality plus 14 guards
*5 players: 5 prisoners for each allied nationality plus 15 guards
*6 players: 4 prisoners for each allied nationality plus 16 guards
Historically, during the war, the guards always outnumbered the prisoners, and there were no American POWs until very late in the war.
The playing pieces are moved by the score on the throw of two dice.
The game is given a time limit or a target of escaped prisoners (usually the first to 2) with the objective of the player operating the guards being to limit or stop the escape attempts.
In order to escape, each pow must first obtain an "escape kit", comprising of food, disguise, compass and forged papers.There are also Opportunity cards , which can assist in obtaining escape equipment , tunnel cards. The German guards player has Security cards to assist with arresting prisoners or confiscating equipment.
The Opportunity and Security cards are obtained by throwing a 3, 7 or 11.
Other equipment or materials must also be obtained in order for a player to make a successful escape attempt.The equipment that can be obtained is wire cutters,lengths of rope , forged pass and keys. There are also 3 tunnels which can be used to escape if the relevant Opportunity card is held by the escaping player.
==Computer Version==
It is played with a combination of joystick and keyboard, whereby the player controls the four prisoners, one at a time, switching between them freely using the F1-F4 keys.
Guards patrol most zones of the prison day and night. There are curfews and there are calls for recounting the prisoners in the courtyard. Violating them would mean getting arrested into solitary cells; resisting would mean getting killed by the guards, who are quite skilled with guns.
==Related software==
''Colditz Escape!'', a [[game engine recreation]], was created by Aperture Software in 2009. The engine is available for [[Microsoft Windows]] and [[PlayStation Portable]].
==External links==
*{{moby game|id=/escape-from-colditz|name=''Escape from Colditz''}}
*The 'Escape From Colditz' Webshrine: http://www.freudianslap.co.uk/escapefromcolditz/
*Escape From Colditz entry at Board Game Geek: http://www.boardgamegeek.com/game/715
*[http://sites.google.com/site/colditzescape/ Colditz Escape! homepage]
{{action-videogame-stub}}
[[Category:1991 video games]]
[[Category:Action-adventure games]]
[[Category:Amiga games]]
[[Category:Colditz Castle]]
[[Category:World War II video games]]
[[Category:Parker Brothers games]]
[[Category:Roll-and-move board games]]
[[ca:Fuga de Colditz]]
[[es:Fuga de Colditz]]
[[nl:Colditz (spel)]]
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Events on the Chrononauts timeline
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{{Notability|fiction|date=November 2008}}
This article is a list of the events depicted on the Timeline in the card game ''[[Chrononauts]]''.
==Original ''Chrononauts''==
*1865 [[Abraham Lincoln assassination|Lincoln Assassinated]]
*1868 [[Impeachment of Andrew Johnson|Andrew Johnson Impeached]]
*1912 [[Sinking of the RMS Titanic|''Titanic'' Sinks]]
*1914 [[Assassination of Archduke Franz Ferdinand|Archduke Ferdinand Assassinated]]
*1915 [[RMS Lusitania|''Lusitania'' Sinks]]
*1917 [[World War I|US Declares War on Germany]]
*1918 [[Aftermath of World War I|Europe in Ruins after World War I]]
*1929 [[Wall Street Crash of 1929|Stock Market Crashes]]
*1933 [[Great Depression|The Great Depression]]
*1936 [[1936 Summer Olympics|Hitler Opens '36 Olympics]]
*1937 [[LZ 129 Hindenburg|''Hindenburg'' Explodes]]
*1939 [[Invasion of Poland (1939)|Germany Invades Poland]]
*1941 [[Attack on Pearl Harbor|Pearl Harbor Bombed by Japanese]]
*1942 [[Final Solution|Final Solution Undertaken]]
*1943 [[Manhattan Project]]
*1944 [[Normandy Landings|D-Day]]
*1945 [[Atomic bombings of Hiroshima and Nagasaki|A-Bombs Dropped on Japan]]
*1948 [[Declaration of the Establishment of the State of Israel|Israel Founded]]
*1950 [[Battle of Seoul|Seoul Captured By North Korea]]
*1957 [[Sputnik program|Sputnik Launched]]
*1962 [[Cuban Missile Crisis]]
*1963 [[John F. Kennedy assassination|Kennedy Assassinated]]
*1968 [[Martin Luther King, Jr.]] and [[Robert F. Kennedy assassination|Robert F. Kennedy]] Murdered
*1969 [[Apollo 11]] Lands on Moon
*1974 [[Watergate scandal|Nixon Resigns]]
*1980 [[Death of John Lennon|John Lennon Murdered]]
*1981 [[Reagan assassination attempt|Reagan Wounded]]
*1986 [[Space Shuttle Challenger disaster|Challenger Explodes]]
*1991 [[History of the Soviet Union (1985-1991)#Yeltsin and the dissolution of the USSR|Soviet Union Collapses]]
*1993 [[Waco Siege|Waco Compund Burns to Ground]]
*1995 [[Oklahoma City bombing]]
*1999 [[Columbine High School massacre|Columbine High School Massacre]]
==''Early American Chrononauts''==
*1770 [[Townshend Acts|Tea Exempted in Tax Repeal]]
*1773 [[Boston Tea Party]]
*1775 [[Battles of Lexington and Concord|Shots Fired at Lexington]]
*1776 [[United States Declaration of Independence|Declaration of Independence]]
*1780 [[France in the American Revolutionary War|French Arrive]]
*1781 [[Siege of Yorktown|British Surrender at Yorktown]]
*1783 [[Treaty of Paris (1783)|Treaty of Paris]]
*1787 [[Philadelphia Convention|Constitution Written]]
*1791 [[United States Bill of Rights|Bill of Rights Adopted]]
*1803 [[Louisiana Purchase]]
*1804 [[Lewis and Clark Expedition]]
*1813 [[Tecumseh]] Dies During Battle
*1814 [[Burning of Washington|British Burn Washington D.C.]]
*1815 [[Battle of New Orleans]]
*1836 [[Battle of the Alamo]]
*1838 [[Trail of Tears]]
*1845 [[History of Texas|Texas Gains Statehood]]
*1846 [[Retrocession (District of Columbia)|Section of DC Returned to Virginia]]
*1848 [[California Gold Rush]]
*1861 [[Border states (Civil War)|Maryland Votes Not To Secede]]
*1862 [[Special Order 191|Discovery of Special Order 191]]
*1864 [[Atlanta Campaign|Sherman's March to the Sea]]
*1866 [[Reconstruction era of the United States|Reconstruction]] Begins
*1867 [[Alaska Purchase]]
*1871 [[Great Chicago Fire]]
*1876 [[Battle of the Little Bighorn|Custer's Last Stand]]
*1881 [[James Garfield#Assassination|Garfield Dies]]
*1886 [[Statue of Liberty]] Opens
*1890 [[Wounded Knee massacre|Massacre at Wounded Knee]]
*1898 [[Spanish-American War]] Begins
*1904 [[History of the Panama Canal|Work Begins on Panama Canal]]
*1916 [[The Star-Spangled Banner|"Star Spangled Banner" becomes National Anthem]]
==''The Gore Years Expansion''==
*2000 [[United States presidential election, 2000|George W. Bush Wins Presidency]]
*2001 [[September 11 attacks|World Trade Center Destroyed]]
*2002 [[War in Afghanistan (2001–present)|War Continues in Afghanistan]]
*2003 [[Iraq_war#Hunting_down_the_Hussein_regime|Saddam Hussein Captured]]
*2008 [[United States presidential election, 2008|First Black President Elected]]
[[Category:Dedicated deck card games]]
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{{Notability|fiction|date=November 2008}}
This article is a list of the events depicted on the Timeline in the card game ''[[Chrononauts]]''.
==Original ''Chrononauts''==
*1865 [[Abraham Lincoln assassination|Lincoln Assassinated]]
*1868 [[Impeachment of Andrew Johnson|Andrew Johnson Impeached]]
*1912 [[Sinking of the RMS Titanic|''Titanic'' Sinks]]
*1914 [[Assassination of Archduke Franz Ferdinand|Archduke Ferdinand Assassinated]]
*1915 [[RMS Lusitania|''Lusitania'' Sinks]]
*1917 [[World War I|US Declares War on Germany]]
*1918 [[Aftermath of World War I|Europe in Ruins after World War I]]
*1929 [[Wall Street Crash of 1929|Stock Market Crashes]]
*1933 [[Great Depression|The Great Depression]]
*1936 [[1936 Summer Olympics|Hitler Opens '36 Olympics]]
*1937 [[LZ 129 Hindenburg|''Hindenburg'' Explodes]]
*1939 [[Invasion of Poland (1939)|Germany Invades Poland]]
*1941 [[Attack on Pearl Harbor|Pearl Harbor Bombed by Japanese]]
*1942 [[Final Solution|Final Solution Undertaken]]
*1943 [[Manhattan Project]]
*1944 [[Normandy Landings|D-Day]]
*1945 [[Atomic bombings of Hiroshima and Nagasaki|A-Bombs Dropped on Japan]]
*1948 [[Declaration of the Establishment of the State of Israel|Israel Founded]]
*1950 [[Battle of Seoul|Seoul Captured By North Korea]]
*1957 [[Sputnik program|Sputnik Launched]]
*1962 [[Cuban Missile Crisis]]
*1963 [[John F. Kennedy assassination|Kennedy Assassinated]]
*1968 [[Martin Luther King, Jr.]] and [[Robert F. Kennedy assassination|Robert F. Kennedy]] Murdered
*1969 [[Apollo 11]] Lands on Moon
*1974 [[Watergate scandal|Nixon Resigns]]
*1980 [[Death of John Lennon|John Lennon Murdered]]
*1981 [[Reagan assassination attempt|Reagan Wounded]]
*1986 [[Space Shuttle Challenger disaster|Challenger Explodes]]
*1991 [[History of the Soviet Union (1985-1991)#Yeltsin and the dissolution of the USSR|Soviet Union Collapses]]
*1993 [[Waco Siege|Waco Compund Burns to Ground]]
*1995 [[Oklahoma City bombing]]
*1999 [[Columbine High School massacre|Columbine High School Massacre]]
==''Early American Chrononauts''==
*1770 [[Townshend Acts|Tea Exempted in Tax Repeal]]
*1773 [[Boston Tea Party]]
*1775 [[Battles of Lexington and Concord|Shots Fired at Lexington]]
*1776 [[United States Declaration of Independence|Declaration of Independence]]
*1780 [[France in the American Revolutionary War|French Arrive]]
*1781 [[Siege of Yorktown|British Surrender at Yorktown]]
*1783 [[Treaty of Paris (1783)|Treaty of Paris]]
*1787 [[Philadelphia Convention|Constitution Written]]
*1791 [[United States Bill of Rights|Bill of Rights Adopted]]
*1803 [[Louisiana Purchase]]
*1804 [[Lewis and Clark Expedition]]
*1813 [[Tecumseh]] Dies During Battle
*1814 [[Burning of Washington|British Burn Washington D.C.]]
*1815 [[Battle of New Orleans]]
*1836 [[Battle of the Alamo]]
*1838 [[Trail of Tears]]
*1845 [[History of Texas|Texas Gains Statehood]]
*1846 [[Retrocession (District of Columbia)|Section of DC Returned to Virginia]]
*1848 [[California Gold Rush]]
*1861 [[Border states (Civil War)|Maryland Votes Not To Secede]]
*1862 [[Special Order 191|Discovery of Special Order 191]]
*1864 [[Atlanta Campaign|Sherman's March to the Sea]]
*1866 [[Reconstruction era of the United States|Reconstruction]] Begins
*1867 [[Alaska Purchase]]
*1871 [[Great Chicago Fire]]
*1876 [[Battle of the Little Bighorn|Custer's Last Stand]]
*1881 [[James Garfield#Assassination|Garfield Dies]]
*1886 [[Statue of Liberty]] Opens
*1890 [[Wounded Knee massacre|Massacre at Wounded Knee]]
*1898 [[Spanish-American War]] Begins
*1904 [[History of the Panama Canal|Work Begins on Panama Canal]]
*1916 [[The Star-Spangled Banner|"Star Spangled Banner" becomes National Anthem]]
==''The Gore Years Expansion''==
*2000 [[United States presidential election, 2000|George W. Bush Wins Presidency]]
*2001 [[September 11 attacks|World Trade Center Destroyed]]
*2002 [[War in Afghanistan (2001–present)|War Continues in Afghanistan]]
*2003 [[Iraq_war#Hunting_down_the_Hussein_regime|Saddam Hussein Captured]]
*2008 [[United States presidential election, 2008|First Black President Elected]]
[[Category:Dedicated deck card games]]
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{{Orphan|date=February 2009}}
'''''Existensminimum''''' is a [[Sweden|Swedish]] [[board game]] produced in the late 1990s. The object of the game is not to accumulate wealth or belongings but rather to "survive" the [[financial]] minefield that the game consists of (hence the name). The game is currently not available in [[English Language|English]], but an English version is under development.{{Fact|date=July 2007}}
[[Category:Economic simulation board games]]
[[Category:Historical board games]]
[[Category:Articles lacking sources (Erik9bot)]]
{{Board-game-stub}}
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{{Orphan|date=February 2009}}
'''''Existensminimum''''' is a [[Sweden|Swedish]] [[board game]] produced in the late 1990s. The object of the game is not to accumulate wealth or belongings but rather to "survive" the [[financial]] minefield that the game consists of (hence the name). The game is currently not available in [[English Language|English]], but an English version is under development.{{Fact|date=July 2007}}
[[Category:Economic simulation board games]]
[[Category:Historical board games]]
[[Category:Articles lacking sources (Erik9bot)]]
{{Board-game-stub}}
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Experiment (game)
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{{Orphan|date=August 2006}}
[[Image:Experiment.JPG|thumb|[[Tim De Rycke]] (middle) and [[Sander Vernyns]] (right) receive the [[Games & Toys Awards 2006]] for best prototype]]
'''Experiment''' is a [[Dedicated deck card game|dedicated deck card game]] for 3-6 players designed by [[Tim De Rycke]] and [[Sander Vernyns]].
The players are working in a lab where you are trying to get hold of the right colored fluids to mix them and fulfill the tasks that your professor assigned you. After 11 rounds the points of the accomplished tasks are counted. The one with the most points wins the game.
The game received the [[Games & Toys Awards 2006]] for best [[prototype]]. The price includes printing by [[Cartamundi]] and distribution by [[999 Games]].
A second edition is distributed by [[SandTimer]]
==External links==
* {{bgg|18297|Experiment}}
* [http://www.sandtimer.be Sandtimer Official Site]
* [http://www.sandtimer.be/experiment.html Experiment Official Page] (Dutch)
[[Category:Dedicated deck card games]]
[[nl:Experiment (bordspel)]]
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{{Orphan|date=August 2006}}
[[Image:Experiment.JPG|thumb|[[Tim De Rycke]] (middle) and [[Sander Vernyns]] (right) receive the [[Games & Toys Awards 2006]] for best prototype]]
'''Experiment''' is a [[Dedicated deck card game|dedicated deck card game]] for 3-6 players designed by [[Tim De Rycke]] and [[Sander Vernyns]].
The players are working in a lab where you are trying to get hold of the right colored fluids to mix them and fulfill the tasks that your professor assigned you. After 11 rounds the points of the accomplished tasks are counted. The one with the most points wins the game.
The game received the [[Games & Toys Awards 2006]] for best [[prototype]]. The price includes printing by [[Cartamundi]] and distribution by [[999 Games]].
A second edition is distributed by [[SandTimer]]
==External links==
* {{bgg|18297|Experiment}}
* [http://www.sandtimer.be Sandtimer Official Site]
* [http://www.sandtimer.be/experiment.html Experiment Official Page] (Dutch)
[[Category:Dedicated deck card games]]
[[nl:Experiment (bordspel)]]
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Express Monopoly
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{{Infobox Game
| title = Express Monopoly
| subtitle =
| image_link =<!-- Image with inadequate rationale removed: [[Image:Monopoly Logo 123.gif|230px]] -->
| image_caption = The Monopoly Logo
| designer = Uncredited
| illustrator =
| publisher = [[Parker Brothers]]
| players = 2–4
| setup_time = 5 minutes
| playing_time = 15-20 minutes
| random_chance = Medium (card drawing)
| footnotes =
}}
:''This article is about the Monopoly themed card game. For the Monopoly themed dice game, see [[Don't Go to Jail|Monopoly Express]]''
Express Monopoly is a card game released by Parker Brothers in 1993. The game consists of 42 playing card and a "game board".
40 of the 42 playing cards each represent one of the 40 spaces on the standard (Atlantic City, pre-2008) Monopoly Board, including cards for Chance, Community Chest, all four corners and both tax spaces.
The playing board consists of four puzzle-like pieces that attach to recreate a miniature Monopoly Board.
==External links==
* [http://www.boardgamegeek.com/boardgame/5166 Board Game Geek Entry for Express Monopoly]
{{Monopoly}}
[[Category:Monopoly (game)]]
[[Category:Dedicated deck card games]]
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{{Infobox Game
| title = Express Monopoly
| subtitle =
| image_link =<!-- Image with inadequate rationale removed: [[Image:Monopoly Logo 123.gif|230px]] -->
| image_caption = The Monopoly Logo
| designer = Uncredited
| illustrator =
| publisher = [[Parker Brothers]]
| players = 2–4
| setup_time = 5 minutes
| playing_time = 15-20 minutes
| random_chance = Medium (card drawing)
| footnotes =
}}
:''This article is about the Monopoly themed card game. For the Monopoly themed dice game, see [[Don't Go to Jail|Monopoly Express]]''
Express Monopoly is a card game released by Parker Brothers in 1993. The game consists of 42 playing card and a "game board".
40 of the 42 playing cards each represent one of the 40 spaces on the standard (Atlantic City, pre-2008) Monopoly Board, including cards for Chance, Community Chest, all four corners and both tax spaces.
The playing board consists of four puzzle-like pieces that attach to recreate a miniature Monopoly Board.
==External links==
* [http://www.boardgamegeek.com/boardgame/5166 Board Game Geek Entry for Express Monopoly]
{{Monopoly}}
[[Category:Monopoly (game)]]
[[Category:Dedicated deck card games]]
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Falling (game)
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'''''Falling''''' is a [[real-time card game]] from [[James Ernest]] in which all players are falling from the sky for no apparent reason. The object of the game is to hit the ground last. As the box copy says, "It's not much of a goal, but it's all you could think of on the way down."<ref name="Pyramid">{{cite journal
| title=Falling (Review)
| url=http://www.sjgames.com/pyramid/login/article.html?id=129
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| publisher=[[Steve Jackson Games]]
| last=Karakash
| first=John
| date=[[1998-05-29]]
| accessdate=2008-02-23}}</ref>
The game has an uncommon element in [[card game]]s, in that one player is a [[dealer]] whose only role is to smoothly pass out cards in front of the other player. All players may play cards simultaneously, as in other real-time games like ''[[Brawl (game)|Brawl]]'' and ''[[Fightball]]''. A game takes about a minute to play before everyone hits the ground with predictable results.
The players receive stacks of cards, and try to cope with them as quickly and accurately as they can. At any time, a player may take the top card from any stack belonging to him or her, and then must play it before doing anything else. Some cards are called riders, and can be played on oneself or any other player (except the dealer). These have effects such as creating an extra pile in front of a player, or giving a player an extra card when the dealer gets to him or her. Other cards cancel or move the effects of riders between players. When encountering riders, the dealer immediately removes them and implements their effects, then moves to the next player.
On the bottom of the deck are five Ground cards: when a player get a Ground card, he or she is out, and the last player to hit the Ground wins.<ref name="Pyramid"/>
==References==
<references/>
== External links ==
*[http://www.cheapass.com/ Cheapass Games Double Secret Website]
*{{bgg|75|''Falling''}}
{{DEFAULTSORT:Falling (Game)}}
[[Category:Dedicated deck card games]]
[[Category:Cheapass Games games]]
[[Category:Paizo Publishing games]]
{{card-game-stub}}
[[pl:Falling]]
[[sv:Falling]]
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'''''Falling''''' is a [[real-time card game]] from [[James Ernest]] in which all players are falling from the sky for no apparent reason. The object of the game is to hit the ground last. As the box copy says, "It's not much of a goal, but it's all you could think of on the way down."<ref name="Pyramid">{{cite journal
| title=Falling (Review)
| url=http://www.sjgames.com/pyramid/login/article.html?id=129
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| publisher=[[Steve Jackson Games]]
| last=Karakash
| first=John
| date=[[1998-05-29]]
| accessdate=2008-02-23}}</ref>
The game has an uncommon element in [[card game]]s, in that one player is a [[dealer]] whose only role is to smoothly pass out cards in front of the other player. All players may play cards simultaneously, as in other real-time games like ''[[Brawl (game)|Brawl]]'' and ''[[Fightball]]''. A game takes about a minute to play before everyone hits the ground with predictable results.
The players receive stacks of cards, and try to cope with them as quickly and accurately as they can. At any time, a player may take the top card from any stack belonging to him or her, and then must play it before doing anything else. Some cards are called riders, and can be played on oneself or any other player (except the dealer). These have effects such as creating an extra pile in front of a player, or giving a player an extra card when the dealer gets to him or her. Other cards cancel or move the effects of riders between players. When encountering riders, the dealer immediately removes them and implements their effects, then moves to the next player.
On the bottom of the deck are five Ground cards: when a player get a Ground card, he or she is out, and the last player to hit the Ground wins.<ref name="Pyramid"/>
==References==
<references/>
== External links ==
*[http://www.cheapass.com/ Cheapass Games Double Secret Website]
*{{bgg|75|''Falling''}}
{{DEFAULTSORT:Falling (Game)}}
[[Category:Dedicated deck card games]]
[[Category:Cheapass Games games]]
[[Category:Paizo Publishing games]]
{{card-game-stub}}
[[pl:Falling]]
[[sv:Falling]]
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Familienbande
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{{Infobox_Game
|subject_name=Familienbande
|image_link=
|image_caption=
|players= 2 to 4
|designer=[[Leo Colovini]]
|publisher=Winning Moves
|setup_time= 2 minutes
|playing_time= 20 minutes
|complexity= Easy
|strategy= Medium
|random_chance= Medium
|skills=[[Bluffing]], [[Hand Management]]
|footnotes=
|bggid=11081
}}
'''''Familienbande''''' ([[German language|German]] for ''Family Ties'') is a [[card game]] designed by [[Leo Colovini]].
''Familienbande'' is a game of family inheritance, not of money, but of [[genetics|genetic traits]]. The card deck in ''Familienbande'' features an equal number of men and women. Each person on a card has three characteristics, chosen from a set of five, namely big [[ear]]s, orange [[hair]], thick [[lip]]s, a big [[nose]], and glasses (to represent [[Myopia|nearsightedness]]). A card's characteristics need not be different, so, for example, a man could have two symbols for big ears and one for orange hair, or three "glasses" symbols.
== Gameplay ==
Each player represents a "family" in which one of the genetic traits is dominant, and therefore wishes to pass along this trait to as many children as possible (and as many times as possible in each child). On each player's turn he or she can do <u>one</u> of three things:
: (1) Draw a card.
: (2) Play a card that forms a [[marriage]], i.e. is paired with a card of the opposite sex, after which the player then draws a card.
: (3) Play a card as a child of a marriage that is already on the board. Most importantly, the three genetic characteristics of a child must be included in the six characteristics of its parents (e.g. so a child's one "ear" and two "lips" traits must be appear in its parents' six genetic traits). Every trait symbol on the child's card scores one point for that genetic trait times the generation number of that child. After scoring, the player may then discard a card from his or her hand, and then draw a replacement.
The game ends when the seventh child is played in the fifth "generation".
== Bluffing ==
The genetic trait of the each player's "family" is chosen randomly at the start of the game, being kept hidden from all other players and only revealed at the end of the game. The scores of all five genetic characteristics are tracked throughout the course of the game (even if there are only two players), allowing players to [[Bluffing|bluff]] and misdirect their opponents.
At the end of the game, players reveal their own genetic trait and are penalized for cards left in hand, the winner being
the one with the highest score.
== External links ==
* {{bgg|11081|''Familienbande''}}
* [http://funandboardgames.com/site/comments/familienbande_family_ties/ Independent review] of ''Familienbande'' at funandboardgames.com
* [http://www.boardgame.de/reviews/famband.htm Independent review] of ''Familienbande''
[[Category:Dedicated deck card games]]
[[Category:Winning Moves games]]
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{{Infobox_Game
|subject_name=Familienbande
|image_link=
|image_caption=
|players= 2 to 4
|designer=[[Leo Colovini]]
|publisher=Winning Moves
|setup_time= 2 minutes
|playing_time= 20 minutes
|complexity= Easy
|strategy= Medium
|random_chance= Medium
|skills=[[Bluffing]], [[Hand Management]]
|footnotes=
|bggid=11081
}}
'''''Familienbande''''' ([[German language|German]] for ''Family Ties'') is a [[card game]] designed by [[Leo Colovini]].
''Familienbande'' is a game of family inheritance, not of money, but of [[genetics|genetic traits]]. The card deck in ''Familienbande'' features an equal number of men and women. Each person on a card has three characteristics, chosen from a set of five, namely big [[ear]]s, orange [[hair]], thick [[lip]]s, a big [[nose]], and glasses (to represent [[Myopia|nearsightedness]]). A card's characteristics need not be different, so, for example, a man could have two symbols for big ears and one for orange hair, or three "glasses" symbols.
== Gameplay ==
Each player represents a "family" in which one of the genetic traits is dominant, and therefore wishes to pass along this trait to as many children as possible (and as many times as possible in each child). On each player's turn he or she can do <u>one</u> of three things:
: (1) Draw a card.
: (2) Play a card that forms a [[marriage]], i.e. is paired with a card of the opposite sex, after which the player then draws a card.
: (3) Play a card as a child of a marriage that is already on the board. Most importantly, the three genetic characteristics of a child must be included in the six characteristics of its parents (e.g. so a child's one "ear" and two "lips" traits must be appear in its parents' six genetic traits). Every trait symbol on the child's card scores one point for that genetic trait times the generation number of that child. After scoring, the player may then discard a card from his or her hand, and then draw a replacement.
The game ends when the seventh child is played in the fifth "generation".
== Bluffing ==
The genetic trait of the each player's "family" is chosen randomly at the start of the game, being kept hidden from all other players and only revealed at the end of the game. The scores of all five genetic characteristics are tracked throughout the course of the game (even if there are only two players), allowing players to [[Bluffing|bluff]] and misdirect their opponents.
At the end of the game, players reveal their own genetic trait and are penalized for cards left in hand, the winner being
the one with the highest score.
== External links ==
* {{bgg|11081|''Familienbande''}}
* [http://funandboardgames.com/site/comments/familienbande_family_ties/ Independent review] of ''Familienbande'' at funandboardgames.com
* [http://www.boardgame.de/reviews/famband.htm Independent review] of ''Familienbande''
[[Category:Dedicated deck card games]]
[[Category:Winning Moves games]]
55725613ugrskth0wrlm0u9kzetk5eh
Family Business (game)
0
2221
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2009-11-15T05:36:59Z
Im>ShelfSkewed
0
rm hatnote per [[WP:NAMB]]--title of this article is not ambiguous
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{{Inappropriate tone|date=December 2007}}
{{Unreferenced|date=May 2008}}
{{Infobox_Game |
subject_name=Family Business |
image_link=[[Image:familybusiness.jpg]] |
image_caption=Players play cards to attack their opponents' mobsters and to rescue their own. |
players=2–6 |
ages=8 + |
setup_time= 5 minutes |
playing_time= 30 minutes |
complexity=Medium |
strategy=Medium |
random_chance=Medium |
skills=[[Diplomacy|Alliances]] |
footnotes =
}}
'''Family Business''', although played with a set of specialized cards, is more like a board game in the way it is played. "The game of mob vengeance" is for 2 to 6 players, each of whom plays with 9 mobsters from real historical gangs:
* The Moran Gang (headed by [[Bugs Moran]])
* The New York Mob
* The Capone Mob (headed by [[Al Capone]])
* [[Murder, Inc.]]
* The [[Purple Gang]]
* The Bank Robbers (including [[Bonnie and Clyde]])
== Game play ==
Players hold five cards, drawing a sixth at the beginning of their turn. Players take turns in order (clockwise) using attack/rescue cards or discarding. Players can also use block cards whenever they want to, even if it is not their turn. When a player uses a block card, the turn automatically goes to him, regardless of who went last, and that player draws two cards (one because it is the beginning of his turn, and one to replace the block card just played).
The object of the game is to be the last mob with any mobsters alive. Mobsters are eliminated by being contracted by other mobs. A contract places one mobster from any gang on the hit list. When there are six or more mobsters on the hit list, a mob war begins, killing one mobster each turn in the order they were placed on the list. The mob war ends when there are no mobsters left alive on the hit list.
Towards the end of the game (when there are six or fewer mobsters alive total between the remaining mobs), the "mob war" is always on and cannot be stopped. The last player left alive wins.
== The cards ==
There are three different types of cards: attack cards, rescue cards and block cards. Attack cards and rescue cards are played when it is your turn. Block cards, however, can be played at any time. Usually a player makes allies and blocks his friends and attacks his enemies.
=== Attack Cards ===
* '''Contract''': Places one opponent's mobster on the Hit List. It is blocked by '''Family Influence''' and '''Mob Power'''.
* '''Contract / No Mob Power''': Can only be blocked by '''Family Influence'''.
* '''Contract / No Family Influence''': Can only be blocked by '''Mob Power'''.
* '''Contract / No Mob Power, No Family Influence''': Cannot be blocked.
* '''Priority Contract''': Places a mobster first on the hit list. If blocked by '''Mob Power''', the attacker's mobster goes on first instead.
* '''Double Contract''': Places two mobsters from one gang on the hit list. If blocked by '''Family Influence''', the gang attacked only has to put one mobster on the hit list. If blocked by '''Mob Power''', the attacker and target both put a mobster on the hit list (in that order).
* '''Hit''': Eliminates one mobster from an opposing gang who is ''off the hit list'' (this is the only card that can do so). The attacker then places one of his own mobsters on the hit list.
* '''[[St. Valentine's Day Massacre]]''': Kills every mobster on the hit list. Named after the real event.
* '''Double Cross''': Places one mobster from each gang on the hit list, order determined by the attacker. Cannot be blocked.
* '''Mob War''': Starts a mob war, even if there are less than six mobsters on the hit list.
* '''Ambush''': Starts a mob war at a double rate, killing ''two'' mobsters per turn instead of one.
* '''Vendetta''': Places two mobsters from each gang on the hit list, order determined by the attacker. The mob war is also started at a double rate, killing two per turn. Blocked by '''Safe House'''.
* '''Turncoat''': Switches a mobster in play from the player with the most mobsters in play with a mobster in the discard pile belonging to the mob with the least mobsters in play. (Included in 2006 version only.)
=== Rescue cards ===
* '''Take It on the Lam''': Removes one mobster from the hit list. Blocked by '''Finger'''.
* '''Police Protection''': Removes one mobster from the hit list. Cannot be blocked.
* '''Substitution''': Replaces one mobster on the hit list with another mobster from an opponent's gang. Cannot be blocked.
* '''Intrigue''': Changes the order of the hit list to whatever the player wants.
* '''Truce''': Stops the mob war. If there are six or more mobsters on the hit list, or six or less mobsters left in the game, the truce has no effect and the mob war continues.
* '''Pay Off''': Removes all of one player's mobsters from the hit list.
* '''Federal Crackdown''': Removes all mobsters from the hit list.
=== Block cards ===
* '''Family Influence''': Blocks a contract.
* '''Mob Power''': Blocks a contract and places one of the attacker's mobsters on the hit list instead.
* '''Safe House''': Blocks '''Vendetta'''.
* '''Finger''': Blocks '''Take It on the Lam'''.
== Strategy ==
A smart player will attack to his right and block to his left. Example:
Moran Gang
Murder, Inc. New York Mob
Bank Robbers Capone Mob
Purple Gang
If the Purple Gang frequently attacks the Capone Mob, then they will get more turns (because, if the Capone Mob blocks and takes the next turn, then the Purple Gang gets the next turn; the other four gangs are effectively skipped). Similarly, if the Purple Gang frequently blocks the Bank Robbers, then they will get more turns (again, the other four gangs are effectively skipped).
A common strategy is to save rare cards for the right moment. Because there is only one copy of cards like '''Vendetta''' or '''[[St. Valentine's Day Massacre]]''', smart players will save them for the end of the game, unless an especially opportune moment presents itself sooner. If these cards are played very early in the game, they are recycled and can be picked up by other players later in the game.
Saving '''Hit''' for the end of the game is often a smart move, since it cannot be blocked and eliminates a mobster ''off'' the hit list.
== External links ==
* [http://www.mayfairgames.com Mayfair Games Homepage]
[[Category:Dedicated deck card games]]
[[Category:Mayfair Games games]]
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2009-12-09T23:30:40Z
Kingstonlee
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1 revision
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text/x-wiki
{{Inappropriate tone|date=December 2007}}
{{Unreferenced|date=May 2008}}
{{Infobox_Game |
subject_name=Family Business |
image_link=[[Image:familybusiness.jpg]] |
image_caption=Players play cards to attack their opponents' mobsters and to rescue their own. |
players=2–6 |
ages=8 + |
setup_time= 5 minutes |
playing_time= 30 minutes |
complexity=Medium |
strategy=Medium |
random_chance=Medium |
skills=[[Diplomacy|Alliances]] |
footnotes =
}}
'''Family Business''', although played with a set of specialized cards, is more like a board game in the way it is played. "The game of mob vengeance" is for 2 to 6 players, each of whom plays with 9 mobsters from real historical gangs:
* The Moran Gang (headed by [[Bugs Moran]])
* The New York Mob
* The Capone Mob (headed by [[Al Capone]])
* [[Murder, Inc.]]
* The [[Purple Gang]]
* The Bank Robbers (including [[Bonnie and Clyde]])
== Game play ==
Players hold five cards, drawing a sixth at the beginning of their turn. Players take turns in order (clockwise) using attack/rescue cards or discarding. Players can also use block cards whenever they want to, even if it is not their turn. When a player uses a block card, the turn automatically goes to him, regardless of who went last, and that player draws two cards (one because it is the beginning of his turn, and one to replace the block card just played).
The object of the game is to be the last mob with any mobsters alive. Mobsters are eliminated by being contracted by other mobs. A contract places one mobster from any gang on the hit list. When there are six or more mobsters on the hit list, a mob war begins, killing one mobster each turn in the order they were placed on the list. The mob war ends when there are no mobsters left alive on the hit list.
Towards the end of the game (when there are six or fewer mobsters alive total between the remaining mobs), the "mob war" is always on and cannot be stopped. The last player left alive wins.
== The cards ==
There are three different types of cards: attack cards, rescue cards and block cards. Attack cards and rescue cards are played when it is your turn. Block cards, however, can be played at any time. Usually a player makes allies and blocks his friends and attacks his enemies.
=== Attack Cards ===
* '''Contract''': Places one opponent's mobster on the Hit List. It is blocked by '''Family Influence''' and '''Mob Power'''.
* '''Contract / No Mob Power''': Can only be blocked by '''Family Influence'''.
* '''Contract / No Family Influence''': Can only be blocked by '''Mob Power'''.
* '''Contract / No Mob Power, No Family Influence''': Cannot be blocked.
* '''Priority Contract''': Places a mobster first on the hit list. If blocked by '''Mob Power''', the attacker's mobster goes on first instead.
* '''Double Contract''': Places two mobsters from one gang on the hit list. If blocked by '''Family Influence''', the gang attacked only has to put one mobster on the hit list. If blocked by '''Mob Power''', the attacker and target both put a mobster on the hit list (in that order).
* '''Hit''': Eliminates one mobster from an opposing gang who is ''off the hit list'' (this is the only card that can do so). The attacker then places one of his own mobsters on the hit list.
* '''[[St. Valentine's Day Massacre]]''': Kills every mobster on the hit list. Named after the real event.
* '''Double Cross''': Places one mobster from each gang on the hit list, order determined by the attacker. Cannot be blocked.
* '''Mob War''': Starts a mob war, even if there are less than six mobsters on the hit list.
* '''Ambush''': Starts a mob war at a double rate, killing ''two'' mobsters per turn instead of one.
* '''Vendetta''': Places two mobsters from each gang on the hit list, order determined by the attacker. The mob war is also started at a double rate, killing two per turn. Blocked by '''Safe House'''.
* '''Turncoat''': Switches a mobster in play from the player with the most mobsters in play with a mobster in the discard pile belonging to the mob with the least mobsters in play. (Included in 2006 version only.)
=== Rescue cards ===
* '''Take It on the Lam''': Removes one mobster from the hit list. Blocked by '''Finger'''.
* '''Police Protection''': Removes one mobster from the hit list. Cannot be blocked.
* '''Substitution''': Replaces one mobster on the hit list with another mobster from an opponent's gang. Cannot be blocked.
* '''Intrigue''': Changes the order of the hit list to whatever the player wants.
* '''Truce''': Stops the mob war. If there are six or more mobsters on the hit list, or six or less mobsters left in the game, the truce has no effect and the mob war continues.
* '''Pay Off''': Removes all of one player's mobsters from the hit list.
* '''Federal Crackdown''': Removes all mobsters from the hit list.
=== Block cards ===
* '''Family Influence''': Blocks a contract.
* '''Mob Power''': Blocks a contract and places one of the attacker's mobsters on the hit list instead.
* '''Safe House''': Blocks '''Vendetta'''.
* '''Finger''': Blocks '''Take It on the Lam'''.
== Strategy ==
A smart player will attack to his right and block to his left. Example:
Moran Gang
Murder, Inc. New York Mob
Bank Robbers Capone Mob
Purple Gang
If the Purple Gang frequently attacks the Capone Mob, then they will get more turns (because, if the Capone Mob blocks and takes the next turn, then the Purple Gang gets the next turn; the other four gangs are effectively skipped). Similarly, if the Purple Gang frequently blocks the Bank Robbers, then they will get more turns (again, the other four gangs are effectively skipped).
A common strategy is to save rare cards for the right moment. Because there is only one copy of cards like '''Vendetta''' or '''[[St. Valentine's Day Massacre]]''', smart players will save them for the end of the game, unless an especially opportune moment presents itself sooner. If these cards are played very early in the game, they are recycled and can be picked up by other players later in the game.
Saving '''Hit''' for the end of the game is often a smart move, since it cannot be blocked and eliminates a mobster ''off'' the hit list.
== External links ==
* [http://www.mayfairgames.com Mayfair Games Homepage]
[[Category:Dedicated deck card games]]
[[Category:Mayfair Games games]]
qx2brh38enize0yhgd61hnqdc2gb099
Fib Finder
0
2355
4546
2020-10-25T17:17:06Z
Happy2432
4080147
Created page with "'''''Fib Finder''''' is a lie-detecting game released by [[Pressman]] in 2000. The original game was released in 2000. An updated version, called '''Fib Finder Extreme''', wa..."
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'''''Fib Finder''''' is a lie-detecting game released by [[Pressman]] in 2000.
The original game was released in 2000. An updated version, called '''Fib Finder Extreme''', was released in 2003. ''Dork Diaries'' released their version of the game, called the ''Not-So-Secret Truth Telling Game'', in 2008.
== Game Contents ==
== The Board ==
== The Fib Finder ==
== Object ==
The object of the game is to either be the first player to reach the top space ("The truest of them all!"), or to be the last player left when the other players have landed on the bottom space ("First-class fibber").
== Gameplay ==
The game takes place on a meter-like gameboard, with all pieces beginning on the start space in the middle.
bd2cnhd6i4gin9l2bxn408c3jq32hoy
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2020-10-25T17:17:26Z
Happy2432
4080147
Adding categories
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text/x-wiki
'''''Fib Finder''''' is a lie-detecting game released by [[Pressman]] in 2000.
The original game was released in 2000. An updated version, called '''Fib Finder Extreme''', was released in 2003. ''Dork Diaries'' released their version of the game, called the ''Not-So-Secret Truth Telling Game'', in 2008.
== Game Contents ==
== The Board ==
== The Fib Finder ==
== Object ==
The object of the game is to either be the first player to reach the top space ("The truest of them all!"), or to be the last player left when the other players have landed on the bottom space ("First-class fibber").
== Gameplay ==
The game takes place on a meter-like gameboard, with all pieces beginning on the start space in the middle.
[[Category:Children's board games]]
[[Category:Pressman games]]
ad08gu3jvkrb0z9e70tgse75q1dsunb
4548
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2020-10-25T17:24:44Z
Happy2432
4080147
/* Gameplay */
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wikitext
text/x-wiki
'''''Fib Finder''''' is a lie-detecting game released by [[Pressman]] in 2000.
The original game was released in 2000. An updated version, called '''Fib Finder Extreme''', was released in 2003. ''Dork Diaries'' released their version of the game, called the ''Not-So-Secret Truth Telling Game'', in 2008.
== Game Contents ==
== The Board ==
== The Fib Finder ==
== Object ==
The object of the game is to either be the first player to reach the top space ("The truest of them all!"), or to be the last player left when the other players have landed on the bottom space ("First-class fibber").
== Gameplay ==
The game takes place on a meter-like gameboard, with all pieces beginning on the start space in the middle. The game is for two to six players. The youngest player goes first and play passes to the left.
On your turn, the player to their left takes the top card from the card deck and reads one of the three questions on it. Some of the questions are fill-in-the-blank, so they can add whatever they want to finish the question. The player than gives their answer; if everyone agrees with it, the player moves up one space on the board. That is, unless another player challenges their answer.
If challenged, the player is put to the Fib Finder test. The player presses and holds down the green button while the challenger holds down the large yellow button. The challenger repeats the question given into the microphone on the Fib Finder, and the player repeats their answer. The challenger then removes their finger while the player keeps theirs on; the Fib Finder will flash and land on one of three colors, either green (agree), red (disagree) or yellow (don't know), along with an appropriate sound effect. Movement is determined based on what the Fib Finder decides:
*If the Fib Finder agrees (green), the player moves up two spaces while the challenger moves down two spaces.
*If the Fib Finder disagrees (red), the player moves down two spaces while the challenger moves up two spaces.
*If the Fib Finder doesn't know (yellow), the player moves up one space as normal. The challenger does not move.
If, at any time, a player reaches the bottom space on the board, they are out of the game.
In ''Fib Finder Extreme'' if a player is given a disagreeing response, they can save themselves from moving down by performing a "Fib Fixer". They must do whatever is given in order to complete it successfully; if the player does the Fib Fixer correctly, they move up one space.
The first player to reach the top space or the last player remaining when all other players have landed on the bottom space is the winner.
[[Category:Children's board games]]
[[Category:Pressman games]]
a5rnz3775ey9d4fx5an827yck7qfbm3
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2020-10-25T17:48:50Z
Happy2432
4080147
/* Gameplay */
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wikitext
text/x-wiki
'''''Fib Finder''''' is a lie-detecting game released by [[Pressman]] in 2000.
The original game was released in 2000. An updated version, called '''Fib Finder Extreme''', was released in 2003. ''Dork Diaries'' released their version of the game, called the ''Not-So-Secret Truth Telling Game'', in 2008.
== Game Contents ==
== The Board ==
== The Fib Finder ==
== Object ==
The object of the game is to either be the first player to reach the top space ("The truest of them all!"), or to be the last player left when the other players have landed on the bottom space ("First-class fibber").
== Gameplay ==
The game takes place on a meter-like gameboard, with all pieces beginning on the start space in the middle. The game is for two to six players. The youngest player goes first and play passes to the left.
On your turn, the player to their left takes the top card from the card deck and reads one of the three questions on it. Some of the questions are fill-in-the-blank, so they can add whatever they want to finish the question. The player than gives their answer; if everyone agrees with it, the player moves up one space on the board. That is, unless another player challenges their answer.
If challenged, the player is put to the Fib Finder test. The player presses and holds down the green button while the challenger holds down the large yellow button. The challenger repeats the question given into the microphone on the Fib Finder, and the player repeats their answer. The challenger then removes their finger while the player keeps theirs on; the Fib Finder will flash and land on one of three colors, either green (agree), red (disagree) or yellow (don't know), along with an appropriate sound effect. Movement is determined based on what the Fib Finder decides:
*If the Fib Finder agrees (green), the player moves up two spaces while the challenger moves down two spaces.
*If the Fib Finder disagrees (red), the player moves down two spaces while the challenger moves up two spaces.
*If the Fib Finder doesn't know (yellow), the player moves up one space as normal. The challenger does not move.
If, at any time, a player reaches the bottom space on the board, they are out of the game.
In ''Fib Finder Extreme'' if a player is given a disagreeing response, they can save themselves from moving down by performing a "Fib Fixer". They must do whatever is given in order to complete it successfully; if the player does the Fib Fixer correctly, they move up one space.
The first player to reach the top space or the last player remaining when all other players have landed on the bottom space is the winner.
[[Category:Children's board games]]
[[Category:Pressman games]]
57cqkoqft44wwi9mrorblnlpi4io0xo
4553
4552
2020-10-25T18:37:20Z
Happy2432
4080147
/* Gameplay */
4553
wikitext
text/x-wiki
'''''Fib Finder''''' is a lie-detecting game released by [[Pressman]] in 2000.
The original game was released in 2000. An updated version, called '''Fib Finder Extreme''', was released in 2003. ''Dork Diaries'' released their version of the game, called the ''Not-So-Secret Truth Telling Game'', in 2008.
== Game Contents ==
== The Board ==
== The Fib Finder ==
== Object ==
The object of the game is to either be the first player to reach the top space ("The truest of them all!"), or to be the last player left when the other players have landed on the bottom space ("First-class fibber").
== Gameplay ==
The game takes place on a meter-like gameboard, with all pieces beginning on the start space in the middle. The game is for two to six players. The youngest player goes first and play passes to the left.
On your turn, the player to their left takes the top card from the card deck and reads one of the three questions on it. Some of the questions are fill-in-the-blank, so they can add whatever they want to finish the question. The player than gives their answer; if everyone agrees with it, the player moves up one space on the board. That is, unless another player challenges their answer.
If challenged, the player is put to the Fib Finder test. The player presses and holds down the green oval button while the challenger holds down the large yellow button, where they will be able to see what the Fib Finder thinks of the answer. This sets the Fib Finder in action and the electronic "thinking" sound will play. The challenger repeats the same question as before into the microphone on the Fib Finder, and the player repeats their answer. The challenger then removes their finger while the player keeps theirs on; the Fib Finder will flash and land on one of three colors, either green (agree), red (disagree) or yellow (don't know), along with an appropriate sound effect. Movement is determined based on what the Fib Finder decides:
*If the Fib Finder agrees (green), the player moves up two spaces while the challenger moves down two spaces.
*If the Fib Finder disagrees (red), the player moves down two spaces while the challenger moves up two spaces.
*If the Fib Finder doesn't know (yellow), the player moves up one space as normal. The challenger does not move.
If, at any time, a player reaches the bottom space on the board, they are out of the game. The start space in the middle counts as one space.
If two or more players challenge the answer, the player whose turn it is chooses their challenger.
In ''Fib Finder Extreme'' if a player is given a disagreeing response, they can save themselves from moving down by performing a "Fib Fixer". They must do whatever is given in order to complete it successfully; if the player does the Fib Fixer correctly, they move up one space.
The first player to reach the top space or the last player remaining when all other players have landed on the bottom space is the winner.
[[Category:Children's board games]]
[[Category:Pressman games]]
pgjxhnpydasjll6qnzi9lhjvwekpxoo
4554
4553
2020-10-27T05:25:32Z
Happy2432
4080147
4554
wikitext
text/x-wiki
'''''Fib Finder''''' is a lie-detecting game released by [[Pressman]] in 2000.
The original game was released in 2000. An updated version, called '''''Fib Finder Extreme''''', was released in 2003. ''Dork Diaries'' released their version of the game, called the ''''Not-So-Secret Truth Telling Game'''', in 2013.
== Game Contents ==
== The Board ==
== The Fib Finder ==
== Object ==
The object of the game is to either be the first player to reach the top space ("The truest of them all!"), or to be the last player left when the other players have landed on the bottom space ("First-class fibber").
== Gameplay ==
The game takes place on a meter-like gameboard, with all pieces beginning on the start space in the middle. The game is for two to six players. The youngest player goes first and play passes to the left.
On your turn, the player to their left takes the top card from the card deck and reads one of the three questions on it. Some of the questions are fill-in-the-blank, so they can add whatever they want to finish the question. The player than gives their answer; if everyone agrees with it, the player moves up one space on the board. That is, unless another player challenges their answer.
If challenged, the player is put to the Fib Finder test. The player presses and holds down the green oval button while the challenger holds down the large yellow button, where they will be able to see what the Fib Finder thinks of the answer. This sets the Fib Finder in action and the electronic "thinking" sound will play. The challenger repeats the same question as before into the microphone on the Fib Finder, and the player repeats their answer. The challenger then removes their finger while the player keeps theirs on; the Fib Finder will flash and land on one of three colors, either green (agree), red (disagree) or yellow (don't know), along with an appropriate sound effect. Movement is determined based on what the Fib Finder decides:
*If the Fib Finder agrees (green), the player moves up two spaces while the challenger moves down two spaces.
*If the Fib Finder disagrees (red), the player moves down two spaces while the challenger moves up two spaces.
*If the Fib Finder doesn't know (yellow), the player moves up one space as normal. The challenger does not move.
If, at any time, a player reaches the bottom space on the board, they are out of the game. The start space in the middle counts as one space.
If two or more players challenge the answer, the player whose turn it is chooses their challenger.
In ''Fib Finder Extreme'' if a player is given a disagreeing response, they can save themselves from moving down by performing a "Fib Fixer". They must do whatever is given in order to complete it successfully; if the player does the Fib Fixer correctly, they move up one space.
The first player to reach the top space or the last player remaining when all other players have landed on the bottom space is the winner.
[[Category:Children's board games]]
[[Category:Pressman games]]
tsqp4hkqdeuoycbbengd6a4oa2t4zp3
4555
4554
2020-10-27T05:25:45Z
Happy2432
4080147
4555
wikitext
text/x-wiki
'''''Fib Finder''''' is a lie-detecting game released by [[Pressman]] in 2000.
The original game was released in 2000. An updated version, called '''''Fib Finder Extreme''''', was released in 2003. ''Dork Diaries'' released their version of the game, called the '''''Not-So-Secret Truth Telling Game''''', in 2013.
== Game Contents ==
== The Board ==
== The Fib Finder ==
== Object ==
The object of the game is to either be the first player to reach the top space ("The truest of them all!"), or to be the last player left when the other players have landed on the bottom space ("First-class fibber").
== Gameplay ==
The game takes place on a meter-like gameboard, with all pieces beginning on the start space in the middle. The game is for two to six players. The youngest player goes first and play passes to the left.
On your turn, the player to their left takes the top card from the card deck and reads one of the three questions on it. Some of the questions are fill-in-the-blank, so they can add whatever they want to finish the question. The player than gives their answer; if everyone agrees with it, the player moves up one space on the board. That is, unless another player challenges their answer.
If challenged, the player is put to the Fib Finder test. The player presses and holds down the green oval button while the challenger holds down the large yellow button, where they will be able to see what the Fib Finder thinks of the answer. This sets the Fib Finder in action and the electronic "thinking" sound will play. The challenger repeats the same question as before into the microphone on the Fib Finder, and the player repeats their answer. The challenger then removes their finger while the player keeps theirs on; the Fib Finder will flash and land on one of three colors, either green (agree), red (disagree) or yellow (don't know), along with an appropriate sound effect. Movement is determined based on what the Fib Finder decides:
*If the Fib Finder agrees (green), the player moves up two spaces while the challenger moves down two spaces.
*If the Fib Finder disagrees (red), the player moves down two spaces while the challenger moves up two spaces.
*If the Fib Finder doesn't know (yellow), the player moves up one space as normal. The challenger does not move.
If, at any time, a player reaches the bottom space on the board, they are out of the game. The start space in the middle counts as one space.
If two or more players challenge the answer, the player whose turn it is chooses their challenger.
In ''Fib Finder Extreme'' if a player is given a disagreeing response, they can save themselves from moving down by performing a "Fib Fixer". They must do whatever is given in order to complete it successfully; if the player does the Fib Fixer correctly, they move up one space.
The first player to reach the top space or the last player remaining when all other players have landed on the bottom space is the winner.
[[Category:Children's board games]]
[[Category:Pressman games]]
ip57a95ru1172wt5tlwkv5lq1uzwerz
4556
4555
2020-10-27T05:31:48Z
Happy2432
4080147
/* Gameplay */
4556
wikitext
text/x-wiki
'''''Fib Finder''''' is a lie-detecting game released by [[Pressman]] in 2000.
The original game was released in 2000. An updated version, called '''''Fib Finder Extreme''''', was released in 2003. ''Dork Diaries'' released their version of the game, called the '''''Not-So-Secret Truth Telling Game''''', in 2013.
== Game Contents ==
== The Board ==
== The Fib Finder ==
== Object ==
The object of the game is to either be the first player to reach the top space ("The truest of them all!"), or to be the last player left when the other players have landed on the bottom space ("First-class fibber").
== Gameplay ==
The game takes place on a meter-like gameboard, with all pieces beginning on the start space in the middle. The game is for two to six players. The youngest player goes first and play passes to the left.
On your turn, the player to their left takes the top card from the card deck and reads one of the three questions on it. Some of the questions are fill-in-the-blank, so they can add whatever they want to finish the question. The player then gives their answer; if everyone agrees with it, the player moves up one space on the board. That is, unless another player challenges their answer.
If challenged, the player is put to the Fib Finder test. The player presses and holds down the green oval button while the challenger holds down the large yellow button, where they will be able to see what the Fib Finder thinks of the answer. This sets the Fib Finder in action and the electronic "thinking" sound will play. The challenger repeats the same question as before into the microphone on the Fib Finder, and the player repeats their answer. The challenger then removes their finger while the player keeps theirs on; the Fib Finder will flash and land on one of three colors, either green (agree), red (disagree) or yellow (don't know), along with an appropriate sound effect. Movement is determined based on what the Fib Finder decides:
*If the Fib Finder agrees (green), the player moves up two spaces while the challenger moves down two spaces.
*If the Fib Finder disagrees (red), the player moves down two spaces while the challenger moves up two spaces.
*If the Fib Finder doesn't know (yellow), the player moves up one space as normal. The challenger does not move.
If, at any time, a player reaches the bottom space on the board, they are out of the game. The start space in the middle counts as one space.
If two or more players challenge the answer, the player whose turn it is chooses their challenger.
In ''Fib Finder Extreme'' if a player is given a disagreeing response, they can save themselves from moving down by performing a "Fib Fixer". They must do whatever is given in order to complete it successfully; if the player does the Fib Fixer correctly, they move up one space.
The first player to reach the top space or the last player remaining when all other players have landed on the bottom space is the winner.
[[Category:Children's board games]]
[[Category:Pressman games]]
10jxyfyfpwd9330kc97c4y0b0zltjwt
4597
4556
2024-11-04T17:25:55Z
Happy2432
4080147
Adding categories
4597
wikitext
text/x-wiki
'''''Fib Finder''''' is a lie-detecting game released by [[Pressman]] in 2000.
The original game was released in 2000. An updated version, called '''''Fib Finder Extreme''''', was released in 2003. ''Dork Diaries'' released their version of the game, called the '''''Not-So-Secret Truth Telling Game''''', in 2013.
== Game Contents ==
== The Board ==
== The Fib Finder ==
== Object ==
The object of the game is to either be the first player to reach the top space ("The truest of them all!"), or to be the last player left when the other players have landed on the bottom space ("First-class fibber").
== Gameplay ==
The game takes place on a meter-like gameboard, with all pieces beginning on the start space in the middle. The game is for two to six players. The youngest player goes first and play passes to the left.
On your turn, the player to their left takes the top card from the card deck and reads one of the three questions on it. Some of the questions are fill-in-the-blank, so they can add whatever they want to finish the question. The player then gives their answer; if everyone agrees with it, the player moves up one space on the board. That is, unless another player challenges their answer.
If challenged, the player is put to the Fib Finder test. The player presses and holds down the green oval button while the challenger holds down the large yellow button, where they will be able to see what the Fib Finder thinks of the answer. This sets the Fib Finder in action and the electronic "thinking" sound will play. The challenger repeats the same question as before into the microphone on the Fib Finder, and the player repeats their answer. The challenger then removes their finger while the player keeps theirs on; the Fib Finder will flash and land on one of three colors, either green (agree), red (disagree) or yellow (don't know), along with an appropriate sound effect. Movement is determined based on what the Fib Finder decides:
*If the Fib Finder agrees (green), the player moves up two spaces while the challenger moves down two spaces.
*If the Fib Finder disagrees (red), the player moves down two spaces while the challenger moves up two spaces.
*If the Fib Finder doesn't know (yellow), the player moves up one space as normal. The challenger does not move.
If, at any time, a player reaches the bottom space on the board, they are out of the game. The start space in the middle counts as one space.
If two or more players challenge the answer, the player whose turn it is chooses their challenger.
In ''Fib Finder Extreme'' if a player is given a disagreeing response, they can save themselves from moving down by performing a "Fib Fixer". They must do whatever is given in order to complete it successfully; if the player does the Fib Fixer correctly, they move up one space.
The first player to reach the top space or the last player remaining when all other players have landed on the bottom space is the winner.
[[Category:Children's board games]]
[[Category:Pressman games]]
[[Category:2000 instructions]]
cohqr795ez0aawyt39whsg95nh0knwq
Fightball
0
2179
4192
2008-11-17T07:51:31Z
124.158.32.158
4192
wikitext
text/x-wiki
{{Infobox Game |
subject_name=Fightball |
image_link= [[Image:Fightball.jpg|200px|One of the ''Fightball'' sets]]|
image_caption= |
designer=[[James Ernest]]<br/>[[Mike Selinker]]|
illustrator = Eduardo Müller|
publisher=[[Cheapass Games]] |
players=2 |
setup_time= 5 minutes |
playing_time = 20 minutes|
complexity=Medium |
strategy= |
random_chance=Medium |
skills= [[Reflexes|Good reflexes]]<br/>[[Pattern|Pattern building]]|
bggid=4352
}}
'''''Fightball''''' is a [[real-time card game]] designed by [[James Ernest]] and [[Mike Selinker]] and published by [[Cheapass Games]] in [[2002 in games|2002]]. ''Fightball'' is the third real-time card game published by Cheapass Games, following the success of ''[[Falling (game)|Falling]]'' and ''[[Brawl (game)|Brawl]]''.
==Gameplay==
In ''Fightball'', each player takes the role of a [[Coach (sport)|Coach]] of one of six futuristic [[basketball]] teams competing in the fictional sport of Fightball. Each player will have his own deck of cards representing that team.
When the game begins, both participants simultaneously play cards that feature players, balls, shots, and special effects. The goal of the game is to create ''Complete Plays'' by forming stacks, each featuring a shooter (player) card, ball card, and shot card that together total at least ten points.
Interaction between players is introduced by allowing players to play blockers and other cards into their opponents' stacks to attempt to reduce the total to less than ten.
A round (or quarter) of gameplay ends when either coach plays a ''Buzz'' card (which is at the bottom of their deck), after which there is a scoring round to determine the number of Complete Plays for each Coach.
A game of ''Fightball'' consists of four quarters, and the winner is the Coach with the largest number of Complete Plays.<ref>{{cite web
| last = Dante
| first = Tolen
| authorlink =
| coauthors =
| title = Tabletop Game of the Week: Fightball
| work =
| publisher = Armchair Empire
| date = 2002-10-13
| url = http://www.armchairempire.com/Miscellaneous/fightball.htm
| format =
| doi =
| accessdate = 2007-05-06 }}</ref><ref>{{cite web
| last = Arenson
| first = Erik
| authorlink =
| coauthors =
| title = Fightball
| work =
| publisher = About.com
| date =
| url = http://boardgames.about.com/cs/cards/gr/fightball.htm
| format =
| doi =
| accessdate = 2007-05-06 }}</ref>
==Distribution==
The six ''Fightball'' decks are sold in pairs, ''Aztecs'' vs. ''The Dark'', ''The Cruisers'' vs. ''Texas Wildcats'', and
''Cavaliers'' vs. ''Team Sport''. Each individual deck is compatible with and playable against all of the rest.
==References==
<references/>
==External links==
*[http://www.fightball.com/ Official Fightball website]
[[Category:Dedicated deck card games]]
[[Category:Cheapass Games games]]
[[Category:Mike Selinker games]]
2wrt4ckpwfdsckp2vrk2o03ikhhxlng
4193
4192
2009-12-09T23:30:29Z
Kingstonlee
1735031
1 revision
4193
wikitext
text/x-wiki
{{Infobox Game |
subject_name=Fightball |
image_link= [[Image:Fightball.jpg|200px|One of the ''Fightball'' sets]]|
image_caption= |
designer=[[James Ernest]]<br/>[[Mike Selinker]]|
illustrator = Eduardo Müller|
publisher=[[Cheapass Games]] |
players=2 |
setup_time= 5 minutes |
playing_time = 20 minutes|
complexity=Medium |
strategy= |
random_chance=Medium |
skills= [[Reflexes|Good reflexes]]<br/>[[Pattern|Pattern building]]|
bggid=4352
}}
'''''Fightball''''' is a [[real-time card game]] designed by [[James Ernest]] and [[Mike Selinker]] and published by [[Cheapass Games]] in [[2002 in games|2002]]. ''Fightball'' is the third real-time card game published by Cheapass Games, following the success of ''[[Falling (game)|Falling]]'' and ''[[Brawl (game)|Brawl]]''.
==Gameplay==
In ''Fightball'', each player takes the role of a [[Coach (sport)|Coach]] of one of six futuristic [[basketball]] teams competing in the fictional sport of Fightball. Each player will have his own deck of cards representing that team.
When the game begins, both participants simultaneously play cards that feature players, balls, shots, and special effects. The goal of the game is to create ''Complete Plays'' by forming stacks, each featuring a shooter (player) card, ball card, and shot card that together total at least ten points.
Interaction between players is introduced by allowing players to play blockers and other cards into their opponents' stacks to attempt to reduce the total to less than ten.
A round (or quarter) of gameplay ends when either coach plays a ''Buzz'' card (which is at the bottom of their deck), after which there is a scoring round to determine the number of Complete Plays for each Coach.
A game of ''Fightball'' consists of four quarters, and the winner is the Coach with the largest number of Complete Plays.<ref>{{cite web
| last = Dante
| first = Tolen
| authorlink =
| coauthors =
| title = Tabletop Game of the Week: Fightball
| work =
| publisher = Armchair Empire
| date = 2002-10-13
| url = http://www.armchairempire.com/Miscellaneous/fightball.htm
| format =
| doi =
| accessdate = 2007-05-06 }}</ref><ref>{{cite web
| last = Arenson
| first = Erik
| authorlink =
| coauthors =
| title = Fightball
| work =
| publisher = About.com
| date =
| url = http://boardgames.about.com/cs/cards/gr/fightball.htm
| format =
| doi =
| accessdate = 2007-05-06 }}</ref>
==Distribution==
The six ''Fightball'' decks are sold in pairs, ''Aztecs'' vs. ''The Dark'', ''The Cruisers'' vs. ''Texas Wildcats'', and
''Cavaliers'' vs. ''Team Sport''. Each individual deck is compatible with and playable against all of the rest.
==References==
<references/>
==External links==
*[http://www.fightball.com/ Official Fightball website]
[[Category:Dedicated deck card games]]
[[Category:Cheapass Games games]]
[[Category:Mike Selinker games]]
2wrt4ckpwfdsckp2vrk2o03ikhhxlng
File 13 (board game)
0
2070
3968
2008-08-12T00:03:28Z
69.143.166.22
3968
wikitext
text/x-wiki
'''''File 13''''', "The Game Inventor's Game", is a [[board game]] created by [[Tom Wham]]. ''File 13'' first appeared in ''[[Dragon (magazine)|Dragon Magazine]] #72'' and was later re-released by [[TSR, Inc.]] in the boxed set ''Best of the Dragon Magazine Games''.
''File 13'' is an exaggerated simulation of the process of getting games published by a mythical game company called The Great Game Company in the Sky. It is implied that this fictional company is a reflection of TSR.
The name ''[[File 13]]'' refers to a [[trash can]] — where, it is implied, most game ideas end up.
==External links==
*[http://www.tomwham.com/file13.html ''File 13''] on Tom Wham's Web site
*{{bgg|2916|''File 13''}}
[[Category:Economic simulation board games]]
[[Category:TSR, Inc. games]]
[[Category:Tom Wham games]]
kp53uw81tfyy1kp5ej3z533qa0123gj
3969
3968
2009-12-09T23:29:57Z
Kingstonlee
1735031
1 revision
3969
wikitext
text/x-wiki
'''''File 13''''', "The Game Inventor's Game", is a [[board game]] created by [[Tom Wham]]. ''File 13'' first appeared in ''[[Dragon (magazine)|Dragon Magazine]] #72'' and was later re-released by [[TSR, Inc.]] in the boxed set ''Best of the Dragon Magazine Games''.
''File 13'' is an exaggerated simulation of the process of getting games published by a mythical game company called The Great Game Company in the Sky. It is implied that this fictional company is a reflection of TSR.
The name ''[[File 13]]'' refers to a [[trash can]] — where, it is implied, most game ideas end up.
==External links==
*[http://www.tomwham.com/file13.html ''File 13''] on Tom Wham's Web site
*{{bgg|2916|''File 13''}}
[[Category:Economic simulation board games]]
[[Category:TSR, Inc. games]]
[[Category:Tom Wham games]]
kp53uw81tfyy1kp5ej3z533qa0123gj
Filthy Rich (game)
0
2239
4312
2007-09-29T21:38:40Z
Mike Selinker
682255
category change
4312
wikitext
text/x-wiki
<!-- Image with unknown copyright status removed: [[Image:Filthyrich_board_game.jpg|thumb|"The 3-D Game of Capitalism"]] -->
<!-- Image with unknown copyright status removed: [[Image:Filthyrich_board_game2.jpg|thumb|"|Examples of Businesses]] -->
{{Infobox Game
| title = Filthy Rich
| subtitle = The 3-D game of capitalism
| image_link =
| image_caption =
| designer = [[Richard Garfield]]
| illustrator =
| publisher = [[Wizards of the Coast]]
| players = 2-5
| ages = 14-Adult
| setup_time = Approx. 5 minutes
| playing_time = 45 minutes
| random_chance = Card drawing, Dice rolling
| skills = Card playing, resource management
| footnotes =
| bggid = 441
| bggxrefs =
}}
'''''Filthy Rich''''' is a [[card game]] designed by [[Richard Garfield]] and published by [[Wizards of the Coast]] in [[1998 in games|1998]]. The game uses a binder with 4 Ultra Pro 9-pocket [[card sleeve]]s to simulate an advertising space. Players place ads, represented by cards, in the pockets, covering up those underneath.
==Gameplay==
The object of the game is to purchase 3 cards from the luxury deck. These represent various status symbols, such as “Trophy Wife,” “Title of Nobility,” or “Space Shuttle.”
On a player’s turn, they must play two cards from their hand. Cards may be Action cards (“IRS Audit,” “Business Scout”) which allow the player to take a one-time action, Asset cards (“Yakuza Loan,” “Protection Racket’), which benefit the player for the rest of the game, or Business cards (“Sven's Swedish Tacos,” “Chapter 11 Books”), which allow players to place a banner (between 1 and 4 cards) in the card sleeve.
The player then rolls a 10-sided die. The numbers 1-9 correspond to the 9 slots in the card sleeve. Any visible ad in that numbered slot pays money to its owner. If a 0 is rolled, all players must pay taxes on their businesses, assets and luxury cards.
The player then rolls a 6-sided die. The numbers 1-4 correspond to the 4 pages of cards sleeves and the pages are turned to the corresponding number. A 5 or 6 result means that the page is not changed.
The player then draws two cards and the next player becomes active.
==References==
*{{cite web
| last = Baldwin
| first = Matthew
| authorlink =
| coauthors =
| title = Filthy Rich
| work = The Game Report, Issue 6.1 (21)
| publisher =
| date = Summer 1999
| url = http://www.gamereport.com/tgr21/filthyrich.html
| format =
| doi =
| accessdate = 2007-05-31}}
[[Category:Dedicated deck card games]]
[[Category:Wizards of the Coast games]]
[[Category:Richard Garfield games]]
1onym3mhw6odhdqo4t4533zxj5xdqg8
4313
4312
2009-12-09T23:30:43Z
Kingstonlee
1735031
1 revision
4313
wikitext
text/x-wiki
<!-- Image with unknown copyright status removed: [[Image:Filthyrich_board_game.jpg|thumb|"The 3-D Game of Capitalism"]] -->
<!-- Image with unknown copyright status removed: [[Image:Filthyrich_board_game2.jpg|thumb|"|Examples of Businesses]] -->
{{Infobox Game
| title = Filthy Rich
| subtitle = The 3-D game of capitalism
| image_link =
| image_caption =
| designer = [[Richard Garfield]]
| illustrator =
| publisher = [[Wizards of the Coast]]
| players = 2-5
| ages = 14-Adult
| setup_time = Approx. 5 minutes
| playing_time = 45 minutes
| random_chance = Card drawing, Dice rolling
| skills = Card playing, resource management
| footnotes =
| bggid = 441
| bggxrefs =
}}
'''''Filthy Rich''''' is a [[card game]] designed by [[Richard Garfield]] and published by [[Wizards of the Coast]] in [[1998 in games|1998]]. The game uses a binder with 4 Ultra Pro 9-pocket [[card sleeve]]s to simulate an advertising space. Players place ads, represented by cards, in the pockets, covering up those underneath.
==Gameplay==
The object of the game is to purchase 3 cards from the luxury deck. These represent various status symbols, such as “Trophy Wife,” “Title of Nobility,” or “Space Shuttle.”
On a player’s turn, they must play two cards from their hand. Cards may be Action cards (“IRS Audit,” “Business Scout”) which allow the player to take a one-time action, Asset cards (“Yakuza Loan,” “Protection Racket’), which benefit the player for the rest of the game, or Business cards (“Sven's Swedish Tacos,” “Chapter 11 Books”), which allow players to place a banner (between 1 and 4 cards) in the card sleeve.
The player then rolls a 10-sided die. The numbers 1-9 correspond to the 9 slots in the card sleeve. Any visible ad in that numbered slot pays money to its owner. If a 0 is rolled, all players must pay taxes on their businesses, assets and luxury cards.
The player then rolls a 6-sided die. The numbers 1-4 correspond to the 4 pages of cards sleeves and the pages are turned to the corresponding number. A 5 or 6 result means that the page is not changed.
The player then draws two cards and the next player becomes active.
==References==
*{{cite web
| last = Baldwin
| first = Matthew
| authorlink =
| coauthors =
| title = Filthy Rich
| work = The Game Report, Issue 6.1 (21)
| publisher =
| date = Summer 1999
| url = http://www.gamereport.com/tgr21/filthyrich.html
| format =
| doi =
| accessdate = 2007-05-31}}
[[Category:Dedicated deck card games]]
[[Category:Wizards of the Coast games]]
[[Category:Richard Garfield games]]
1onym3mhw6odhdqo4t4533zxj5xdqg8
Finance (game)
0
2064
3956
2009-11-02T21:45:34Z
Im>Sottolacqua
0
3956
wikitext
text/x-wiki
{{Infobox game
| title = The Fascinating Game of Finance<br>Finance<br>Finance and Fortune
| subtitle =
| image_link = <!-- the image name and size in the form [[Image:|size]] -->
| image_caption = <!-- as appropriate--->
| manufacturer = Electronic Laboratories, Inc.
| designer = Elizabeth Magie<br>Dan Lyman
| illustrator =
| publisher = L. S. Ayres & Co.<br>Knapp Electric<br>[[Parker Brothers]]
| date = 1932
| years = 1932-1970's
| players = 2–8
| setup_time = 5–15 minutes
| playing_time = Approximately 1.5–3 hours
| complexity = Medium
| strategy = Medium
| random_chance = High ([[Dice|dice rolling]], card drawing)
| skills = Negotiation, Resource management
| web =
| footnotes =
}}
'''''Finance''''' is a [[board game]] originally released in [[1930s in games|1932]] by Knapp Electric and later reissued by [[Parker Brothers]]. The game, similar to ''[[Monopoly (game)|Monopoly]]'', is based on [[The Landlord's Game]] in the movement of pieces around the board, the use of "Chance" and "Community Chest" cards, properties that can be purchased, and houses that can be erected on them. Unlike ''Monopoly'', there are no "monopolies" (such as Boardwalk and Park Place) on the board and players may erect houses after traveling around the board once. The game also has railroads, however these may not be purchased. The game is actually a predecessor to ''Monopoly''.
==Overview of Game==
The game begins with each player on "Cash Here" and $1925. Properties around the board begin with Goat Alley (purchase price of $150) to Union Square (purchase price of $300), with costs for additional houses and rents also increasing. Players move again on doubles (with no limit on numbers of doubles that may be thrown), and if a player lands on another player, the original player moves back five spaces and pays rent, follows directions, etc. Players may trade properties or sell them back to the bank, but may not mortgage property. If a player is unable to pay, all their property is returned to the bank, and the player is out. The game continues until only one player is left (an alternate rule establishes a time limit and players total up their wealth).
==The Board==
Property squares are yellow. Additional blue squares involve penalties ("Account overdrawn, pay $10"), black squares involve rewards ("Receive legacy, take $50), orange squares are "chance" cards (with both rewards and penalties), and green squares are railroads (each midway between corners) which require a fare and then another dice roll. The four corner squares are "Cash Here" (players collect $200 for landing on or passing), "Rowboat to Soakem Wharf" ($10 fee plus move to the "Sokem Wharf" space which requires another $5, then "go to Carnival"), "Carnival" (free, but another dice roll with even going forward and odds going backwards), and "Missed the Train" (go to Rowboat to Soakem Wharf).
{{Monopoly board layout
|Edition =
|Banner = Finance
|corner_1 = "Cash Here" (players collect $200 for landing on or passing)
|corner_2 = Rowboat to Soakem Wharf (pay $10, move to Soakem Wharf)
|corner_3 = "Carnival" (free, but another dice roll with even going forward and odds going backwards)
|corner_4 = "Missed the Train" (go to Rowboat to Soakem Wharf)
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = Yellow |Space_101 = Goat Alley <br> $150
|Color_102 = Pink |Space_102 = Chance
|Color_103 = Yellow |Space_103 = Central Street <br> $150
|Color_104 = Yellow |Space_104 = Main Street <br> $150
|Color_105 = Green |Space_105 = Boston & Maine Railroad<br> ($40 fare, roll again)
|Color_106 = Yellow |Space_106 = Boomtown <br> $200
|Color_107 = Yellow |Space_107 = Washington Street <br> $200
|Color_108 = SkyBlue |Space_108 = Account Overdrawn <br>(pay $10)
|Color_109 = Yellow |Space_109 = State Street <br> $200
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = Yellow |Space_204 = Lonely Lane <br>$250
|Color_205 = Grey |Space_205 = Tax Rebate <br>(take $70)
|Color_206 = Yellow |Space_206 = Broad Street<br> $250
|Color_207 = Yellow |Space_207 = Wall Street <br>$250
|Color_208 = Green |Space_208 = Union Pacific Railroad <br>($75 fare, roll again)
|Color_209 = Pink |Space_209 = Chance
|Color_210 = Yellow |Space_210 = Hollywood Terrace <br>$300
|Color_211 = Yellow |Space_211 = Soakem Wharf <br>(pay $5, go to Carnival)
|Color_212 = SkyBlue |Space_212 = Take Me Out to the Ball Game <br>(pay $10)
|Color_301 = Grey |Space_301 = Win Sweepstakes<br>(collect 10x dice roll)
|Color_302 = Yellow |Space_302 = Canyon Avenue<br>$250
|Color_303 = Pink |Space_303 = Chance
|Color_304 = Yellow |Space_304 = Rio Grande Street<br>$250
|Color_305 = Green |Space_305 = New York Central Railroad<br>($50 fare, roll again)
|Color_306 = SkyBlue |Space_306 = Gayety Theatre<br>(pay $5 per player)
|Color_307 = Yellow |Space_307 = Flagler Avenue<br>$200
|Color_308 = Pink |Space_308 = Chance
|Color_309 = Yellow |Space_309 = Peachtree Street<br>$200
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Pink |Space_401 = Chance
|Color_402 = Grey |Space_402 = Receive Legacy<br>(take $50)
|Color_403 = Yellow |Space_403 = Market Street<br>$250
|Color_404 = Yellow |Space_404 = Chestnut Street<br>$250
|Color_405 = Green |Space_405 = Santa Fe Railroad<br>($60 fare, roll again)
|Color_406 = Yellow |Space_406 = Fifth Avenue<br>$300
|Color_407 = Pink |Space_407 = Chance
|Color_408 = Yellow |Space_408 = Silver Circle<br>$300
|Color_409 = Yellow |Space_409 = Union Square<br>$300
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
{| border="1"
|+ Finance board spaces
! Property or name !! Purchase price !! Extra house cost !! Rent (1 house)
|-
| Cash Here (collect $200)
|-
| Goat Alley || $150 || $80 || $30
|-
| Chance
|-
| Central Street || $150 || $80 || $30
|-
| Main Street || $150 || $80 || $30
|-
| Boston & Maine Railroad ($40 fare, roll again)
|-
| Boomtown || $200 || $100 || $40
|-
| Washington Street || $200 || $100 || $40
|-
| Account Overdrawn (pay $10)
|-
| State Street || $200 || $100 || $40
|-
| Rowboat to Soakem Wharf (pay $10, move to Soakem Wharf)
|-
| Lonely Lane || $250 || $120 || $30
|-
| Tax Rebate (take $70)
|-
| Broad Street || $250 || $120 || $25
|-
| Wall Street || $250 || $120 || $50
|-
| Union Pacific Railroad ($75 fare, roll again)
|-
| Chance
|-
| Hollywood Terrace || $300 || $140 || $60
|-
| Soakem Wharf (pay $5, go to Carnival)
|-
| Take Me Out to the Ball Game (pay $10)
|-
| Carnival
|-
| Win Sweepstakes (collect 10x dice roll)
|-
| Canyon Avenue || $250 || $150 || $80
|-
| Chance
|-
| Rio Grande Street || $250 || $160 || $80
|-
| New York Central Railroad ($50 fare, roll again)
|-
| Gayety Theatre (pay $5 per player)
|-
| Flagler Avenue || $200 || $160 || $100
|-
| Chance
|-
| Peachtree Street || $200 || $160 || $100
|-
| Miss the Train (go to Rowboat to Soakem Wharf)
|-
| Chance
|-
| Receive Legacy (take $50)
|-
| Market Street || $250 || $200 || $130
|-
| Chestnut Street || $250 || $200 || $130
|-
| Santa Fe Railroad ($60 fare, roll again)
|-
| Fifth Avenue || $300 || $200 || $150
|-
| Chance
|-
| Silver Circle || $300 || $200 || $150
|-
| Union Square || $300 || $200 || $150
|}
{{Monopoly board layout
|Edition = 1932
|Banner = The Fascinating Game of Finance
|corner_1 = '''Go'''<br>(collect $200)
|corner_2 = In Jail/Just Visiting
|corner_3 = Free Parking
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = lime |Space_101 = Wayback<br>$50
|Color_102 = Orange |Space_102 = Community Chest
|Color_103 = lime |Space_103 = Rubeville<br>$50
|Color_104 = Orange |Space_104 = 10% Tariff
|Color_105 = SkyBlue |Space_105 = Pennsylvania Railroad
|Color_106 = Red |Space_106 = Sylvan Dell<br>$70
|Color_107 = Orange |Space_107 = Chance
|Color_108 = Red |Space_108 = Venetian Lagoon<br>$70
|Color_109 = Red |Space_109 = Ye Olde Manor<br>$70
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 =#FA8072 |Space_204 = Boomtown<br>$100
|Color_205 = Yellow |Space_205 = U.G.I.<br>$75
|Color_206 =#FA8072 |Space_206 = Rickety Row<br>$100
|Color_207 =#FA8072 |Space_207 = Easy Street <br>$100
|Color_208 =SkyBlue |Space_208 = New York Central Railroad
|Color_209 = Red |Space_209 = Goldberg Square<br>$110
|Color_210 = Orange |Space_210 = Community Chest
|Color_211 = Red |Space_211 = Epstein Road<br>$110
|Color_212 = Red |Space_212 = Cohen Boulevard<br>$110
|Color_301 = LimeGreen |Space_301 = Maguire<br>$140
|Color_302 = Orange |Space_302 = Chance
|Color_303 = LimeGreen |Space_303 = DeLancey<br>$140
|Color_304 = LimeGreen |Space_304 = O'Leary<br>$140
|Color_305 = SkyBlue |Space_305 = Southern Pacific Railroad
|Color_306 = Red |Space_306 = Main Line<br>$150
|Color_307 = Red |Space_307 = Chevy Chase<br>$150
|Color_308 = Yellow |Space_308 = A.P.& L.
|Color_309 = Red |Space_309 = Grosse Point<br>$150
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Yellow |Space_401 = Commonwealth Avenue<br>$170
|Color_402 = Yellow |Space_402 = Broadway<br>$170
|Color_403 = Orange |Space_403 = Community Chest
|Color_404 = Yellow |Space_404 = Rittenhouse Square<br>$170
|Color_405 = SkyBlue |Space_405 = Santa Fe Railroad
|Color_406 = White |Space_406 = Wall Street<br>$200
|Color_407 = Orange |Space_407 = Chance
|Color_408 = White |Space_408 = LaSalle Street<br>$200
|Color_409 = Orange |Space_409 = $75 Luxury Tax
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
<ref>{{Cite web |url=http://www.adena.com/adena/mo/fn01.htm |title=The Fascinating Game of Finance |author= |date= |work=Who Invented Monopoly? |publisher=adena.com |accessdate=2009-10-28 }}</ref>
==Buying Property and Erecting Houses==
Players may buy any unowned property on the board, or put it up for auction. There are no deeds (as in ''Monopoly''), instead colored markers indicate ownership and a single house is erected. A player may own no more than eight properties on the board at any time. There are no individual monopolies to collect, and players may erect additional houses at any time (up to five), provided they have made one complete circuit of the board. Additional houses double the rent, then redouble, etc. For example, a single house on Goat Alley is $30, two houses is $60, three houses is $120, up to six houses with a $960 rent. Property may not be mortgaged, however houses may be sold back to the bank at half-price, as may the property itself.
==External links==
*{{bgg|2635|''Finance''}}
{{Template:Monopoly}}
==References==
<references/>
[[Category:Economic simulation board games]]
[[Category:Parker Brothers games]]
m1jk20tgleiua94rp41hf3liq25gcea
3957
3956
2009-12-09T23:29:56Z
Kingstonlee
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1 revision
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text/x-wiki
{{Infobox game
| title = The Fascinating Game of Finance<br>Finance<br>Finance and Fortune
| subtitle =
| image_link = <!-- the image name and size in the form [[Image:|size]] -->
| image_caption = <!-- as appropriate--->
| manufacturer = Electronic Laboratories, Inc.
| designer = Elizabeth Magie<br>Dan Lyman
| illustrator =
| publisher = L. S. Ayres & Co.<br>Knapp Electric<br>[[Parker Brothers]]
| date = 1932
| years = 1932-1970's
| players = 2–8
| setup_time = 5–15 minutes
| playing_time = Approximately 1.5–3 hours
| complexity = Medium
| strategy = Medium
| random_chance = High ([[Dice|dice rolling]], card drawing)
| skills = Negotiation, Resource management
| web =
| footnotes =
}}
'''''Finance''''' is a [[board game]] originally released in [[1930s in games|1932]] by Knapp Electric and later reissued by [[Parker Brothers]]. The game, similar to ''[[Monopoly (game)|Monopoly]]'', is based on [[The Landlord's Game]] in the movement of pieces around the board, the use of "Chance" and "Community Chest" cards, properties that can be purchased, and houses that can be erected on them. Unlike ''Monopoly'', there are no "monopolies" (such as Boardwalk and Park Place) on the board and players may erect houses after traveling around the board once. The game also has railroads, however these may not be purchased. The game is actually a predecessor to ''Monopoly''.
==Overview of Game==
The game begins with each player on "Cash Here" and $1925. Properties around the board begin with Goat Alley (purchase price of $150) to Union Square (purchase price of $300), with costs for additional houses and rents also increasing. Players move again on doubles (with no limit on numbers of doubles that may be thrown), and if a player lands on another player, the original player moves back five spaces and pays rent, follows directions, etc. Players may trade properties or sell them back to the bank, but may not mortgage property. If a player is unable to pay, all their property is returned to the bank, and the player is out. The game continues until only one player is left (an alternate rule establishes a time limit and players total up their wealth).
==The Board==
Property squares are yellow. Additional blue squares involve penalties ("Account overdrawn, pay $10"), black squares involve rewards ("Receive legacy, take $50), orange squares are "chance" cards (with both rewards and penalties), and green squares are railroads (each midway between corners) which require a fare and then another dice roll. The four corner squares are "Cash Here" (players collect $200 for landing on or passing), "Rowboat to Soakem Wharf" ($10 fee plus move to the "Sokem Wharf" space which requires another $5, then "go to Carnival"), "Carnival" (free, but another dice roll with even going forward and odds going backwards), and "Missed the Train" (go to Rowboat to Soakem Wharf).
{{Monopoly board layout
|Edition =
|Banner = Finance
|corner_1 = "Cash Here" (players collect $200 for landing on or passing)
|corner_2 = Rowboat to Soakem Wharf (pay $10, move to Soakem Wharf)
|corner_3 = "Carnival" (free, but another dice roll with even going forward and odds going backwards)
|corner_4 = "Missed the Train" (go to Rowboat to Soakem Wharf)
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = Yellow |Space_101 = Goat Alley <br> $150
|Color_102 = Pink |Space_102 = Chance
|Color_103 = Yellow |Space_103 = Central Street <br> $150
|Color_104 = Yellow |Space_104 = Main Street <br> $150
|Color_105 = Green |Space_105 = Boston & Maine Railroad<br> ($40 fare, roll again)
|Color_106 = Yellow |Space_106 = Boomtown <br> $200
|Color_107 = Yellow |Space_107 = Washington Street <br> $200
|Color_108 = SkyBlue |Space_108 = Account Overdrawn <br>(pay $10)
|Color_109 = Yellow |Space_109 = State Street <br> $200
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = Yellow |Space_204 = Lonely Lane <br>$250
|Color_205 = Grey |Space_205 = Tax Rebate <br>(take $70)
|Color_206 = Yellow |Space_206 = Broad Street<br> $250
|Color_207 = Yellow |Space_207 = Wall Street <br>$250
|Color_208 = Green |Space_208 = Union Pacific Railroad <br>($75 fare, roll again)
|Color_209 = Pink |Space_209 = Chance
|Color_210 = Yellow |Space_210 = Hollywood Terrace <br>$300
|Color_211 = Yellow |Space_211 = Soakem Wharf <br>(pay $5, go to Carnival)
|Color_212 = SkyBlue |Space_212 = Take Me Out to the Ball Game <br>(pay $10)
|Color_301 = Grey |Space_301 = Win Sweepstakes<br>(collect 10x dice roll)
|Color_302 = Yellow |Space_302 = Canyon Avenue<br>$250
|Color_303 = Pink |Space_303 = Chance
|Color_304 = Yellow |Space_304 = Rio Grande Street<br>$250
|Color_305 = Green |Space_305 = New York Central Railroad<br>($50 fare, roll again)
|Color_306 = SkyBlue |Space_306 = Gayety Theatre<br>(pay $5 per player)
|Color_307 = Yellow |Space_307 = Flagler Avenue<br>$200
|Color_308 = Pink |Space_308 = Chance
|Color_309 = Yellow |Space_309 = Peachtree Street<br>$200
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Pink |Space_401 = Chance
|Color_402 = Grey |Space_402 = Receive Legacy<br>(take $50)
|Color_403 = Yellow |Space_403 = Market Street<br>$250
|Color_404 = Yellow |Space_404 = Chestnut Street<br>$250
|Color_405 = Green |Space_405 = Santa Fe Railroad<br>($60 fare, roll again)
|Color_406 = Yellow |Space_406 = Fifth Avenue<br>$300
|Color_407 = Pink |Space_407 = Chance
|Color_408 = Yellow |Space_408 = Silver Circle<br>$300
|Color_409 = Yellow |Space_409 = Union Square<br>$300
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
{| border="1"
|+ Finance board spaces
! Property or name !! Purchase price !! Extra house cost !! Rent (1 house)
|-
| Cash Here (collect $200)
|-
| Goat Alley || $150 || $80 || $30
|-
| Chance
|-
| Central Street || $150 || $80 || $30
|-
| Main Street || $150 || $80 || $30
|-
| Boston & Maine Railroad ($40 fare, roll again)
|-
| Boomtown || $200 || $100 || $40
|-
| Washington Street || $200 || $100 || $40
|-
| Account Overdrawn (pay $10)
|-
| State Street || $200 || $100 || $40
|-
| Rowboat to Soakem Wharf (pay $10, move to Soakem Wharf)
|-
| Lonely Lane || $250 || $120 || $30
|-
| Tax Rebate (take $70)
|-
| Broad Street || $250 || $120 || $25
|-
| Wall Street || $250 || $120 || $50
|-
| Union Pacific Railroad ($75 fare, roll again)
|-
| Chance
|-
| Hollywood Terrace || $300 || $140 || $60
|-
| Soakem Wharf (pay $5, go to Carnival)
|-
| Take Me Out to the Ball Game (pay $10)
|-
| Carnival
|-
| Win Sweepstakes (collect 10x dice roll)
|-
| Canyon Avenue || $250 || $150 || $80
|-
| Chance
|-
| Rio Grande Street || $250 || $160 || $80
|-
| New York Central Railroad ($50 fare, roll again)
|-
| Gayety Theatre (pay $5 per player)
|-
| Flagler Avenue || $200 || $160 || $100
|-
| Chance
|-
| Peachtree Street || $200 || $160 || $100
|-
| Miss the Train (go to Rowboat to Soakem Wharf)
|-
| Chance
|-
| Receive Legacy (take $50)
|-
| Market Street || $250 || $200 || $130
|-
| Chestnut Street || $250 || $200 || $130
|-
| Santa Fe Railroad ($60 fare, roll again)
|-
| Fifth Avenue || $300 || $200 || $150
|-
| Chance
|-
| Silver Circle || $300 || $200 || $150
|-
| Union Square || $300 || $200 || $150
|}
{{Monopoly board layout
|Edition = 1932
|Banner = The Fascinating Game of Finance
|corner_1 = '''Go'''<br>(collect $200)
|corner_2 = In Jail/Just Visiting
|corner_3 = Free Parking
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = lime |Space_101 = Wayback<br>$50
|Color_102 = Orange |Space_102 = Community Chest
|Color_103 = lime |Space_103 = Rubeville<br>$50
|Color_104 = Orange |Space_104 = 10% Tariff
|Color_105 = SkyBlue |Space_105 = Pennsylvania Railroad
|Color_106 = Red |Space_106 = Sylvan Dell<br>$70
|Color_107 = Orange |Space_107 = Chance
|Color_108 = Red |Space_108 = Venetian Lagoon<br>$70
|Color_109 = Red |Space_109 = Ye Olde Manor<br>$70
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 =#FA8072 |Space_204 = Boomtown<br>$100
|Color_205 = Yellow |Space_205 = U.G.I.<br>$75
|Color_206 =#FA8072 |Space_206 = Rickety Row<br>$100
|Color_207 =#FA8072 |Space_207 = Easy Street <br>$100
|Color_208 =SkyBlue |Space_208 = New York Central Railroad
|Color_209 = Red |Space_209 = Goldberg Square<br>$110
|Color_210 = Orange |Space_210 = Community Chest
|Color_211 = Red |Space_211 = Epstein Road<br>$110
|Color_212 = Red |Space_212 = Cohen Boulevard<br>$110
|Color_301 = LimeGreen |Space_301 = Maguire<br>$140
|Color_302 = Orange |Space_302 = Chance
|Color_303 = LimeGreen |Space_303 = DeLancey<br>$140
|Color_304 = LimeGreen |Space_304 = O'Leary<br>$140
|Color_305 = SkyBlue |Space_305 = Southern Pacific Railroad
|Color_306 = Red |Space_306 = Main Line<br>$150
|Color_307 = Red |Space_307 = Chevy Chase<br>$150
|Color_308 = Yellow |Space_308 = A.P.& L.
|Color_309 = Red |Space_309 = Grosse Point<br>$150
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Yellow |Space_401 = Commonwealth Avenue<br>$170
|Color_402 = Yellow |Space_402 = Broadway<br>$170
|Color_403 = Orange |Space_403 = Community Chest
|Color_404 = Yellow |Space_404 = Rittenhouse Square<br>$170
|Color_405 = SkyBlue |Space_405 = Santa Fe Railroad
|Color_406 = White |Space_406 = Wall Street<br>$200
|Color_407 = Orange |Space_407 = Chance
|Color_408 = White |Space_408 = LaSalle Street<br>$200
|Color_409 = Orange |Space_409 = $75 Luxury Tax
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
<ref>{{Cite web |url=http://www.adena.com/adena/mo/fn01.htm |title=The Fascinating Game of Finance |author= |date= |work=Who Invented Monopoly? |publisher=adena.com |accessdate=2009-10-28 }}</ref>
==Buying Property and Erecting Houses==
Players may buy any unowned property on the board, or put it up for auction. There are no deeds (as in ''Monopoly''), instead colored markers indicate ownership and a single house is erected. A player may own no more than eight properties on the board at any time. There are no individual monopolies to collect, and players may erect additional houses at any time (up to five), provided they have made one complete circuit of the board. Additional houses double the rent, then redouble, etc. For example, a single house on Goat Alley is $30, two houses is $60, three houses is $120, up to six houses with a $960 rent. Property may not be mortgaged, however houses may be sold back to the bank at half-price, as may the property itself.
==External links==
*{{bgg|2635|''Finance''}}
{{Template:Monopoly}}
==References==
<references/>
[[Category:Economic simulation board games]]
[[Category:Parker Brothers games]]
m1jk20tgleiua94rp41hf3liq25gcea
Flibbix
0
2131
4094
2009-09-03T16:29:16Z
Tassedethe
1616677
Removed category [[:Category:Gaming Systems|Gaming Systems]] (using [[WP:HOTCAT|HotCat]])
4094
wikitext
text/x-wiki
'''Flibbix''' is a dynamic [[board game]] by [[Merillian]] for two to five players, in which players build their own game board using magnetic game board tiles, check off custom rules on a "Make your own Rules" sheet, and then play.
Because the game board and rules can be changed before and during each game, players have a large number of board game designs and rule set options that significantly affect how their game will play. The tiles are reusable and the game comes with multiple rule sheets, so it is possible to play the game repeatedly, each time with a different game board and different set of rules. Players can choose to use all, or just some, of the included cards, so game play can be further customized by the players' choice of cards. <ref>[http://www.merillian.com/flibbix.html Merillian Flibbix Page]</ref>
==Contents==
Flibbix comes with 45 magnetic game board tiles, 40 cards, five game pieces, 50 double-sided rule sheets, one six-sided die, one pencil, quickstart sheet, and a game guide.
==Building a Game Board==
Flibbix tiles have embedded magnets which allow them to connect together in almost any design or order that the players choose. Each tile has sides with positive and negative polarity (the red and green sides of each tile), so that players are given a visual indicator of how tiles should connect to each other. Each tile is double sided and there is frequently a significance between the pairing of each side of a specific tile. For example, an "Extra Turn" tile has "Lose a Turn" on the opposite side. "Move Ahead 5" has "Go Back 5" on the opposite side. A "Right Turn" changes to "Left Turn" on the opposite side.
Because game board tiles can be connected in almost any order, players can build game boards that vary the look and play of each game dramatically. A game board can be in the shape of a letter, a straight line, or zig zag.<ref>[http://www.merillian.com/boardblender.html Merillian Board Blender Page]</ref> In addition to changing the aesthetic look of a game board, building the game board allows players to significantly alter the way the game plays. For example, if a "Jump to Green Space" tile is placed in the middle of the game, and a "Green Space" tile is placed at the end of the game path, landing on "Jump to Green" would be advantageous to the player who lands on that tile. On the other hand, if the "Green Space" tile were placed at the beginning of the game board, players would try to avoid landing on the "Jump to Green" tile. Likewise, if players choose to populate their board game exclusively with tiles that send players back in the game, or cause players to lose turns, it will play differently than if they chose to also use tiles which move players ahead, or give players extra turns.
The most basic method of creating a game board is for players to collaborate and build a game board together. However, there are other building methods including "Draw a Tile" and "Roll a Tile" that make game board creation more competitive and/or more random in nature. Some of these are specified in the Game Guide which comes with the game, but players could also devise their own method of building a game board using the game's tiles.{{cite book |title= [[Flibbix Game Guide]] |publisher= [[Merillian]] |year= 2008 |month= May |pages=11-12 }}
==Making Board Game Rules==
Before playing, players choose rules on a "Make your own Rules" sheet, included with the game. Many of the rules are check-off options which affect game play elements such as which player goes first, or whether an exact roll is required to land on the "Finish" tile. Players can also define what happens when someone lands on "Custom Tile" or draws a "Custom Card." When a player lands on a "Custom Tile" during play, they must perform the action specified on the "Custom Tile" section of the "Make your own Rules" sheet. This can be a directly game-related action such as "Move Back 5" or a more socially-focused action, such as "Sing a song as off key as possible and get an extra turn."
Rules are generally created by, or at least agreed to, by all players before playing the game. However, if a player draws the "Break a Rule" card during the game, they are allowed to change one game rule on the rule sheet.<ref>[http://www.merillian.com/ruleroundup.html Merillian Rule Roundup Page]</ref>
==Playing the Game==
The goal of the game is to be the first person to progress through the game path and get to the "Finish" tile. Players roll the die on their turn, and move the number of spaces that they rolled. However, their move may be modified by a card/tile that they have already drawn or landed on, a card or tile drawn/landed on by another player, by landing on the same space as another player, by their custom rules, or by the tile that their roll specifies they land on. Players perform the "action" on a tile when they land on it, and follow the rules defined on their rule sheet.
However, during game play, the game board is dynamic and may change in a number of ways. If a player lands on a "Tile Swap" tile, that player can choose to swap the location of any two unoccupied tiles on the board, with the exception of the "Start" or "Finish" tiles. In doing so, players can try to change the game board to their advantage by moving a tile ahead of them that they wish to land on, or moving a tile in front of another player that they wish the other player to land on. If a player lands on a "Tile Flip" tile, they may choose to flip over any tile on the game board that is unoccupied, as long as it doesn't interrupt the path of the game (such as by turning over a turn tile to break the game path). In doing so, a player can turn over a "Lose a Turn" to expose "Extra Turn," for example, and try to increase their chance of gaining an extra turn instead of losing a turn. Cards that players draw can affect the game board as well. For example, a "Swap & Flip Start & Finish" card tells users to swap the "Start and Finish" tiles. After this, game play suddenly goes backwards and the player who was last is now leading the game. {{cite book |title= [Flibbix How to Play Sheet] |publisher= [[Merillian]] |year= 2008 |month= May }}
==Game Cards==
Flibbix game cards are drawn whenever a player lands on a "Draw Card" tile. The "Make your own Rules" sheet can also specify that users draw a card when they roll a special number, such as one (1). Cards are designated in three categories:
*"Play Now" must be played immediately
*"Play Next Turn" must be played on the player's next turn
*"Play Whenever" can be played at any time the player chooses.
A Flibbix card can:
*Modify a user's turn (such as a "Fast Lane" card that doubles a player's roll)
*Change the player's position on the board (such as "Switch with Opponent" or "Move Back 5")
*Change the game board (such as "Tile Flip" which allows a player to flip over a tile)
*Offer safety or protection from a card, tile, or rule
*Be a social card which encourages players to interact with each other in some way
==Game Scale and Style==
Because the game can be customized by players, the game focus and play style varies dramatically depending on the rules, cards, and tiles chosen. A short game board could be created that uses no cards, and has simple rules, for a simple Roll-and-Move style game. This could be played by young children. Conversely, with complex rules and a more elaborate board and cards, the game could be customized to be more entertaining or challenging for adults. Game cards and tiles include elements from a number of game categories such as Party or Family Games ("Three of a Kind," "Number Favorites," or "Rhyme Master" cards), Games of Physical Skill ("Human Spinner" card), and Strategy (game board building and modification choices).
==Awards==
*'''Seal of Approval Award''' from ''The National Parenting Center''<ref>[http://www.tnpc.com/search/tnpcarticle2.asp?rec=5967 National Parenting Center Gives Flibbix Seal of Approval]</ref>
*'''NAPPA Gold Award''' from ''Dominion Parenting Media''<ref>[http://www.merillian.com/press.html Flibbix Wins NAPPA Gold Award]</ref>
*'''Parents' Choice Silver Honor Award Winner''' from ''Parents' Choice''<ref>[http://www.parents-choice.org/product.cfm?product_id=25036&StepNum=1&award=aw Flibbix Wins Parents' Choice Award]</ref>
*'''Mom's Best Award''' from the ''Mom's Best Network''<ref>[http://www.momsbestnetwork.com/flibbix.html Mom's Best Network give Flibbix Mom's Best Award]</ref>
*'''2008 Preferred Choice Award''' and listed as a finalist for '''Toy of the Year''' by ''Creative Child Magazine''<ref>[http://www.merillian.com/press.html Merillian Press Page]</ref>
* '''TDmonthly Innovations 2008 Award''' from ''Toy Directory Monthly'' Magazine<ref>[http://www.playzak.com/article.asp?id=3343 Toy Directory Monthly gives Flibbix Innovations 2008 Award]</ref>
*Listed as one of the Top 10 Games at [[American International Toy Fair]] '08 Game Zone<ref>[http://www.toydirectory.com/monthly/article.asp?id=3028 TD Monthly's Top 10: Game Zone List]</ref>
==Flibbix Puzzler==
[[Merillian]] also released an [[iPhone]]-optimized web game titled "Flibbix Puzzler" with artwork based on the Flibbix [[board game]]. Game play is very different from the Flibbix board game, but is titled similarly since it uses Flibbix board game illustrations as elements of the web game. <ref>[http://www.apple.com/webapps/games/flibbixpuzzlerforiphone.html Flibbix Puzzler]</ref>
==References==
{{Reflist}}
==External links==
{{sisterlinks}}
*[http://www.merillian.com/ Merillian] official website
*[http://www.merillian.com/flibbix.html Flibbix] product page
*[http://www.washingtonpost.com/wp-dyn/content/article/2008/02/29/AR2008022902719.html Washington Post] Flibbix Highlight
*[http://www.merillian.com/boardblender.html Flibbix Board Blender] Game board design examples
*[http://www.merillian.com/ruleroundup.html Flibbix Rule Roundup] Custom rule examples
[[Category:Roll-and-move board games]]
[[Category:Children's board games]]
[[Category:Games of physical skill]]
[[Category:2008 introductions]]
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'''Flibbix''' is a dynamic [[board game]] by [[Merillian]] for two to five players, in which players build their own game board using magnetic game board tiles, check off custom rules on a "Make your own Rules" sheet, and then play.
Because the game board and rules can be changed before and during each game, players have a large number of board game designs and rule set options that significantly affect how their game will play. The tiles are reusable and the game comes with multiple rule sheets, so it is possible to play the game repeatedly, each time with a different game board and different set of rules. Players can choose to use all, or just some, of the included cards, so game play can be further customized by the players' choice of cards. <ref>[http://www.merillian.com/flibbix.html Merillian Flibbix Page]</ref>
==Contents==
Flibbix comes with 45 magnetic game board tiles, 40 cards, five game pieces, 50 double-sided rule sheets, one six-sided die, one pencil, quickstart sheet, and a game guide.
==Building a Game Board==
Flibbix tiles have embedded magnets which allow them to connect together in almost any design or order that the players choose. Each tile has sides with positive and negative polarity (the red and green sides of each tile), so that players are given a visual indicator of how tiles should connect to each other. Each tile is double sided and there is frequently a significance between the pairing of each side of a specific tile. For example, an "Extra Turn" tile has "Lose a Turn" on the opposite side. "Move Ahead 5" has "Go Back 5" on the opposite side. A "Right Turn" changes to "Left Turn" on the opposite side.
Because game board tiles can be connected in almost any order, players can build game boards that vary the look and play of each game dramatically. A game board can be in the shape of a letter, a straight line, or zig zag.<ref>[http://www.merillian.com/boardblender.html Merillian Board Blender Page]</ref> In addition to changing the aesthetic look of a game board, building the game board allows players to significantly alter the way the game plays. For example, if a "Jump to Green Space" tile is placed in the middle of the game, and a "Green Space" tile is placed at the end of the game path, landing on "Jump to Green" would be advantageous to the player who lands on that tile. On the other hand, if the "Green Space" tile were placed at the beginning of the game board, players would try to avoid landing on the "Jump to Green" tile. Likewise, if players choose to populate their board game exclusively with tiles that send players back in the game, or cause players to lose turns, it will play differently than if they chose to also use tiles which move players ahead, or give players extra turns.
The most basic method of creating a game board is for players to collaborate and build a game board together. However, there are other building methods including "Draw a Tile" and "Roll a Tile" that make game board creation more competitive and/or more random in nature. Some of these are specified in the Game Guide which comes with the game, but players could also devise their own method of building a game board using the game's tiles.{{cite book |title= [[Flibbix Game Guide]] |publisher= [[Merillian]] |year= 2008 |month= May |pages=11-12 }}
==Making Board Game Rules==
Before playing, players choose rules on a "Make your own Rules" sheet, included with the game. Many of the rules are check-off options which affect game play elements such as which player goes first, or whether an exact roll is required to land on the "Finish" tile. Players can also define what happens when someone lands on "Custom Tile" or draws a "Custom Card." When a player lands on a "Custom Tile" during play, they must perform the action specified on the "Custom Tile" section of the "Make your own Rules" sheet. This can be a directly game-related action such as "Move Back 5" or a more socially-focused action, such as "Sing a song as off key as possible and get an extra turn."
Rules are generally created by, or at least agreed to, by all players before playing the game. However, if a player draws the "Break a Rule" card during the game, they are allowed to change one game rule on the rule sheet.<ref>[http://www.merillian.com/ruleroundup.html Merillian Rule Roundup Page]</ref>
==Playing the Game==
The goal of the game is to be the first person to progress through the game path and get to the "Finish" tile. Players roll the die on their turn, and move the number of spaces that they rolled. However, their move may be modified by a card/tile that they have already drawn or landed on, a card or tile drawn/landed on by another player, by landing on the same space as another player, by their custom rules, or by the tile that their roll specifies they land on. Players perform the "action" on a tile when they land on it, and follow the rules defined on their rule sheet.
However, during game play, the game board is dynamic and may change in a number of ways. If a player lands on a "Tile Swap" tile, that player can choose to swap the location of any two unoccupied tiles on the board, with the exception of the "Start" or "Finish" tiles. In doing so, players can try to change the game board to their advantage by moving a tile ahead of them that they wish to land on, or moving a tile in front of another player that they wish the other player to land on. If a player lands on a "Tile Flip" tile, they may choose to flip over any tile on the game board that is unoccupied, as long as it doesn't interrupt the path of the game (such as by turning over a turn tile to break the game path). In doing so, a player can turn over a "Lose a Turn" to expose "Extra Turn," for example, and try to increase their chance of gaining an extra turn instead of losing a turn. Cards that players draw can affect the game board as well. For example, a "Swap & Flip Start & Finish" card tells users to swap the "Start and Finish" tiles. After this, game play suddenly goes backwards and the player who was last is now leading the game. {{cite book |title= [Flibbix How to Play Sheet] |publisher= [[Merillian]] |year= 2008 |month= May }}
==Game Cards==
Flibbix game cards are drawn whenever a player lands on a "Draw Card" tile. The "Make your own Rules" sheet can also specify that users draw a card when they roll a special number, such as one (1). Cards are designated in three categories:
*"Play Now" must be played immediately
*"Play Next Turn" must be played on the player's next turn
*"Play Whenever" can be played at any time the player chooses.
A Flibbix card can:
*Modify a user's turn (such as a "Fast Lane" card that doubles a player's roll)
*Change the player's position on the board (such as "Switch with Opponent" or "Move Back 5")
*Change the game board (such as "Tile Flip" which allows a player to flip over a tile)
*Offer safety or protection from a card, tile, or rule
*Be a social card which encourages players to interact with each other in some way
==Game Scale and Style==
Because the game can be customized by players, the game focus and play style varies dramatically depending on the rules, cards, and tiles chosen. A short game board could be created that uses no cards, and has simple rules, for a simple Roll-and-Move style game. This could be played by young children. Conversely, with complex rules and a more elaborate board and cards, the game could be customized to be more entertaining or challenging for adults. Game cards and tiles include elements from a number of game categories such as Party or Family Games ("Three of a Kind," "Number Favorites," or "Rhyme Master" cards), Games of Physical Skill ("Human Spinner" card), and Strategy (game board building and modification choices).
==Awards==
*'''Seal of Approval Award''' from ''The National Parenting Center''<ref>[http://www.tnpc.com/search/tnpcarticle2.asp?rec=5967 National Parenting Center Gives Flibbix Seal of Approval]</ref>
*'''NAPPA Gold Award''' from ''Dominion Parenting Media''<ref>[http://www.merillian.com/press.html Flibbix Wins NAPPA Gold Award]</ref>
*'''Parents' Choice Silver Honor Award Winner''' from ''Parents' Choice''<ref>[http://www.parents-choice.org/product.cfm?product_id=25036&StepNum=1&award=aw Flibbix Wins Parents' Choice Award]</ref>
*'''Mom's Best Award''' from the ''Mom's Best Network''<ref>[http://www.momsbestnetwork.com/flibbix.html Mom's Best Network give Flibbix Mom's Best Award]</ref>
*'''2008 Preferred Choice Award''' and listed as a finalist for '''Toy of the Year''' by ''Creative Child Magazine''<ref>[http://www.merillian.com/press.html Merillian Press Page]</ref>
* '''TDmonthly Innovations 2008 Award''' from ''Toy Directory Monthly'' Magazine<ref>[http://www.playzak.com/article.asp?id=3343 Toy Directory Monthly gives Flibbix Innovations 2008 Award]</ref>
*Listed as one of the Top 10 Games at [[American International Toy Fair]] '08 Game Zone<ref>[http://www.toydirectory.com/monthly/article.asp?id=3028 TD Monthly's Top 10: Game Zone List]</ref>
==Flibbix Puzzler==
[[Merillian]] also released an [[iPhone]]-optimized web game titled "Flibbix Puzzler" with artwork based on the Flibbix [[board game]]. Game play is very different from the Flibbix board game, but is titled similarly since it uses Flibbix board game illustrations as elements of the web game. <ref>[http://www.apple.com/webapps/games/flibbixpuzzlerforiphone.html Flibbix Puzzler]</ref>
==References==
{{Reflist}}
==External links==
{{sisterlinks}}
*[http://www.merillian.com/ Merillian] official website
*[http://www.merillian.com/flibbix.html Flibbix] product page
*[http://www.washingtonpost.com/wp-dyn/content/article/2008/02/29/AR2008022902719.html Washington Post] Flibbix Highlight
*[http://www.merillian.com/boardblender.html Flibbix Board Blender] Game board design examples
*[http://www.merillian.com/ruleroundup.html Flibbix Rule Roundup] Custom rule examples
[[Category:Roll-and-move board games]]
[[Category:Children's board games]]
[[Category:Games of physical skill]]
[[Category:2008 introductions]]
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Flinch (card game)
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[[File:Flinch (card game) (109791848).jpg|thumb|The game of Flinch.]]
'''Flinch''' is a [[card game]], played with a custom deck, invented in 1901 by A.J. Patterson. This deck has 150 cards, consisting of ten sets numbered from one to fifteen. Some variations use a 144-card deck. It is based on "[[Spite and Malice]]".
==Rules of play==
In this description, masculine pronouns are used for convenience only.
* The cards are dealt face down.
* The first player turns over his top card and if it is a one it is put in the middle of the table; if it is not a one it is put face up so that everyone can see it. The second player takes his top card, and again if it is not a one it is put face up; and so forth for the rest of the players.
* The first player goes again: if his face-up card happens to be a two it can be placed in the middle, on top of the one; or, if the face-up card is either one more or one less than another player's face-up card, that card can be placed on top of the other player's card. For example, if the first player's face-up card is a seven, it can be placed on another player's six or eight. If the player is able to get rid of his face-up card in one of these ways, he turns up his next card and attempts to discard it using the same methods. He continues until he is unable to discard any more cards. Play then continues with the next player.
* Note that cards may be placed in the middle only in ascending order, starting at one and continuing to fifteen, whereas cards may be placed on other players' cards in either ascending or descending order.
* The object of the game is to get rid of all one's cards.
* If the current player's turned-up card could be discarded, but the player fails to notice this, other players may yell "Flinch!".
==External links==
*[http://www.centralconnector.com/GAMES/FLINCH.htm A Parker Brothers version of the Flinch rules]
*{{bgg|2294|''Flinch''}}
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[Category:Parker Brothers games]]
[[Category:Winning Moves games]]
{{card-game-stub}}
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[[File:Flinch (card game) (109791848).jpg|thumb|The game of Flinch.]]
'''Flinch''' is a [[card game]], played with a custom deck, invented in 1901 by A.J. Patterson. This deck has 150 cards, consisting of ten sets numbered from one to fifteen. Some variations use a 144-card deck. It is based on "[[Spite and Malice]]".
==Rules of play==
In this description, masculine pronouns are used for convenience only.
* The cards are dealt face down.
* The first player turns over his top card and if it is a one it is put in the middle of the table; if it is not a one it is put face up so that everyone can see it. The second player takes his top card, and again if it is not a one it is put face up; and so forth for the rest of the players.
* The first player goes again: if his face-up card happens to be a two it can be placed in the middle, on top of the one; or, if the face-up card is either one more or one less than another player's face-up card, that card can be placed on top of the other player's card. For example, if the first player's face-up card is a seven, it can be placed on another player's six or eight. If the player is able to get rid of his face-up card in one of these ways, he turns up his next card and attempts to discard it using the same methods. He continues until he is unable to discard any more cards. Play then continues with the next player.
* Note that cards may be placed in the middle only in ascending order, starting at one and continuing to fifteen, whereas cards may be placed on other players' cards in either ascending or descending order.
* The object of the game is to get rid of all one's cards.
* If the current player's turned-up card could be discarded, but the player fails to notice this, other players may yell "Flinch!".
==External links==
*[http://www.centralconnector.com/GAMES/FLINCH.htm A Parker Brothers version of the Flinch rules]
*{{bgg|2294|''Flinch''}}
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[Category:Parker Brothers games]]
[[Category:Winning Moves games]]
{{card-game-stub}}
lm2s3p6rqvcxu2taei6eb1sx1kizpfh
Fluxx
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{{Infobox Game
| subject_name = Fluxx
| image_link = [[Image:FluxxEN-DE-FU.jpg|250px|Fluxx]]
| image_caption = Comparison of cards from English and German versions.
| players = 2–6
| ages = 8 and up
| setup_time = 1 minute
| playing_time = 20 minutes on average, varying greatly
| complexity = Low
| strategy = Medium
| random_chance = High
| skills = Adaptability, Humor
| bggid = 258
| bggxrefs = t
}}
'''''Fluxx''''' is a [[card game]], played with a specially-designed deck. It is different from most other card games, in that the rules and the conditions for winning are altered throughout the game, via cards played by the players.
==History==
''Fluxx'' was created by [[Andrew Looney]] and first published by [[Looney Labs]] in 1996. The game was successful and was licensed a year later to [[Iron Crown Enterprises]] (ICE) for wider distribution. ICE went bankrupt two years later and Looney Labs has resumed publication and distribution. Looney Labs produced a revised version of the original game in 2002. [[Amigo Spiele]], a [[Germany|German]] game company, licensed a [[German language]] version of ''Fluxx'' in 2003. Similarly, [[Hobby Japan]] licensed a [[Japanese language]] version in 2005.
==Rules and gameplay==
The game starts out with just two basic rules, presented on a card placed in the play area at the start of the game: each player draws one card, and plays one card during his turn.
In addition to this ''Basic Rules'' card, there are four types of cards in the core game, ''New Rule'', ''Action, Keeper'', and ''Goal'' cards:
* '''New Rule''' cards can be played to change the rules or add other rules. Examples are ''Draw 2'', ''Play 3'', ''Reverse Order'' or even ''Inflation'' (formerly ''X=X+1''), which increases numerals on other cards played (so ''Draw 2'' becomes ''Draw 3''). In versions 2.0 and 2.1 of the game there is also a card ''Final Card Random''. When this rule is in effect, players must allow an adjacent player to choose the last card played on each turn. Since version 3.0, there is a similar card, ''First Play Random''. (''Final Card Random'' is now one of many orderable "promo cards".)<ref>[http://www.wunderland.com/LooneyLabs/PromoCards/Index.html The Official Guide to Looney Labs Promo Cards<!-- Bot generated title -->]</ref>
* '''Action''' cards, which allow the player to do one-time things like steal cards or eliminate rules. Examples are ''Draw 2 and use 'em'', ''Jackpot!'' to draw three cards instantly, ''Let's Do That Again'', allowing the player to search the trash pile and replay a card, and ''Rules Reset'', which removes all new rules in play.
* '''Keeper''' cards, which are used to meet the goals below. Examples are ''Bread'', ''Dreams'', or ''Peace''.
* '''Goal''' cards, which define what is required to win. Most goals require pairs of keeper cards, for example ''Appliances'' requires the ''Toaster'' and ''Television'' keepers, and ''Squishy Chocolate'' requires ''Chocolate'' and ''The Sun''. A few goals are different, for example ''Brain (no TV)'', ''All You Need Is Love'', and ''10 Cards In Hand''. In standard play, only one Goal can be in play at a time (though the New Rule Card ''Double Agenda'' allows two Goals to be in play at once, with a win being made by satisfying EITHER Goal's requirements).
* '''Creeper''' cards are included in version 4.0, the ''Zombie Fluxx'' and ''Monty Python Fluxx'' variants, and as certain promotional cards. When a Creeper card is drawn, it is immediately played and a replacement is drawn. Creeper cards don't count towards the per-turn limits. These include assorted zombies in ''Zombie Fluxx'', as well as the promotional ''Radioactive Potato''. Certain cards that WERE Keepers in previous versions of FLUXX are now Creepers, such as ''Death'' and ''War''.
* '''Meta''' cards, included in version 4.0, are a hybrid between a New Rule card and a Basic Rules card, as these cards both define rules in the game but are permanent and apply throughout the entire game. The company compares Meta cards to "house rules". Their playing is agreed upon by all players before the game starts and last until it ends.<ref>[http://www.wunderland.com/WhatsOld/2008/WN.08.28.08.html The Wunderland Bi-Weekly News for 8/28/8]</ref>
''Fluxx Blanxx'' are semi-blank cards used to create custom cards to change gameplay further, and are sold in packs of five. Older ''Fluxx Blanxx'' booster packs included one booster card for ''[[Chrononauts]]'' (titled ''[[Beatles]] Reunion Album''), a cover card, and a "microcatalog" card advertising other [[Looney Labs]] products. Current packs include only the cover card, but also include a new ''Creeper'' blank card in addition to one each of the other four card types.
The most recent edition of ''Fluxx'', version 4.0, contains 100 cards, as compared to 84 cards in version 3.1 and 81 in the promotional deck.
==Card sets==
===Expansions===
Several expansions have been produced, including:
* ''Flowers and Fluxx'' (a gift set with a "bouquet" of six plush "Happy Flowers", a ''Fluxx'' 3.0 deck and an exclusive "Flowers" promo Keeper card)
* ''Fluxx Blanxx'', a set of blank cards for creating one's own custom additions (see above).
* ''Jewish Fluxx'' Expansion Cards (a 7-card set adding Judaica elements to the gameplay, such as the ''[[Torah]]'' and ''[[Candles]]'')
* ''Christian Fluxx'' Expansion Cards (a 7-card set adding Christian elements to gameplay such as the ''[[Holy Bible]]'' and The ''[[Cross]]'')
===Versions===
[[Image:Fluxx-2009.jpg|thumb|right|Fluxx 3.1 cards look similar to earlier versions.]]
* Fluxx 0.5 (prototype)
* Fluxx 1.0 (first released version; monochrome, poker-sized cards)
* Fluxx 2.0 (new card layout, use of color, bridge-sized cards)
* Fluxx 2.1 (reprint of 2.0 with minor changes)
* Fluxx 3.0 (many cards removed and added, to improve balance)
* Fluxx 3.1 (two cards removed, one card added)
* Fluxx 4.0 (card number increased to 100, all color, introduction of Meta rule and creepers)
===Variants===
There are also versions of ''Fluxx'' that have been released using entirely different sets of cards while playing by the same style of rules.
* ''Stoner Fluxx'' (Technically ''Fluxx'' 4.20{{Fact|date=January 2009}}.)
* ''EcoFluxx'' (Adapts the game to ecological concerns.)
* ''Family Fluxx'' (Initially solicited as ''Fluxx Jr.''; a full-color "family friendly" edition.)
* ''Zombie Fluxx'' (Adapts the game to a zombie theme; introduces "Creeper" cards. Art by [[Derek Ring]].)
* ''Monty Python Fluxx'' (Released October 2008; mostly themed after ''[[Monty Python and the Holy Grail]]'', with selected elements from the ''[[Monty Python's Flying Circus]]'' TV series<ref name=autogenerated1>[http://www.wunderland.com/WhatsOld/2008/WN.05.01.08.html The Wunderland Bi-Weekly News for 5/1/8<!-- Bot generated title -->]</ref>.)
* ''Martian Fluxx'' (Released September 2009. <ref>[http://www.looneylabs.com/WhatsOld/2009/LN.09.25.09.html]</ref>)
''EcoFluxx'', ''Family Fluxx'', ''Zombie Fluxx'' and ''Monty Python Fluxx'' can be combined with each other and/or one of the 2.x editions, 3.x editions, or the current 4.0 edition of regular ''Fluxx'' to make a "Mega-Fluxx" game (as all these versions have the same card back style).
''Stoner Fluxx'' was produced in 2003 and had the same rules as the original but with a [[cannabis (drug)|marijuana]]-based theme. The card backs on the game list it as "Stoner Fluxx" to differentiate it from the rest of the ''Fluxx'' variants they market (although functionally, the game could still be combined with any of the other variants). The company donates a portion of the sales to groups advocating marijuana [[legalization]], almost $15,000 to date.{{Fact|date=September 2007}} Even though there was no significant controversy over the game, the company has decided on some changes for the release of the game's second printing.
The initial run of ''Stoner Fluxx'' cards is sold out, save for a few decks which periodically show up on [[eBay]]. According to [http://wunderland.com/LooneyLabs/StonerFluxx/Default.html Looney Labs official site for the game], a second printing is planned; however, it will be made under a new imprint for adult games called '''''Fully Baked Ideas''''' (aka ''FBI''), so as to fully separate the marketing efforts for ''Stoner Fluxx'' and other future "adult-themed" games from the rest of their product line. To date, ''FBI'' have plans for another ''Fluxx'' variant tentatively called ''Drinking Fluxx''.<ref>[http://boardgamegeek.com/boardgamepublisher/10599 BoardGameGeek entry on Fully Baked Ideas]</ref>
===Languages===
* ''Fluxx Español'' (Spanish Language edition with some new Hispanic-centric cards)
* [[German language|German]] ''Fluxx''
* [[Japanese language|Japanese]] ''Fluxx''
* [[Dutch language|Dutch]] ''Fluxx''
[[German language|German]], [[Dutch language|Dutch]] and [[Japanese language|Japanese]] ''Fluxx'' contain new art and graphic designs (but identical gameplay). The German version has the same card mix as ''Fluxx'' 3.0, plus the "Hide Keepers"-related cards from Fluxx 2.0. The Dutch version is identical to the German version, except with localized text. The Japanese version has the same card mix as ''Fluxx ''3.1, plus the "Go Fish" card from Fluxx 3.0.
===Promotional cards===
Looney Labs gives away promotional cards related to ''Fluxx'' at conventions such as [[GenCon]] and [[Origins Game Fair|Origins]]. They have given away cards such as Composting and Jackpot which later appeared in different versions of ''Fluxx''; ''EcoFluxx'' and ''Family Fluxx'' respectively. They have also given away promo cards for [[Christmas]] to members of their online mailing list and in ''[[High Times]]'' Magazine. Mad Lab Rabbits, voluntary scouts for Looney Labs, give away promo cards to people interested in the game.
In addition, there are certain cards that can only be obtained by purchasing other items, such as the above-mentioned "Flowers" card in the ''Fluxx & Flowers'' set, or the "Pandora's Box" card available with the ''Pandora's Fluxx Boxx'' card storage cases.
Recently, Looney Labs has made many of these promotional and exclusive cards available for individual sale, where they aren't out of print. The list of available cards can be found [http://www.wunderland.com/LooneyLabs/PromoCards/Index.html at their web site].
===Online===
''Fluxx'' was also available to be played online via the [[CCG Workshop]], using the [[gatlingEngine]] to adjudicate most of its rules automatically. However, CCG Workshop is no longer operating. <ref>http://209.85.173.132/search?q=cache:WL9fglCtTwMJ:www.boardgamegeek.com/wiki/page/CCG_Workshop+ccg+workshop&hl=en&ct=clnk&cd=1&gl=us</ref>
==See also==
* [[List of games with mutable rules]]
* [[1000 Blank White Cards]]
* ''[[Dvorak (game)|Dvorak]]''
* ''[[Nomic]]''
* ''[[Aquarius (game)|Aquarius]]''
* ''[[Chrononauts]]''
* ''[[Treehouse (game) |Treehouse]] and ''[[Icehouse (game) |Icehouse]]''
* ''[[Mao (game)|Mao]]'', another card game with changing rules
* [[Looney Labs]]
==References==
<references />
==External links==
* [http://www.wunderland.com/LooneyLabs/Fluxx/Default.html Official ''Fluxx'' homepage]
* [http://www.youtube.com/watch?v=SuGynyj6D-c The designer explains the Hand Limit rules]
* [http://www.fully-baked-ideas.com/ Official Site for ''Fully Baked Ideas'', publishers of ''Stoner Fluxx'']
[[Category:Dedicated deck card games]]
[[Category:Mensa Select winners]]
[[Category:Andrew Looney games]]
[[Category:Amigo Spiele games]]
[[de:Fluxx]]
[[ja:フラックス (ゲーム)]]
[[no:Fluxx]]
[[pt:Fluxx]]
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{{Infobox Game
| subject_name = Fluxx
| image_link = [[Image:FluxxEN-DE-FU.jpg|250px|Fluxx]]
| image_caption = Comparison of cards from English and German versions.
| players = 2–6
| ages = 8 and up
| setup_time = 1 minute
| playing_time = 20 minutes on average, varying greatly
| complexity = Low
| strategy = Medium
| random_chance = High
| skills = Adaptability, Humor
| bggid = 258
| bggxrefs = t
}}
'''''Fluxx''''' is a [[card game]], played with a specially-designed deck. It is different from most other card games, in that the rules and the conditions for winning are altered throughout the game, via cards played by the players.
==History==
''Fluxx'' was created by [[Andrew Looney]] and first published by [[Looney Labs]] in 1996. The game was successful and was licensed a year later to [[Iron Crown Enterprises]] (ICE) for wider distribution. ICE went bankrupt two years later and Looney Labs has resumed publication and distribution. Looney Labs produced a revised version of the original game in 2002. [[Amigo Spiele]], a [[Germany|German]] game company, licensed a [[German language]] version of ''Fluxx'' in 2003. Similarly, [[Hobby Japan]] licensed a [[Japanese language]] version in 2005.
==Rules and gameplay==
The game starts out with just two basic rules, presented on a card placed in the play area at the start of the game: each player draws one card, and plays one card during his turn.
In addition to this ''Basic Rules'' card, there are four types of cards in the core game, ''New Rule'', ''Action, Keeper'', and ''Goal'' cards:
* '''New Rule''' cards can be played to change the rules or add other rules. Examples are ''Draw 2'', ''Play 3'', ''Reverse Order'' or even ''Inflation'' (formerly ''X=X+1''), which increases numerals on other cards played (so ''Draw 2'' becomes ''Draw 3''). In versions 2.0 and 2.1 of the game there is also a card ''Final Card Random''. When this rule is in effect, players must allow an adjacent player to choose the last card played on each turn. Since version 3.0, there is a similar card, ''First Play Random''. (''Final Card Random'' is now one of many orderable "promo cards".)<ref>[http://www.wunderland.com/LooneyLabs/PromoCards/Index.html The Official Guide to Looney Labs Promo Cards<!-- Bot generated title -->]</ref>
* '''Action''' cards, which allow the player to do one-time things like steal cards or eliminate rules. Examples are ''Draw 2 and use 'em'', ''Jackpot!'' to draw three cards instantly, ''Let's Do That Again'', allowing the player to search the trash pile and replay a card, and ''Rules Reset'', which removes all new rules in play.
* '''Keeper''' cards, which are used to meet the goals below. Examples are ''Bread'', ''Dreams'', or ''Peace''.
* '''Goal''' cards, which define what is required to win. Most goals require pairs of keeper cards, for example ''Appliances'' requires the ''Toaster'' and ''Television'' keepers, and ''Squishy Chocolate'' requires ''Chocolate'' and ''The Sun''. A few goals are different, for example ''Brain (no TV)'', ''All You Need Is Love'', and ''10 Cards In Hand''. In standard play, only one Goal can be in play at a time (though the New Rule Card ''Double Agenda'' allows two Goals to be in play at once, with a win being made by satisfying EITHER Goal's requirements).
* '''Creeper''' cards are included in version 4.0, the ''Zombie Fluxx'' and ''Monty Python Fluxx'' variants, and as certain promotional cards. When a Creeper card is drawn, it is immediately played and a replacement is drawn. Creeper cards don't count towards the per-turn limits. These include assorted zombies in ''Zombie Fluxx'', as well as the promotional ''Radioactive Potato''. Certain cards that WERE Keepers in previous versions of FLUXX are now Creepers, such as ''Death'' and ''War''.
* '''Meta''' cards, included in version 4.0, are a hybrid between a New Rule card and a Basic Rules card, as these cards both define rules in the game but are permanent and apply throughout the entire game. The company compares Meta cards to "house rules". Their playing is agreed upon by all players before the game starts and last until it ends.<ref>[http://www.wunderland.com/WhatsOld/2008/WN.08.28.08.html The Wunderland Bi-Weekly News for 8/28/8]</ref>
''Fluxx Blanxx'' are semi-blank cards used to create custom cards to change gameplay further, and are sold in packs of five. Older ''Fluxx Blanxx'' booster packs included one booster card for ''[[Chrononauts]]'' (titled ''[[Beatles]] Reunion Album''), a cover card, and a "microcatalog" card advertising other [[Looney Labs]] products. Current packs include only the cover card, but also include a new ''Creeper'' blank card in addition to one each of the other four card types.
The most recent edition of ''Fluxx'', version 4.0, contains 100 cards, as compared to 84 cards in version 3.1 and 81 in the promotional deck.
==Card sets==
===Expansions===
Several expansions have been produced, including:
* ''Flowers and Fluxx'' (a gift set with a "bouquet" of six plush "Happy Flowers", a ''Fluxx'' 3.0 deck and an exclusive "Flowers" promo Keeper card)
* ''Fluxx Blanxx'', a set of blank cards for creating one's own custom additions (see above).
* ''Jewish Fluxx'' Expansion Cards (a 7-card set adding Judaica elements to the gameplay, such as the ''[[Torah]]'' and ''[[Candles]]'')
* ''Christian Fluxx'' Expansion Cards (a 7-card set adding Christian elements to gameplay such as the ''[[Holy Bible]]'' and The ''[[Cross]]'')
===Versions===
[[Image:Fluxx-2009.jpg|thumb|right|Fluxx 3.1 cards look similar to earlier versions.]]
* Fluxx 0.5 (prototype)
* Fluxx 1.0 (first released version; monochrome, poker-sized cards)
* Fluxx 2.0 (new card layout, use of color, bridge-sized cards)
* Fluxx 2.1 (reprint of 2.0 with minor changes)
* Fluxx 3.0 (many cards removed and added, to improve balance)
* Fluxx 3.1 (two cards removed, one card added)
* Fluxx 4.0 (card number increased to 100, all color, introduction of Meta rule and creepers)
===Variants===
There are also versions of ''Fluxx'' that have been released using entirely different sets of cards while playing by the same style of rules.
* ''Stoner Fluxx'' (Technically ''Fluxx'' 4.20{{Fact|date=January 2009}}.)
* ''EcoFluxx'' (Adapts the game to ecological concerns.)
* ''Family Fluxx'' (Initially solicited as ''Fluxx Jr.''; a full-color "family friendly" edition.)
* ''Zombie Fluxx'' (Adapts the game to a zombie theme; introduces "Creeper" cards. Art by [[Derek Ring]].)
* ''Monty Python Fluxx'' (Released October 2008; mostly themed after ''[[Monty Python and the Holy Grail]]'', with selected elements from the ''[[Monty Python's Flying Circus]]'' TV series<ref name=autogenerated1>[http://www.wunderland.com/WhatsOld/2008/WN.05.01.08.html The Wunderland Bi-Weekly News for 5/1/8<!-- Bot generated title -->]</ref>.)
* ''Martian Fluxx'' (Released September 2009. <ref>[http://www.looneylabs.com/WhatsOld/2009/LN.09.25.09.html]</ref>)
''EcoFluxx'', ''Family Fluxx'', ''Zombie Fluxx'' and ''Monty Python Fluxx'' can be combined with each other and/or one of the 2.x editions, 3.x editions, or the current 4.0 edition of regular ''Fluxx'' to make a "Mega-Fluxx" game (as all these versions have the same card back style).
''Stoner Fluxx'' was produced in 2003 and had the same rules as the original but with a [[cannabis (drug)|marijuana]]-based theme. The card backs on the game list it as "Stoner Fluxx" to differentiate it from the rest of the ''Fluxx'' variants they market (although functionally, the game could still be combined with any of the other variants). The company donates a portion of the sales to groups advocating marijuana [[legalization]], almost $15,000 to date.{{Fact|date=September 2007}} Even though there was no significant controversy over the game, the company has decided on some changes for the release of the game's second printing.
The initial run of ''Stoner Fluxx'' cards is sold out, save for a few decks which periodically show up on [[eBay]]. According to [http://wunderland.com/LooneyLabs/StonerFluxx/Default.html Looney Labs official site for the game], a second printing is planned; however, it will be made under a new imprint for adult games called '''''Fully Baked Ideas''''' (aka ''FBI''), so as to fully separate the marketing efforts for ''Stoner Fluxx'' and other future "adult-themed" games from the rest of their product line. To date, ''FBI'' have plans for another ''Fluxx'' variant tentatively called ''Drinking Fluxx''.<ref>[http://boardgamegeek.com/boardgamepublisher/10599 BoardGameGeek entry on Fully Baked Ideas]</ref>
===Languages===
* ''Fluxx Español'' (Spanish Language edition with some new Hispanic-centric cards)
* [[German language|German]] ''Fluxx''
* [[Japanese language|Japanese]] ''Fluxx''
* [[Dutch language|Dutch]] ''Fluxx''
[[German language|German]], [[Dutch language|Dutch]] and [[Japanese language|Japanese]] ''Fluxx'' contain new art and graphic designs (but identical gameplay). The German version has the same card mix as ''Fluxx'' 3.0, plus the "Hide Keepers"-related cards from Fluxx 2.0. The Dutch version is identical to the German version, except with localized text. The Japanese version has the same card mix as ''Fluxx ''3.1, plus the "Go Fish" card from Fluxx 3.0.
===Promotional cards===
Looney Labs gives away promotional cards related to ''Fluxx'' at conventions such as [[GenCon]] and [[Origins Game Fair|Origins]]. They have given away cards such as Composting and Jackpot which later appeared in different versions of ''Fluxx''; ''EcoFluxx'' and ''Family Fluxx'' respectively. They have also given away promo cards for [[Christmas]] to members of their online mailing list and in ''[[High Times]]'' Magazine. Mad Lab Rabbits, voluntary scouts for Looney Labs, give away promo cards to people interested in the game.
In addition, there are certain cards that can only be obtained by purchasing other items, such as the above-mentioned "Flowers" card in the ''Fluxx & Flowers'' set, or the "Pandora's Box" card available with the ''Pandora's Fluxx Boxx'' card storage cases.
Recently, Looney Labs has made many of these promotional and exclusive cards available for individual sale, where they aren't out of print. The list of available cards can be found [http://www.wunderland.com/LooneyLabs/PromoCards/Index.html at their web site].
===Online===
''Fluxx'' was also available to be played online via the [[CCG Workshop]], using the [[gatlingEngine]] to adjudicate most of its rules automatically. However, CCG Workshop is no longer operating. <ref>http://209.85.173.132/search?q=cache:WL9fglCtTwMJ:www.boardgamegeek.com/wiki/page/CCG_Workshop+ccg+workshop&hl=en&ct=clnk&cd=1&gl=us</ref>
==See also==
* [[List of games with mutable rules]]
* [[1000 Blank White Cards]]
* ''[[Dvorak (game)|Dvorak]]''
* ''[[Nomic]]''
* ''[[Aquarius (game)|Aquarius]]''
* ''[[Chrononauts]]''
* ''[[Treehouse (game) |Treehouse]] and ''[[Icehouse (game) |Icehouse]]''
* ''[[Mao (game)|Mao]]'', another card game with changing rules
* [[Looney Labs]]
==References==
<references />
==External links==
* [http://www.wunderland.com/LooneyLabs/Fluxx/Default.html Official ''Fluxx'' homepage]
* [http://www.youtube.com/watch?v=SuGynyj6D-c The designer explains the Hand Limit rules]
* [http://www.fully-baked-ideas.com/ Official Site for ''Fully Baked Ideas'', publishers of ''Stoner Fluxx'']
[[Category:Dedicated deck card games]]
[[Category:Mensa Select winners]]
[[Category:Andrew Looney games]]
[[Category:Amigo Spiele games]]
[[de:Fluxx]]
[[ja:フラックス (ゲーム)]]
[[no:Fluxx]]
[[pt:Fluxx]]
bzhskle3lkk5978a4mp91bs4k064cjv
Forbidden Bridge
0
2100
4030
2008-09-01T16:51:35Z
Excirial
32884739
Reverted edits by [[Special:Contributions/91.154.116.37|91.154.116.37]] to last version by RJaguar3 ([[WP:HG|HG]])
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[[Image:Forbidden Bridge.jpg|thumb|250px|Top cover for ''Forbidden Bridge'']]
[[Image:Forbidden Bridge back.jpg|thumb|250px|Bottom cover for ''Forbidden Bridge'']]
'''''Forbidden Bridge''''' is a [[board game]] which simulates being a [[treasure hunter]]. Players play as [[explorer]]s who are after ancient jewels, which are guarded by an angry spirit. Occasionally, the bridge guard will awaken and (via a motorized mechanism powered by the player pushing his head down) shake the bridge, which can cause players' pieces to fall off. Players also can get the chance to "steal" another player's jewel. The first player to retrieve three jewels and return them all in their boat wins.
==Contents==
*Bridge<sup>1</sup>
**2 spans (connect the idol and the cliff)
**13 planks (spaces players can land on)
**7 railings (can save a piece when the bridge is shaking)
*Idol cliff<sup>1</sup>
**2 hands
**Platform
*2-piece climbing cliff<sup>1</sup>
*Gameboard
**8 plastic rock pieces (hold scenery in place)
**4 cardboard slides (contain jungle scenery; not essential to gameplay)
*4 explorer pawns
*4 boats
*15 jewels with storage bag
*2 dice
*Label sheet
<small><sup>1</sup> Single piece once assembled</small>
==Gameplay==
Each player begins their turn by rolling the included six-sided dice: one numbered die (with 2, 3 and 5 repeated twice) and one "special" die with three possibilities (each of which appears on two of its sides):
*Idol icon: The idol has become angry! Press down on his head and he will shake the bridge; any players whose pieces fall are considered to be on the closest land space to where their piece landed (i.e. pieces cannot be in the water).
*Explorer icon: You may switch places with another player's piece on the same bridge space as your own. This can be important, as the pegs and rails on the bridge spaces become crucial when the idol shakes the bridge.
*Jewel icon: You may steal another player's jewel if you are on, or land on, the same space as that player.
The possibilities on the six-sided die are thus important to gameplay in that five is the sum of two plus three. Thus, there is a greater possibility of landing on the same space as another player, which is when the options (other than the idol) on the "special" die become important. Example: Both players are on the starting space. Player 1 rolls the following: 5, 2, 3; player 2 rolls 2, 3, 5 (each number has an equal probability). At the end of player 2's third turn, the two players are now on the same space; although this would not be particularly important at the start of the game, later on it can become vitally important. The odds of such a sequence occurring are increased as the number of players increases.
==Interesting Features==
*Although the box art for the game portrays the Idol as merely being a head with hands (its mouth being at ground level), the Idol in the actual game has a space below its head that contains five glyphs. The glyphs are: A stick figure, a jewel, a stick figure with the jewel as its body, lightning, and a skull. The glyphs are supposed to be a warning to those wishing to take jewels; the stick figure is the explorer, the figure with the jewel as its body is the explorer having taken a jewel, the lightning represents the Idol's anger, and the skull represents the resulting death or injury.
==External links==
*{{bgg|3945|''Forbidden Bridge''}}
[[Category:Milton Bradley games]]
[[Category:Adventure board games]]
[[Category:Roll-and-move board games]]
61j72z1o34b9vkw4waggoyugv2gersr
4031
4030
2009-12-09T23:30:06Z
Kingstonlee
1735031
1 revision
4031
wikitext
text/x-wiki
[[Image:Forbidden Bridge.jpg|thumb|250px|Top cover for ''Forbidden Bridge'']]
[[Image:Forbidden Bridge back.jpg|thumb|250px|Bottom cover for ''Forbidden Bridge'']]
'''''Forbidden Bridge''''' is a [[board game]] which simulates being a [[treasure hunter]]. Players play as [[explorer]]s who are after ancient jewels, which are guarded by an angry spirit. Occasionally, the bridge guard will awaken and (via a motorized mechanism powered by the player pushing his head down) shake the bridge, which can cause players' pieces to fall off. Players also can get the chance to "steal" another player's jewel. The first player to retrieve three jewels and return them all in their boat wins.
==Contents==
*Bridge<sup>1</sup>
**2 spans (connect the idol and the cliff)
**13 planks (spaces players can land on)
**7 railings (can save a piece when the bridge is shaking)
*Idol cliff<sup>1</sup>
**2 hands
**Platform
*2-piece climbing cliff<sup>1</sup>
*Gameboard
**8 plastic rock pieces (hold scenery in place)
**4 cardboard slides (contain jungle scenery; not essential to gameplay)
*4 explorer pawns
*4 boats
*15 jewels with storage bag
*2 dice
*Label sheet
<small><sup>1</sup> Single piece once assembled</small>
==Gameplay==
Each player begins their turn by rolling the included six-sided dice: one numbered die (with 2, 3 and 5 repeated twice) and one "special" die with three possibilities (each of which appears on two of its sides):
*Idol icon: The idol has become angry! Press down on his head and he will shake the bridge; any players whose pieces fall are considered to be on the closest land space to where their piece landed (i.e. pieces cannot be in the water).
*Explorer icon: You may switch places with another player's piece on the same bridge space as your own. This can be important, as the pegs and rails on the bridge spaces become crucial when the idol shakes the bridge.
*Jewel icon: You may steal another player's jewel if you are on, or land on, the same space as that player.
The possibilities on the six-sided die are thus important to gameplay in that five is the sum of two plus three. Thus, there is a greater possibility of landing on the same space as another player, which is when the options (other than the idol) on the "special" die become important. Example: Both players are on the starting space. Player 1 rolls the following: 5, 2, 3; player 2 rolls 2, 3, 5 (each number has an equal probability). At the end of player 2's third turn, the two players are now on the same space; although this would not be particularly important at the start of the game, later on it can become vitally important. The odds of such a sequence occurring are increased as the number of players increases.
==Interesting Features==
*Although the box art for the game portrays the Idol as merely being a head with hands (its mouth being at ground level), the Idol in the actual game has a space below its head that contains five glyphs. The glyphs are: A stick figure, a jewel, a stick figure with the jewel as its body, lightning, and a skull. The glyphs are supposed to be a warning to those wishing to take jewels; the stick figure is the explorer, the figure with the jewel as its body is the explorer having taken a jewel, the lightning represents the Idol's anger, and the skull represents the resulting death or injury.
==External links==
*{{bgg|3945|''Forbidden Bridge''}}
[[Category:Milton Bradley games]]
[[Category:Adventure board games]]
[[Category:Roll-and-move board games]]
61j72z1o34b9vkw4waggoyugv2gersr
Fractics
0
2265
4364
2008-08-22T00:07:08Z
Im>2005
0
4364
wikitext
text/x-wiki
{{ Infobox Game
| title = Fractics
| subtitle = Make numbers work for you!
| image_link = [[Image:Fractics.jpg]]
| image_caption = Fractics
| manufacturer = Rubiks
| publisher = Rubiks
| years = 2007 - present
| players = 2+
| ages = 11 - 16
| setup_time = 2 mins
| playing_time = 10+ mins
| web = www.fractics.co.uk/
| skills = Basic to Advanced fractional knowledge
}}
'''Fractics''' is an educational [[card game]] published by [[Rubiks]]. Players compete to make [[fractions]] out of [[flash cards]]. However, because of its open design, numerous games can actually be played with these cards.
==History==
Fractics was created when the creator of the [[Rubik's cube]], [[Ernő Rubik]], visited the [[The Winston Churchill School (Woking)|The Winston Churchill School]] in [[Woking]]. A teacher there had developed the idea for a few months, but actual production was fuelled when the visit took place. After 2 years of development with Ernő, Fractics was released under the Rubik's brand in [[2007]].
==Gameplay==
The game was designed to allow repetitive practise of [[mathematical]] skills to provide an alternative to working from a [[textbook]]. The [[cards]] themselves can be used for a number of developmental activities aside from the game itself.
[[Category:Mathematics education]]
[[Category:Educational games]]
[[Category:Games of mental skill]]
[[Category:Mathematics and culture]]
[[Category:Dedicated deck card games]]
3hzh4xzxxferb4byxh5hm8l6qlh30jo
4365
4364
2009-12-09T23:30:49Z
Kingstonlee
1735031
1 revision
4365
wikitext
text/x-wiki
{{ Infobox Game
| title = Fractics
| subtitle = Make numbers work for you!
| image_link = [[Image:Fractics.jpg]]
| image_caption = Fractics
| manufacturer = Rubiks
| publisher = Rubiks
| years = 2007 - present
| players = 2+
| ages = 11 - 16
| setup_time = 2 mins
| playing_time = 10+ mins
| web = www.fractics.co.uk/
| skills = Basic to Advanced fractional knowledge
}}
'''Fractics''' is an educational [[card game]] published by [[Rubiks]]. Players compete to make [[fractions]] out of [[flash cards]]. However, because of its open design, numerous games can actually be played with these cards.
==History==
Fractics was created when the creator of the [[Rubik's cube]], [[Ernő Rubik]], visited the [[The Winston Churchill School (Woking)|The Winston Churchill School]] in [[Woking]]. A teacher there had developed the idea for a few months, but actual production was fuelled when the visit took place. After 2 years of development with Ernő, Fractics was released under the Rubik's brand in [[2007]].
==Gameplay==
The game was designed to allow repetitive practise of [[mathematical]] skills to provide an alternative to working from a [[textbook]]. The [[cards]] themselves can be used for a number of developmental activities aside from the game itself.
[[Category:Mathematics education]]
[[Category:Educational games]]
[[Category:Games of mental skill]]
[[Category:Mathematics and culture]]
[[Category:Dedicated deck card games]]
3hzh4xzxxferb4byxh5hm8l6qlh30jo
4520
4365
2019-05-08T10:52:20Z
2A00:23C6:5592:1F00:480F:FA1C:597A:3BB4
/* History */
4520
wikitext
text/x-wiki
{{ Infobox Game
| title = Fractics
| subtitle = Make numbers work for you!
| image_link = [[Image:Fractics.jpg]]
| image_caption = Fractics
| manufacturer = Rubiks
| publisher = Rubiks
| years = 2007 - present
| players = 2+
| ages = 11 - 16
| setup_time = 2 mins
| playing_time = 10+ mins
| web = www.fractics.co.uk/
| skills = Basic to Advanced fractional knowledge
}}
'''Fractics''' is an educational [[card game]] published by [[Rubiks]]. Players compete to make [[fractions]] out of [[flash cards]]. However, because of its open design, numerous games can actually be played with these cards.
==History==
Fractics was created by John Parsons at [[The Winston Churchill School (Woking)|The Winston Churchill School]] in [[Woking]]. A teacher there had developed the idea for a few months.
==Gameplay==
The game was designed to allow repetitive practise of [[mathematical]] skills to provide an alternative to working from a [[textbook]]. The [[cards]] themselves can be used for a number of developmental activities aside from the game itself.
[[Category:Mathematics education]]
[[Category:Educational games]]
[[Category:Games of mental skill]]
[[Category:Mathematics and culture]]
[[Category:Dedicated deck card games]]
9mrjya72zntwhknhbqa95dgz2cmf2rb
Frag (game)
0
2098
4026
2009-11-25T18:34:01Z
Njr75003
14858
/* Gameplay */
4026
wikitext
text/x-wiki
{{Infobox_Game|
subject_name=Frag|
image_link=[[Image:Frag_game_cover.jpg|200px|Game Cover]]|
image_caption=''Frag'' is a "first-person shooter" on a tabletop.|
players=2-6|
ages=14 +|
setup_time= 20 minutes|
playing_time= 60–120 minutes|
complexity=Medium-High|
strategy=Medium|
random_chance=Medium-High|
skills=Some strategy|
footnotes=
}}
'''''Frag''''' is a [[first-person shooter]]-themed board game published by [[Steve Jackson Games]] in the summer of 2001. It was developed by [[Steve Jackson (US)|Steve Jackson]] and [[Philip Reed (game designer)|Philip Reed]], and illustrated by Alex Fernandez.
==Gameplay==
The game comes with three decks of cards: "Weapons", "Gadgets" and "Special". "Weapons" and "Gadgets" are cards that can be picked up by landing on power up spaces on the board, while "Special" cards can only be obtained by "[[frag (video gaming)|fragging]]" (killing) a player.
To start the game, each player creates a character by allocating a total of seven points to three attributes: health, speed and accuracy. Health points affect resistance to damage, speed points affect the amount of movement per turn and accuracy points affect "to hit" rolls. A very high accuracy can allow a character to fire two or even three times per turn.
At the start of each turn, the player rolls dice to determine maximum movement spaces. As players move, they can land on a variety of spaces (trap, acid, water, power up, etc.). Players may also attempt to shoot other players. The less distance to the target, the greater the chance to hit. If a to hit roll is successful, the defender rolls health dice and the attacker rolls damage. If the target is reduced to zero health, the attacker scores one "frag" and the target player respawns on his/her next turn.
The game can have several objectives, including:
*Score - Being the first player to score a specified number of "frags".
*Survival - Being the last person still in the game.
*"Guardian" mode - Killing a certain character, with other members attempting to provide protection.
*[[Capture the flag]] - One team capturing the opposing team's flag a certain number of times.
The original version is out of print. The new version, Frag Gold Edition, released in 2009, includes upgraded components: a two-sided solid gameboard, plastic figures, erasable character cards, and 18 dice.
==Expansions and Spinoffs==
Several expansions and spinoffs to the original ''Frag'' game have been made:
*''Frag: Death Match'', the first expansion, released in October 2001, adds rules for team play and new board features like barrels, color-coded doors and water. It includes an extra board.
*''Frag: Fire Zone'', the second expansion, adds lava, [[rocket jump]]s, knockback effects from weapons and jump pads. It includes two extra boards.
*''Frag PvP'', technically the third expansion (as it needs base ''Frag'' to play), merges ''Frag'' with [[Scott Kurtz]]'s hit comic ''[[PvP]]''.
*''Frag Deadlands'' merges ''Frag'' with the ''[[GURPS]] [[Deadlands]]'' campaign setting. This is a boxed edition making it a stand alone game. It also adds a new card type - "Hex."
*''Dork Frag'', only available in ''[[Dork Tower]]'' Issue #25 and in the ''Dork Tower'' board game, merges ''Frag'' with the characters from [[John Kovalic]]'s hit comic ''[[Dork Tower]]'' into a truncated stand-alone edition.
===Fan Material===
A large amount of fan-created material, including new weapons and maps, can be found on the [http://www.sjgames.com/frag/extras/ official ''Frag'' website.]
==Awards==
''Frag'' was a nominee in the 2001 [[Origins Award]]s for ''Best Abstract Board Game''.
==External links==
*[http://www.sjgames.com/frag/ ''Frag'''s Official Webpage]
*[http://www.3dactionplanet.com/features/reviews/frag/ 3DActionPlanet] review of ''Frag''
*{{bgg|2025|''Frag''}}
*[http://www.darknebula.co.uk/Gaming/Links.htm Dark Nebula Gaming], with ''Frag'' resources and links
[[Category:Roll-and-move board games]]
[[Category:Science fiction board games]]
[[Category:Steve Jackson Games games]]
[[fr:Frag (jeu)]]
9m3j5lmqat9b4bxh6ehye1rrynzqxkp
4027
4026
2009-12-09T23:30:05Z
Kingstonlee
1735031
1 revision
4027
wikitext
text/x-wiki
{{Infobox_Game|
subject_name=Frag|
image_link=[[Image:Frag_game_cover.jpg|200px|Game Cover]]|
image_caption=''Frag'' is a "first-person shooter" on a tabletop.|
players=2-6|
ages=14 +|
setup_time= 20 minutes|
playing_time= 60–120 minutes|
complexity=Medium-High|
strategy=Medium|
random_chance=Medium-High|
skills=Some strategy|
footnotes=
}}
'''''Frag''''' is a [[first-person shooter]]-themed board game published by [[Steve Jackson Games]] in the summer of 2001. It was developed by [[Steve Jackson (US)|Steve Jackson]] and [[Philip Reed (game designer)|Philip Reed]], and illustrated by Alex Fernandez.
==Gameplay==
The game comes with three decks of cards: "Weapons", "Gadgets" and "Special". "Weapons" and "Gadgets" are cards that can be picked up by landing on power up spaces on the board, while "Special" cards can only be obtained by "[[frag (video gaming)|fragging]]" (killing) a player.
To start the game, each player creates a character by allocating a total of seven points to three attributes: health, speed and accuracy. Health points affect resistance to damage, speed points affect the amount of movement per turn and accuracy points affect "to hit" rolls. A very high accuracy can allow a character to fire two or even three times per turn.
At the start of each turn, the player rolls dice to determine maximum movement spaces. As players move, they can land on a variety of spaces (trap, acid, water, power up, etc.). Players may also attempt to shoot other players. The less distance to the target, the greater the chance to hit. If a to hit roll is successful, the defender rolls health dice and the attacker rolls damage. If the target is reduced to zero health, the attacker scores one "frag" and the target player respawns on his/her next turn.
The game can have several objectives, including:
*Score - Being the first player to score a specified number of "frags".
*Survival - Being the last person still in the game.
*"Guardian" mode - Killing a certain character, with other members attempting to provide protection.
*[[Capture the flag]] - One team capturing the opposing team's flag a certain number of times.
The original version is out of print. The new version, Frag Gold Edition, released in 2009, includes upgraded components: a two-sided solid gameboard, plastic figures, erasable character cards, and 18 dice.
==Expansions and Spinoffs==
Several expansions and spinoffs to the original ''Frag'' game have been made:
*''Frag: Death Match'', the first expansion, released in October 2001, adds rules for team play and new board features like barrels, color-coded doors and water. It includes an extra board.
*''Frag: Fire Zone'', the second expansion, adds lava, [[rocket jump]]s, knockback effects from weapons and jump pads. It includes two extra boards.
*''Frag PvP'', technically the third expansion (as it needs base ''Frag'' to play), merges ''Frag'' with [[Scott Kurtz]]'s hit comic ''[[PvP]]''.
*''Frag Deadlands'' merges ''Frag'' with the ''[[GURPS]] [[Deadlands]]'' campaign setting. This is a boxed edition making it a stand alone game. It also adds a new card type - "Hex."
*''Dork Frag'', only available in ''[[Dork Tower]]'' Issue #25 and in the ''Dork Tower'' board game, merges ''Frag'' with the characters from [[John Kovalic]]'s hit comic ''[[Dork Tower]]'' into a truncated stand-alone edition.
===Fan Material===
A large amount of fan-created material, including new weapons and maps, can be found on the [http://www.sjgames.com/frag/extras/ official ''Frag'' website.]
==Awards==
''Frag'' was a nominee in the 2001 [[Origins Award]]s for ''Best Abstract Board Game''.
==External links==
*[http://www.sjgames.com/frag/ ''Frag'''s Official Webpage]
*[http://www.3dactionplanet.com/features/reviews/frag/ 3DActionPlanet] review of ''Frag''
*{{bgg|2025|''Frag''}}
*[http://www.darknebula.co.uk/Gaming/Links.htm Dark Nebula Gaming], with ''Frag'' resources and links
[[Category:Roll-and-move board games]]
[[Category:Science fiction board games]]
[[Category:Steve Jackson Games games]]
[[fr:Frag (jeu)]]
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Free Parking
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'''''Free Parking''''' is a [[Parker Brothers]] [[card game]] inspired by the "Free Parking" space of the [[Monopoly (game)|Monopoly]] [[board game]].
The game is played by two to four players, and game play focuses around using time on a [[parking meter]] to gain points; the first to 200 points wins. Each player has their own parking meter and a hand of up to six cards. Each player may play one card each turn, of several types:
*Point cards, which deduct time from the player's meter in exchange for points.
*Feed the Meter cards, which add time to the player's meter.
*Free Parking, which allows the player to play a point card without deducting time from his meter, and protects him from Officer Jones until his next turn.
*Time Expires, which forces another player to reduce his meter to 0 minutes (making him "in violation").
There are two cards that may be played at any time:
*Officer Jones, which may be played against any player who is "in violation." When used, the selected player must discard one of his played point cards, lowering his current point total.
*Talk Your Way Out of It, which negates the effects of an Officer Jones or second chance card.
In addition to these cards, on his turn, a player may choose to draw second chance card, which cause a wide variety of effects.
== External links ==
{{bgg|2115|''Free Parking''}}
{{Monopoly}}
[[Category:Dedicated deck card games]]
[[Category:Monopoly (game)]]
{{card-game-stub}}
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'''''Free Parking''''' is a [[Parker Brothers]] [[card game]] inspired by the "Free Parking" space of the [[Monopoly (game)|Monopoly]] [[board game]].
The game is played by two to four players, and game play focuses around using time on a [[parking meter]] to gain points; the first to 200 points wins. Each player has their own parking meter and a hand of up to six cards. Each player may play one card each turn, of several types:
*Point cards, which deduct time from the player's meter in exchange for points.
*Feed the Meter cards, which add time to the player's meter.
*Free Parking, which allows the player to play a point card without deducting time from his meter, and protects him from Officer Jones until his next turn.
*Time Expires, which forces another player to reduce his meter to 0 minutes (making him "in violation").
There are two cards that may be played at any time:
*Officer Jones, which may be played against any player who is "in violation." When used, the selected player must discard one of his played point cards, lowering his current point total.
*Talk Your Way Out of It, which negates the effects of an Officer Jones or second chance card.
In addition to these cards, on his turn, a player may choose to draw second chance card, which cause a wide variety of effects.
== External links ==
{{bgg|2115|''Free Parking''}}
{{Monopoly}}
[[Category:Dedicated deck card games]]
[[Category:Monopoly (game)]]
{{card-game-stub}}
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French tarot
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{{otheruses4|the French Tarot card game||Tarot (disambiguation)}}
{{Infobox card game
| title = French Tarot
| subtitle = A trick-taking game of the European [[Tarot]] card game family
| image_link = [[Image:Tarots cards deal whitebg.jpg|220px|''A 15-card hand of French Tarot for the 5 player variant''.]]
| image_caption =
| alt_names = Tarot, ''Jeu de Tarot''
| type = [[Trick-taking]]
| players = 4<br /> Variants for 3 or 5 players
| ages = 12 and up
| num_cards = 78
| deck = Tarot
| play = Counter-clockwise
| card_rank = R D C V 10 9 8 7 6 5 4 3 2 1<br /> Trump suit 21-1
| origin = [[Italy|Italian]]
| related = [[Spades (card game)|Spades]], [[Bridge (card game)|Bridge]]
| playing_time = 15 minutes per hand
| random_chance = Moderate
| skills = Card Counting, Tactics, Strategy
| footnotes =
}}
The French game of '''Tarot''', also '''''Jeu de Tarot''''', is a [[Trick-taking game|trick-taking]] [[card game]] enjoyed throughout [[France]] and also known in French-speaking [[Canada]], which uses a traditional 78-card [[Tarot]] deck instead of the internationally known 52-card [[poker deck]]. Tarot has similarities to the American card game [[Spades]], largely in their respective popularities as [[trick-taking game]]s and the use of a static [[trump (cards)|trump]] suit, although Tarot has bidding and scoring rules unique to the Tarock family of games. If compared to Tarot, the most similar games known in the U.S. might be [[Pinochle]] and [[Rook (card game)|Rook]].
== Official rules ==
Tarot, the second-most popular card game in France after [[Belote]], has been gaining popularity in the country since the latter part of the twentieth century, helped largely by the fact that there was basically only one main French game.<ref>Oxford Dictionary of Card Games, David Parlett pg. 300 - Oxford University Press (1996) ISBN 0-19-869173-4</ref> The [[Fédération Française de Tarot]] publishes official rules for Tarot. In English, the game is sometimes referred to as '''French tarot'''; e.g., the French name of the annual [[Montreal]] festival ''Festival International de Tarot de Montréal'' is officially translated into English as ''International French Tarot Festival of Montreal''. This is done to differentiate the card game from other uses of the tarot deck which are more familiar in the Americas and English-speaking countries, namely [[cartomancy]] and other [[divination|divinatory]] uses, and also to distinguish it from other card games played with a tarot deck.
== The deck ==
[[Image:Tarotcartes.jpg|thumb|left|200px|The three ''oudlers'' in the [[Tarot Nouveau]] pattern]]
The game of Tarot is played using a 78-card [[tarot]] deck, which is composed of a numbered series of 21 [[Trump (card game)|trump]] cards (''atouts''), one [[The Fool (tarot card)|Fool]] (''l'excuse''), and 4 [[suit (cards)|suit]]s (spades, hearts, diamonds, clubs), divided into 10 numbers from 1 to 10, and then the face cards of jack (''Valet''), knight or cavalier (''Cavalier''), queen (''Dame'') and king (''Roi''). Though the tarot decks used for [[cartomancy]] will technically work when playing the card games, they are designed to be laid out in a tableau, not held in a hand of cards. Many tarot readers also disdain the use of reading tarots for playing games. However, some tarot readers also argue that, because tarot cards were originally created in order to play games, when one uses reading tarots for game purposes, they are using the deck in its oldest and purest application.<ref>[http://tarotica.com/faq.html#14 jk's Tarot FAQ] at Tarotica</ref> Nonetheless, due to the difficulty in using reading tarots for play, the style most often used for game playing is known as the "[[Tarot Nouveau]]" or "Bourgeois Tarot", which has card designs similar to the Anglo-American [[Playing cards|52-card deck]] and is generally dissimilar to reading tarot decks.
=== Rank of cards ===
Three cards known as ''oudlers'' ("honors") are of particular importance in the game: the 1 of trumps (the ''Petit'' or ''little one''), the 21 of trumps (''Le Monde''), and the ''Excuse'' (the Fool). These cards, when captured by the high bidder, lower the point threshold needed to make contract.
The ranking of the suit cards in both the red and black suits is from highest to lowest: King, Queen, Knight, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1 (Ace).
As an aside, the trumps and Fool can be removed to yield a 56-card deck very similar to a [[poker deck]] but with the additional ''chevalier'' (knight) in each suit. This deck, plus the Fool, was copied using culture-neutral suits and ranks to create the deck for the game [[Rook (card game)|Rook]], and the 56-card deck can be substituted for the 52-card [[Anglo-American playing card|Anglo-American]] deck in virtually all popular [[card game]]s.
[[Image:Tarotcards.jpg|thumb|center||600px|Tarot Nouveau]]
=== The Fool (''Excuse'') ===
[[Image:TAROT_EXCUSE.jpg|thumb|right|100px|"Fool"]]
The only card with a special effect is the Fool, called the ‘''Excuse''’. The Fool may be played on any trick: it "excuses" the player from following suit. However, it never wins the trick. The Fool remains the property of the person who played it, not the winner of that trick: to compensate for this in the scoring count, the owner of the Fool should instead give the winner of the trick a half-point card (a trump other than an ''oudler'', or a suited number card; see Scoring below) from his/her score pile.
However, two common exceptions to this behavior happen when the Fool is played on the last trick, and what happens depends on whether the side playing the Fool has taken all the previous tricks (see ''Chelem''/Slam below). If the side has taken all previous tricks, the Fool takes the last trick; if not, the Fool changes hands to the other side, even if the trick is won by a partner or fellow defender of the person playing it.
== Rules ==
For 3 or 4 players (5 with a simple variation). The 4-player variant is usually considered the most challenging and is the one played in competitions. The following rules are for 4 players.
=== Dealing ===
Each player chooses a random card from the deck; the dealer is the person with the smallest card, with spades > hearts > diamonds > clubs (so 10 of hearts > 9 of spades, 5 of diamonds and > 5 of clubs). The trumps rank higher than the other cards; anyone who draws the Fool must redraw.
The player at the left of the dealer cuts the deck. The dealer then deals out the entire deck, counter-clockwise; dealing 18 cards to each of the players, plus 6 cards to the "dog" (''chien'' in French, also commonly translated as "kitty"), a face-down pile in the middle of the table. Each player is dealt his cards three at a time, and the dog is dealt one card at a time at any time the dealer wishes except for the first and last card dealt, which may not be part of the dog.
A ''maldonne'' (misdeal) occurs when the dealer makes mistakes in the dealing; if this happens, the hand is redealt, either by the same dealer or the next in rotation. Players inspect, sort and evaluate their hands and move on to the bidding round.
=== ''Petit sec'' ===
A player in possession of the Petit (1 of trump) but no other trump nor the Fool must declare a misdeal (this player must of course show his hand to prove this). This is because a player holding trumps who cannot follow suit must play a trump; if a player holds only the Petit, the chances of them being able to play it such that it will win a trick (thus retaining it) are very low, as is the level of control such a player would have over who will take the Petit.
=== Bidding ===
The players look at the cards they have been dealt, and an auction begins, starting from the player to the right of the dealer, as all action proceeds counter-clockwise. By bidding, a player states his confidence that he will be able to meet a set contract (see [[French tarot#Scoring|below]]) and sets the terms by which they will try to do so. If a player does not wish to bid, they may "pass" but may not bid after having passed previously. One may only bid higher than the previous bidders. The ''preneur'' ("taker", sometimes called "declarer" as in [[Contract Bridge|Bridge]]) is the one who wins this auction; they must try to meet the contract while all other players form the "defense" and attempt to prevent the taker from doing so.
The bids are, in increasing importance:
*''prise'' (take) or ''petite'' (small): if this is the winning bid the taker adds the "dog" to his hand, then confidentially sets aside a same number of cards of his choice, to bring his hand back to normal size before play begins. The discarded cards form the beginning of the taker's score pile (the tricks pile). The name of this stack evolves from "le chien" to "l'écart" ("the aside").
*''garde'' ("guard"): the same as ''prise'', but the taker wins or loses double the usual stake.
*''garde sans [le chien]'' ("guard" without [the dog]): the dog goes directly into the taker's score pile, and no-one gets to see it until the end of the hand. The score is counted normally against the target number, but it is worth double the ''garde'' score (4x the base hand score) to whoever wins the hand.
*''garde contre [le chien]'' ("guard" against [the dog]): the dog goes directly into the opposing score pile, without being shown until the end of the hand. The score is counted normally against the target number, but it is worth triple the ''garde'' score (6x the base hand score) to whoever wins the hand.
The taker may not set aside a king or a trump, except that if the player cannot discard anything else, they may discard a trump.<ref> {{cite web|url= http://www.fftarot.fr/index.php?/regles-tarot-Le-Chien-et-l-ecart.html |title= Le chien et l'écart |accessdate= 2008-08-23 |work= Formation |publisher= Fédération Française de Tarot |}} {{fr icon}}</ref> In this case, the taker has to display which trumps he sets aside. An ''oudler'' may never be set aside. If no one bids, another deal begins, the new dealer being the next player (to the right of the previous dealer).
In earlier rules, still played outside of competitions, in place of the ''prise'' and simple ''garde'', there were two bids, in increasing importance: the ''petite'' (small) and the ''pousse'' (push). The ''prise'' is still sometimes known as ''petite''. There are also some players who play without the ''prise'' contract, with ''garde'' as the minimum allowable bid.
=== Main phase ===
The player to the right of the taker leads the first trick, and the play proceeds counter-clockwise, with every player adding a card from his hand to the trick. Every subsequent trick is led by the player who took the last trick. The leader of a trick can play any card they like.
Once the leader of a trick has played a card, everyone else must ''follow suit'' (play a card of that same suit, if they have one). If a player cannot follow suit, he must play a trump card. When playing a trump card, the player is compelled to play a higher value than any existing trump in the trick if he is able (The "Petit" is valued lowest, and the "21" is valued highest). If a player must trump but cannot overtrump, they can play any trump. If a player cannot follow suit or trump, he may play any card to the trick, however any card they play in such a situation cannot win the trick.
If the trick is led with a trump, all other players must play a trump, and each trump must exceed the rank of all trump previously played in the trick if possible. If this is not possible, a lower-ranked trump, or any card if the player has no trumps, can be played. If the first card played in a trick is the Fool, the required suit to follow is determined by the following card.
=== Scoring ===
When the last trick has been played, the round ends. The taker counts the number of ''oudlers'' and the point value of all cards in his scoring pile. Alternately, if the taker has taken the majority of tricks, the defenders can pool their scoring piles and count their ''oudlers'' and points; the taker has all remaining points.
==== Value of the cards ====
[[Image:TAROT ATOUT 17.jpg|thumb|right|100px|Trump]]
Cards for scoring purposes are divided into two groups: "counters" (any face card or ''oudler'') and "ordinary" cards or ''cartes basses'' (everything else, including all trumps except the 1 and 21). Cards are paired, with each counter matched to an ordinary card, and remaining ordinary cards are also paired. The values of pairs are then counted and summed:
*1 King/oudler + 1 ordinary card : 5 points
*1 Queen + 1 ordinary card : 4 points
*1 Knight + 1 ordinary card : 3 points
*1 Jack + 1 ordinary card : 2 points
*2 ordinary cards : 1 point
Each card thus has an individual value; the pairing simply makes it easier to count points. If a card cannot be paired, because there are an odd number in the scoring pile (common with three or five players) or more counters than ordinary cards:
*Kings and ''oudlers'' are worth 4½ points each;
*Queens are worth 3½;
*Knights are worth 2½;
*Jacks are worth 1½;
*All other cards are worth ½ point.
==== Winning ====
The number of points the taker needs depends on how many of the ''oudlers'' (Excuse, Petit, 21 of trumps) are among his won tricks.
*With 3 ''oudlers'' the taker needs at least 36 card points to win;
*With 2 ''oudlers'' the taker needs at least 41 card points to win;
*With 1 ''oudler'' the taker needs at least 51 card points to win;
*With none the taker needs at least 56 card points to win.
There are 91 points to be taken in a round, so if the taker has :
*3 ''oudlers'', the defenders need at least 55.5 card points to win;
*2 ''oudlers'', the defenders need at least 50.5 card points to win;
*1 ''oudler'', the defenders need at least 40.5 card points to win;
*no ''oudler'', the defenders need at least 35.5 card points to win.
==== Updating the scorecard ====
Scoring in Tarot is "zero-sum"; when one player gains points, one or more other players lose an equal number.
To calculate the basic "hand score" that is to be added or deducted, the scorer starts with a basic score of 25 points, then adds the absolute (non-negative) difference between the points earned by the taker and the threshold, and, if any, the ''Petit au bout'' bonus. This quantity is multiplied by the appropriate multiplier for the taker's bid level (see Bidding), and then two additional bonuses may be added if they apply; the ''poignée'' or "handful" bonus, and the ''chelem'' or slam bonus (see below for descriptions of bonuses). Thus, calculation of the hand score is expressed by the formula :
:<math>\ s = ((25 + E + P) * M) + H + S</math>
where:
*E : Extra Points (points above the target score, or below if the target score is not hit)
*P : ''Petit au bout'' bonus (see below)
*M : Multiplier (1, 2, 4, or 6 depending on the taker's bid level)
*H : Handful bonus (see below)
*S : Slam bonus (see below)
If the taker beats the target score, this hand score is deducted from the score of each defender. If the taker misses the target score, this score is added to the score of each defender. The opposite of the sum of the defenders' gain or loss is then added to or deducted from the taker's score to balance the scores; with four players, the taker will gain or lose three times the hand score depending on whether the taker made or missed the contract. The sum of all scores for each hand, and thus the sum of the running totals after each hand, should be zero.<ref name="fft1">{{cite |author=Féderation Français de Tarot|title=Réglement Officiel du Tarot |publisher=France Cartes}}</ref>
For example, a Garde Sans bid with a simple handful won by player A by a margin of 12 points gives the following hand score : ((25 + 12 + 0) * 4) + 10 + 0 = 158 points. This score is deducted from the scores of all defenders and the sum of this loss is added to the taker's score, hence the scorecard :
#A, 474
#B, -158
#C, -158
#D, -158
Some players prefer to round the scores to the nearest 10 points after each game, however care must be taken as the scores should still sum to zero. Rounding each of the above scores independently yields 470 - 160 - 160 - 160 = -10. If rounding is to be done, the defenders' scores should be rounded and the taker's score adjusted accordingly. Doing so in the above example would make the taker's score 480, thus it balances out.
After each round, the cards are gathered, cut by the previous dealer, and dealt by the person to the right of the previous dealer. The cards are not commonly shuffled other than the "soft shuffling" that occurs as a natural result of playing the cards. By not shuffling, groups of desirable cards are kept together such that one person generally has a favorable enough hand to open the bidding. With shuffling between deals it is unlikely for any one player to be dealt a hand he is willing to bid on; this leads to multiple redeals before a hand is actually played.
=== Bonuses ===
==== Misère ====
If a player's hand contains no trumps or no court cards (roi, dame, cavalier, valet), the player can declare Misère, which gives the declarer 30 points and subtracts 10 from the other players scores. This bonus is a common house rule and is not considered "official" by the [[Fédération Française de Tarot]] for tournament purposes.
==== ''Poignée'' (Handful) ====
If a player has 10 or more trumps in their hand, they can declare a single (10+), double (13+), or triple (15+) "handful" ("''poignée''"), right before playing their first card. A single handful adds 20 to the scoring. Doubles and triples add 40 and 60, respectively. The bonus is always added to the hand score, so if a player thinks that his or her side may not win, they might not want to declare a handful, so as not to give the other side points. The declaring player must show at least the number of trump cards for the level of the bonus declared. The Fool counts as a trump for the purposes of declaring handfuls, but if shown it gives information to other players as it usually means that the declaring player has no additional trumps. This bonus is not multiplied according to the contract.
==== ''Petit au bout'' (Least at Last) ====
When the last trick is won with the Petit (1 of trump), 10 points is added to or deducted from the hand score before multiplying. Whether it is added or subtracted depends on which would most benefit the side making ''Petit au bout''. Usually, when one side (taker or defense) makes ''Petit au bout'' but the other side was successful in either making or breaking contract, the bonus is subtracted; when one side is successful in the contract and also makes ''Petit au bout'', the bonus is added. If the side attempting the ''Petit au bout'' wins all the tricks, the player gets the ''petit au bout'' bonus if the Petit was played at the second to last trick (and won the trick) and the Fool was played at the last trick. This bonus is multiplied according to the contract; if the contract is Guard Without, the gain or loss for a single hand score is adjusted by 40 points one way or the other.
==== ''Chelem'' (Slam) ====
To Slam (in French, ''chelem'') is to take every trick in the round. "Announced" Slam (made while bidding in the auction) gains 400 points if made. It grants the taker the right (and obligation) to start the first trick. Otherwise, a non-announced Slam made by either the taker or the defense gains 200 points. Failure to fulfill a pre-declared Slam costs the announcer 200 points. This bonus is not multiplied according to the contract.
==== Petit Slam ====
"Petit Slam" is a bid to take every trick but three. It is, like the ''misère'', unofficial. An unannounced Petit Slam is worth 150 points, while an announced slam can gain the taker 300 points or lose them 150 if they make or miss.
== Variants ==
=== Petit imprenable (untouchable one of trumps) ===
In this variant, the player who has no trump except the Petit can still play, but the Petit is played like the Fool; if it does not take the trick, it is given back to its owner in exchange for a half-point card.
=== Three-player variant ===
The dog consists of six cards, each hand of 24 cards, dealt in packets of four. 13 trumps are needed for a single handful, 15 for a double handful, 18 for a triple.
=== Five-player variant ===
The dog consists of three cards, each hand of 15 cards, dealt in packets of three. 8 trumps are needed for a single handful, 10 for a double, 13 for a triple. Before calling the dog and scoring his three cards, the taker calls the King of any suit. Whoever has that King becomes the taker's partner, and plays with him against the other players. If the taker has all four kings, he calls a queen. If the taker has all four kings and all four queens, he calls a knight. The taker must play alone if he has all kings, queens and knights.
In the [[Austria]]n version, [[Königrufen]], this king-calling mechanism is used so that four-player play two against two.
The King is called ''before'' anything is done with the dog; therefore, the taker may call a King that is in the dog. In this case, the taker plays alone; he has technically called himself as partner if the dog's cards are to be integrated into the hand, and in any case no other player has that King in hand.
In scoring, the taker's partner gets one "hand score" added to or taken from his score if the taker makes or misses his contract. So, if taker beats the target score, each defender loses the hand score, the partner gains the hand score, and the taker gets twice the hand score. If he misses, the gains and losses are reversed.
=== Alternative scoring ===
In this variant, there is no score multiplier but the base score (25) is variable:
*20 for a Prise
*40 for a Garde
*80 for a Garde Sans
*160 for a Garde Contre
Another popular variant is setting the multiplier for the Garde Contre to 8 instead of 6.
===Scoring with chips===
A simple way to keep score, and to gamble in Tarot, utilizes a number of [[poker chips]] or similar tokens. The bid levels correspond to 1, 2, 4, and 6/8 chips or units. Each player bids or raises by increasing the number of chips, similar to [[Poker]] but without the option of folding. Each player's wager remains in front of him, and the taker adds an extra matching stack for each defender. If the taker wins, he gets all the chips on the table. If the taker loses, the defenders divide the chips evenly.
Rules on what happens when someone runs out of chips or cannot cover the current wager vary. Most often the player who is short cannot win more than was wagered; if the taker is short and wins, he only wins an equal stack from each defender. If he loses, the defenders split his chips as evenly as possible. If a defender is short, the taker can only win, and must only cover, the amount the defender has remaining. The game may end when someone runs out, in which case the person with the most chips wins. Alternately, play may continue, with the chip values of each bid level increased. The player who has run out must still play, and may or may not be able to win chips by helping to set the taker.
== Strategy ==
=== Evaluating one's hand ===
As a guide to bidding, a player can award points for various features of his hand, judging his bid according to the total number of points.
{| class="wikitable" border="1"
|-
! colspan="3" | Feature
! align="right" | Pts
|-
| rowspan="6" valign="top" | The Oudlers
| colspan="2" | the 21
| align="right" | 10
|-
| colspan="2" | the Fool
| align="right" | 8
|-
| rowspan="4" valign="top" | the Petit
| with 1-3 trumps
| align="right" | 0
|-
| with 4 trumps
| align="right" | 5
|-
| with 5 trumps
| align="right" | 7
|-
| with 6+ trumps
| align="right" | 9
|-
| rowspan="3" valign="top" | The trumps
| colspan="2" | each trump (Oudlers included) unless there are less than 4 of them
| align="right" | 2
|-
| colspan="2" | for each major trump (16 to 21)
| align="right" | 2
|-
| colspan="2" | for each major trump in a sequence, e.g. 20,21 = 2 points or 16,17,18 = 3 points
| align="right" | 1
|-
| rowspan="5" valign="top" | The major suited cards
| colspan="2" | King and Queen of the same suit
| align="right" | 10
|-
| colspan="2" | a King without Queen
| align="right" | 6
|-
| colspan="2" | a Queen without King
| align="right" | 3
|-
| colspan="2" | a Knight
| align="right" | 2
|-
| colspan="2" | a Jack
| align="right" | 1
|-
| rowspan="3" valign="top" | The suits
| colspan="2" | 5 cards of the same suit
| align="right" | 5
|-
| colspan="2" | 6 cards of the same suit
| align="right" | 7
|-
| colspan="2" | 7+ cards of the same suit
| align="right" | 9
|-
| rowspan="2" valign="top" | For Garde Sans or Garde Contre
| colspan="2" | no card of a suit
| align="right" | 6
|-
| colspan="2" | only one card of a suit
| align="right" | 3
|}
Each range of point totals suggests a different bid:
:less than 40 points: Passe (no bid)
:40 to 55 points: Prise
:56 to 70 points: Garde
:71 to 80 points: Garde Sans
:80+ points: Garde Contre
=== Getting the Petit ===
It is essential to try to get the Petit if one can. In a 5-player game, if the taker has the 21 of trump, he shall always play it so his partner can secure the Petit if he's got it. If the taker has many trumps, he can perform a ''chasse au petit'' (Petit hunt), trying to play his trumps so that the Petit owner has no choice but to give it away.
=== Observation ===
Every player should know which suits have been played, and which are still to be played. It is useful to count how many trumps, and what kings, have been played.
=== Statistics ===
==== Distribution of suits (4 players) ====
The following table shows the maximum number of suits and trumps for a Defender.
{| class="wikitable" border="1" style="text-align:right"
|-
! colspan="14" align="center" | Number of cards of a suit the Taker doesn't have
|-
|
| align="center" | 4
| align="center" | 5
| align="center" | 6
| align="center" | 7
| align="center" | 8
| align="center" | 9
| align="center" | 10
| align="center" | 11
| align="center" | 12
| align="center" | 13
| align="center" | 14
| align="center" | 15
| align="center" | 16
|-
| 2
| 66.7%
| 37.0%
| 12.4%
|
|
|
|
|
|
|
|
|
|
|-
|3
|29.6%
|49.4%
|57.6%
|48.0%
|25.6%
| 8.5%
|
|
|
|
|
|
|
|-
|4
| 3.7%
|12.3%
|24.7%
|38.4%
|48.0%
|48.0%
|37.3%
|19.5%
| 6.5%
|
|
|
|
|-
|5
|
| 1.2%
| 4.9%
|11.5%
|20.5%
|30.7%
|39.7%
|43.8%
|40.7%
|30.5%
|15.8%
| 5.3%
|
|-
|6
|
|
| 0.4%
| 1.9%
| 5.1%
|10.2%
|17.1%
|25.0%
|32.9%
|38.4%
|39.5%
|35.2%
|25.8%
|-
|7
|
|
|
| 0.1%
| 1.7%
| 2.2%
| 4.9%
| 8.9%
|14.3%
|20.7%
|27.3%
|33.1%
|36.4%
|-
|8
|
|
|
|
|
| 0.3%
| 0.9%
| 2.2%
| 4.5%
| 7.7%
|12.2%
|17.1%
|22.8%
|-
|9
|
|
|
|
|
|
| 0.1%
| 0.4%
| 1.0%
| 2.2%
| 4.0%
| 6.6%
|10.2%
|-
|10
|
|
|
|
|
|
|
|
| 0.1%
| 0.4%
| 1.0%
| 2.0%
| 3.6%
|-
|11
|
|
|
|
|
|
|
|
|
| 0.1%
| 0.2%
| 0.5%
| 1.0%
|-
|12
|
|
|
|
|
|
|
|
|
|
|
| 0.1%
| 0.2%
|}
Example: ''Suppose the taker has 8 hearts, thus the Defenders have 6 hearts. In 5.3% of the cases, one Defender has 5 or more hearts. Notice that the sum from any column is 100%. If the taker has 9 trumps, thus the Defense has 12 trumps. There is a 1.1% probability that one Defender has 9 or more trumps''.
=== The dog's cards (4 players, 6-cards dog) ===
{| class="wikitable" border="1" style="text-align:right"
|-
! colspan="20" align="center" | Number of missing cards from a particular suit
|-
|
| align="center" | 1
| align="center" | 2
| align="center" | 3
| align="center" | 4
| align="center" | 5
| align="center" | 6
| align="center" | 7
| align="center" | 8
| align="center" | 9
| align="center" | 10
| align="center" | 11
| align="center" | 12
| align="center" | 13
| align="center" | 14
| align="center" | 15
| align="center" | 16
| align="center" | 17
| align="center" | 18
| align="center" | 19
|-
| 0
|90.0%
|80.8%
|72.5%
|64.9%
|57.9%
|51.6%
|45.9%
|40.7%
|36.0%
|31.3%
|27.9%
|24.5%
|21.4%
|18.7%
|16.3%
|14.1%
|12.1%
|10.4%
| 8.9%
|-
|1
|10.0%
|18.3%
|25.1%
|30.5%
|34.7%
|37.9%
|40.1%
|41.5%
|42.2%
|42.3%
|41.9%
|41.0%
|39.8%
|38.3%
|36.6%
|34.7%
|32.7%
|30.7%
|28.5%
|-
|2
|
| 0.9%
| 2.4%
| 4.4%
| 6.8%
| 9.5%
|12.3%
|15.1%
|18.0%
|20.7%
|23.3%
|25.7%
|27.8%
|29.7%
|31.2%
|32.5%
|33.5%
|34.3%
|34.7%
|-
|3
|
|
| 0.0%
| 0.2%
| 0.5%
| 1.0%
| 1.6%
| 2.5%
| 3.5%
| 4.7%
| 6.1%
| 7.6%
| 9.3%
|11.0%
|12.9%
|14.8%
|16.9%
|18.9%
|20.8%
|-
|4
|
|
|
| 0.0%
| 0.0%
| 0.0%
| 0.1%
| 0.2%
| 0.3%
| 0.5%
| 0.8%
| 1.1%
| 1.5%
| 2.1%
| 2.7%
| 3.5%
| 4.3%
| 5.3%
| 6.4%
|-
|5
|
|
|
|
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.1%
| 0.1%
| 0.2%
| 0.3%
| 0.4%
| 0.5%
| 0.6%
| 0.9%
|-
|6
|
|
|
|
|
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.01%
| 0.02%
| 0.03%
| 0.04%
| 0.06%
|}
Example: ''If the taker has no queen, he has a 30.5% chance of getting a queen in the dog, 4.4% of two queens. If the taker has 8 diamonds, thus there are 14-8=6 diamonds left, he has a 51.6% chance of not getting any diamond in the kitty at all. If the taker has 7 trumps, thus there are 21-7=14 trumps left, he has a 43% chance of getting 2 or more trumps''.
== Special hands ==
=== ''Coupe franche'' (void) ===
Having no card in a particular suit.
=== ''Cinglette'' (singleton) ===
Having one card in a particular suit.
=== ''Filante'' or ''Longe'' (Being long in a suit) ===
Having many cards in a particular suit.
==Signalization==
The [[Fédération Française de Tarot]] developed a system of conventional leads that lets partners communicate the value and number of the cards in hand. An outline of the system follows.
'''With Starts (signalization on 1 only card)'''
*In the suits:
: A card of the Ace to the 5 announces a major honor (King - Queen).
: A card higher than the 5 denies the possession of an honor.
*With the trump:
: Odd: Announce at least 7 trumps, asks to play trump.
: Even: at the beginning of part announces less than 7 trumps.
'''With the Supply (indication on 2 cards)'''
*Suit played by the attacker:
: Order going down: behaviour 5th in the suit invites to play trump (attention not to have the Petit in hand).
: The Excuse on starts attacker with the first or with the second turn promises the behaviour
*Suit played by defense:
: Order going down: indication of the doubleton, it implies the acceptance of the continuation of the suit for an overtrumping.
A strong hand announces itself either on starts, by the installation of a king or an odd trump, or on the catch of hand by disobedience. In this case, it imposes its line of play to which the partners must collaborate.
==See also==
*[[Tarot (card game)]]
*[[Tarot, tarock and tarocchi games]]
*[[Tarocchini]]
== Notes ==
{{Reflist}}
==External links==
*[http://www.pagat.com/tarot/frtarot.html Rules of the game at pagat.com]
*{{cite web|url=http://www.fftarot.fr/index.php?/anglais-regles-du-tarot.html |title=Règlement en anglais: Official rules FFT |accessdate=2008-08-23 |publisher=Fédération Française de Tarot }}, mirrored [http://www.recreasoft.com/rulefft.htm here]
*[http://trionfi.com/0/p/ general informations to the game Tarot]
*[http://trionfi.com/0/s Tarot Museum]
*[http://www.tarotusa.com/ Tarot USA] {{fr icon}}
*[http://www.shogix.net/ Shogix.net]
*[http://www.angelfire.com/games5/atga/ American Tarot Game Association]
*[http://www.fqt.ca/ Fédération Québécoise de Tarot] {{fr icon}}
*[http://community.livejournal.com/game_of_tarot/profile/ Game of Tarot livejournal community]
*[http://www.youtube.com/watch?v=_0DuML4wfWI&mode=user&search= Instructional video on French Tarot]
{{Tarot, tarock and tarocchi games}}
[[Category:Tarot]]
[[Category:Tarot card games]]
[[Category:Trick-taking card games]]
[[Category:Dedicated deck card games]]
[[Category:Playing cards]]
[[Category:French tarot]]
[[de:Französisches Tarock]]
[[fr:Tarot]]
[[nl:Franse tarot]]
[[sl:Francoski tarok]]
[[fi:Ranskalainen tarot]]
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{{otheruses4|the French Tarot card game||Tarot (disambiguation)}}
{{Infobox card game
| title = French Tarot
| subtitle = A trick-taking game of the European [[Tarot]] card game family
| image_link = [[Image:Tarots cards deal whitebg.jpg|220px|''A 15-card hand of French Tarot for the 5 player variant''.]]
| image_caption =
| alt_names = Tarot, ''Jeu de Tarot''
| type = [[Trick-taking]]
| players = 4<br /> Variants for 3 or 5 players
| ages = 12 and up
| num_cards = 78
| deck = Tarot
| play = Counter-clockwise
| card_rank = R D C V 10 9 8 7 6 5 4 3 2 1<br /> Trump suit 21-1
| origin = [[Italy|Italian]]
| related = [[Spades (card game)|Spades]], [[Bridge (card game)|Bridge]]
| playing_time = 15 minutes per hand
| random_chance = Moderate
| skills = Card Counting, Tactics, Strategy
| footnotes =
}}
The French game of '''Tarot''', also '''''Jeu de Tarot''''', is a [[Trick-taking game|trick-taking]] [[card game]] enjoyed throughout [[France]] and also known in French-speaking [[Canada]], which uses a traditional 78-card [[Tarot]] deck instead of the internationally known 52-card [[poker deck]]. Tarot has similarities to the American card game [[Spades]], largely in their respective popularities as [[trick-taking game]]s and the use of a static [[trump (cards)|trump]] suit, although Tarot has bidding and scoring rules unique to the Tarock family of games. If compared to Tarot, the most similar games known in the U.S. might be [[Pinochle]] and [[Rook (card game)|Rook]].
== Official rules ==
Tarot, the second-most popular card game in France after [[Belote]], has been gaining popularity in the country since the latter part of the twentieth century, helped largely by the fact that there was basically only one main French game.<ref>Oxford Dictionary of Card Games, David Parlett pg. 300 - Oxford University Press (1996) ISBN 0-19-869173-4</ref> The [[Fédération Française de Tarot]] publishes official rules for Tarot. In English, the game is sometimes referred to as '''French tarot'''; e.g., the French name of the annual [[Montreal]] festival ''Festival International de Tarot de Montréal'' is officially translated into English as ''International French Tarot Festival of Montreal''. This is done to differentiate the card game from other uses of the tarot deck which are more familiar in the Americas and English-speaking countries, namely [[cartomancy]] and other [[divination|divinatory]] uses, and also to distinguish it from other card games played with a tarot deck.
== The deck ==
[[Image:Tarotcartes.jpg|thumb|left|200px|The three ''oudlers'' in the [[Tarot Nouveau]] pattern]]
The game of Tarot is played using a 78-card [[tarot]] deck, which is composed of a numbered series of 21 [[Trump (card game)|trump]] cards (''atouts''), one [[The Fool (tarot card)|Fool]] (''l'excuse''), and 4 [[suit (cards)|suit]]s (spades, hearts, diamonds, clubs), divided into 10 numbers from 1 to 10, and then the face cards of jack (''Valet''), knight or cavalier (''Cavalier''), queen (''Dame'') and king (''Roi''). Though the tarot decks used for [[cartomancy]] will technically work when playing the card games, they are designed to be laid out in a tableau, not held in a hand of cards. Many tarot readers also disdain the use of reading tarots for playing games. However, some tarot readers also argue that, because tarot cards were originally created in order to play games, when one uses reading tarots for game purposes, they are using the deck in its oldest and purest application.<ref>[http://tarotica.com/faq.html#14 jk's Tarot FAQ] at Tarotica</ref> Nonetheless, due to the difficulty in using reading tarots for play, the style most often used for game playing is known as the "[[Tarot Nouveau]]" or "Bourgeois Tarot", which has card designs similar to the Anglo-American [[Playing cards|52-card deck]] and is generally dissimilar to reading tarot decks.
=== Rank of cards ===
Three cards known as ''oudlers'' ("honors") are of particular importance in the game: the 1 of trumps (the ''Petit'' or ''little one''), the 21 of trumps (''Le Monde''), and the ''Excuse'' (the Fool). These cards, when captured by the high bidder, lower the point threshold needed to make contract.
The ranking of the suit cards in both the red and black suits is from highest to lowest: King, Queen, Knight, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1 (Ace).
As an aside, the trumps and Fool can be removed to yield a 56-card deck very similar to a [[poker deck]] but with the additional ''chevalier'' (knight) in each suit. This deck, plus the Fool, was copied using culture-neutral suits and ranks to create the deck for the game [[Rook (card game)|Rook]], and the 56-card deck can be substituted for the 52-card [[Anglo-American playing card|Anglo-American]] deck in virtually all popular [[card game]]s.
[[Image:Tarotcards.jpg|thumb|center||600px|Tarot Nouveau]]
=== The Fool (''Excuse'') ===
[[Image:TAROT_EXCUSE.jpg|thumb|right|100px|"Fool"]]
The only card with a special effect is the Fool, called the ‘''Excuse''’. The Fool may be played on any trick: it "excuses" the player from following suit. However, it never wins the trick. The Fool remains the property of the person who played it, not the winner of that trick: to compensate for this in the scoring count, the owner of the Fool should instead give the winner of the trick a half-point card (a trump other than an ''oudler'', or a suited number card; see Scoring below) from his/her score pile.
However, two common exceptions to this behavior happen when the Fool is played on the last trick, and what happens depends on whether the side playing the Fool has taken all the previous tricks (see ''Chelem''/Slam below). If the side has taken all previous tricks, the Fool takes the last trick; if not, the Fool changes hands to the other side, even if the trick is won by a partner or fellow defender of the person playing it.
== Rules ==
For 3 or 4 players (5 with a simple variation). The 4-player variant is usually considered the most challenging and is the one played in competitions. The following rules are for 4 players.
=== Dealing ===
Each player chooses a random card from the deck; the dealer is the person with the smallest card, with spades > hearts > diamonds > clubs (so 10 of hearts > 9 of spades, 5 of diamonds and > 5 of clubs). The trumps rank higher than the other cards; anyone who draws the Fool must redraw.
The player at the left of the dealer cuts the deck. The dealer then deals out the entire deck, counter-clockwise; dealing 18 cards to each of the players, plus 6 cards to the "dog" (''chien'' in French, also commonly translated as "kitty"), a face-down pile in the middle of the table. Each player is dealt his cards three at a time, and the dog is dealt one card at a time at any time the dealer wishes except for the first and last card dealt, which may not be part of the dog.
A ''maldonne'' (misdeal) occurs when the dealer makes mistakes in the dealing; if this happens, the hand is redealt, either by the same dealer or the next in rotation. Players inspect, sort and evaluate their hands and move on to the bidding round.
=== ''Petit sec'' ===
A player in possession of the Petit (1 of trump) but no other trump nor the Fool must declare a misdeal (this player must of course show his hand to prove this). This is because a player holding trumps who cannot follow suit must play a trump; if a player holds only the Petit, the chances of them being able to play it such that it will win a trick (thus retaining it) are very low, as is the level of control such a player would have over who will take the Petit.
=== Bidding ===
The players look at the cards they have been dealt, and an auction begins, starting from the player to the right of the dealer, as all action proceeds counter-clockwise. By bidding, a player states his confidence that he will be able to meet a set contract (see [[French tarot#Scoring|below]]) and sets the terms by which they will try to do so. If a player does not wish to bid, they may "pass" but may not bid after having passed previously. One may only bid higher than the previous bidders. The ''preneur'' ("taker", sometimes called "declarer" as in [[Contract Bridge|Bridge]]) is the one who wins this auction; they must try to meet the contract while all other players form the "defense" and attempt to prevent the taker from doing so.
The bids are, in increasing importance:
*''prise'' (take) or ''petite'' (small): if this is the winning bid the taker adds the "dog" to his hand, then confidentially sets aside a same number of cards of his choice, to bring his hand back to normal size before play begins. The discarded cards form the beginning of the taker's score pile (the tricks pile). The name of this stack evolves from "le chien" to "l'écart" ("the aside").
*''garde'' ("guard"): the same as ''prise'', but the taker wins or loses double the usual stake.
*''garde sans [le chien]'' ("guard" without [the dog]): the dog goes directly into the taker's score pile, and no-one gets to see it until the end of the hand. The score is counted normally against the target number, but it is worth double the ''garde'' score (4x the base hand score) to whoever wins the hand.
*''garde contre [le chien]'' ("guard" against [the dog]): the dog goes directly into the opposing score pile, without being shown until the end of the hand. The score is counted normally against the target number, but it is worth triple the ''garde'' score (6x the base hand score) to whoever wins the hand.
The taker may not set aside a king or a trump, except that if the player cannot discard anything else, they may discard a trump.<ref> {{cite web|url= http://www.fftarot.fr/index.php?/regles-tarot-Le-Chien-et-l-ecart.html |title= Le chien et l'écart |accessdate= 2008-08-23 |work= Formation |publisher= Fédération Française de Tarot |}} {{fr icon}}</ref> In this case, the taker has to display which trumps he sets aside. An ''oudler'' may never be set aside. If no one bids, another deal begins, the new dealer being the next player (to the right of the previous dealer).
In earlier rules, still played outside of competitions, in place of the ''prise'' and simple ''garde'', there were two bids, in increasing importance: the ''petite'' (small) and the ''pousse'' (push). The ''prise'' is still sometimes known as ''petite''. There are also some players who play without the ''prise'' contract, with ''garde'' as the minimum allowable bid.
=== Main phase ===
The player to the right of the taker leads the first trick, and the play proceeds counter-clockwise, with every player adding a card from his hand to the trick. Every subsequent trick is led by the player who took the last trick. The leader of a trick can play any card they like.
Once the leader of a trick has played a card, everyone else must ''follow suit'' (play a card of that same suit, if they have one). If a player cannot follow suit, he must play a trump card. When playing a trump card, the player is compelled to play a higher value than any existing trump in the trick if he is able (The "Petit" is valued lowest, and the "21" is valued highest). If a player must trump but cannot overtrump, they can play any trump. If a player cannot follow suit or trump, he may play any card to the trick, however any card they play in such a situation cannot win the trick.
If the trick is led with a trump, all other players must play a trump, and each trump must exceed the rank of all trump previously played in the trick if possible. If this is not possible, a lower-ranked trump, or any card if the player has no trumps, can be played. If the first card played in a trick is the Fool, the required suit to follow is determined by the following card.
=== Scoring ===
When the last trick has been played, the round ends. The taker counts the number of ''oudlers'' and the point value of all cards in his scoring pile. Alternately, if the taker has taken the majority of tricks, the defenders can pool their scoring piles and count their ''oudlers'' and points; the taker has all remaining points.
==== Value of the cards ====
[[Image:TAROT ATOUT 17.jpg|thumb|right|100px|Trump]]
Cards for scoring purposes are divided into two groups: "counters" (any face card or ''oudler'') and "ordinary" cards or ''cartes basses'' (everything else, including all trumps except the 1 and 21). Cards are paired, with each counter matched to an ordinary card, and remaining ordinary cards are also paired. The values of pairs are then counted and summed:
*1 King/oudler + 1 ordinary card : 5 points
*1 Queen + 1 ordinary card : 4 points
*1 Knight + 1 ordinary card : 3 points
*1 Jack + 1 ordinary card : 2 points
*2 ordinary cards : 1 point
Each card thus has an individual value; the pairing simply makes it easier to count points. If a card cannot be paired, because there are an odd number in the scoring pile (common with three or five players) or more counters than ordinary cards:
*Kings and ''oudlers'' are worth 4½ points each;
*Queens are worth 3½;
*Knights are worth 2½;
*Jacks are worth 1½;
*All other cards are worth ½ point.
==== Winning ====
The number of points the taker needs depends on how many of the ''oudlers'' (Excuse, Petit, 21 of trumps) are among his won tricks.
*With 3 ''oudlers'' the taker needs at least 36 card points to win;
*With 2 ''oudlers'' the taker needs at least 41 card points to win;
*With 1 ''oudler'' the taker needs at least 51 card points to win;
*With none the taker needs at least 56 card points to win.
There are 91 points to be taken in a round, so if the taker has :
*3 ''oudlers'', the defenders need at least 55.5 card points to win;
*2 ''oudlers'', the defenders need at least 50.5 card points to win;
*1 ''oudler'', the defenders need at least 40.5 card points to win;
*no ''oudler'', the defenders need at least 35.5 card points to win.
==== Updating the scorecard ====
Scoring in Tarot is "zero-sum"; when one player gains points, one or more other players lose an equal number.
To calculate the basic "hand score" that is to be added or deducted, the scorer starts with a basic score of 25 points, then adds the absolute (non-negative) difference between the points earned by the taker and the threshold, and, if any, the ''Petit au bout'' bonus. This quantity is multiplied by the appropriate multiplier for the taker's bid level (see Bidding), and then two additional bonuses may be added if they apply; the ''poignée'' or "handful" bonus, and the ''chelem'' or slam bonus (see below for descriptions of bonuses). Thus, calculation of the hand score is expressed by the formula :
:<math>\ s = ((25 + E + P) * M) + H + S</math>
where:
*E : Extra Points (points above the target score, or below if the target score is not hit)
*P : ''Petit au bout'' bonus (see below)
*M : Multiplier (1, 2, 4, or 6 depending on the taker's bid level)
*H : Handful bonus (see below)
*S : Slam bonus (see below)
If the taker beats the target score, this hand score is deducted from the score of each defender. If the taker misses the target score, this score is added to the score of each defender. The opposite of the sum of the defenders' gain or loss is then added to or deducted from the taker's score to balance the scores; with four players, the taker will gain or lose three times the hand score depending on whether the taker made or missed the contract. The sum of all scores for each hand, and thus the sum of the running totals after each hand, should be zero.<ref name="fft1">{{cite |author=Féderation Français de Tarot|title=Réglement Officiel du Tarot |publisher=France Cartes}}</ref>
For example, a Garde Sans bid with a simple handful won by player A by a margin of 12 points gives the following hand score : ((25 + 12 + 0) * 4) + 10 + 0 = 158 points. This score is deducted from the scores of all defenders and the sum of this loss is added to the taker's score, hence the scorecard :
#A, 474
#B, -158
#C, -158
#D, -158
Some players prefer to round the scores to the nearest 10 points after each game, however care must be taken as the scores should still sum to zero. Rounding each of the above scores independently yields 470 - 160 - 160 - 160 = -10. If rounding is to be done, the defenders' scores should be rounded and the taker's score adjusted accordingly. Doing so in the above example would make the taker's score 480, thus it balances out.
After each round, the cards are gathered, cut by the previous dealer, and dealt by the person to the right of the previous dealer. The cards are not commonly shuffled other than the "soft shuffling" that occurs as a natural result of playing the cards. By not shuffling, groups of desirable cards are kept together such that one person generally has a favorable enough hand to open the bidding. With shuffling between deals it is unlikely for any one player to be dealt a hand he is willing to bid on; this leads to multiple redeals before a hand is actually played.
=== Bonuses ===
==== Misère ====
If a player's hand contains no trumps or no court cards (roi, dame, cavalier, valet), the player can declare Misère, which gives the declarer 30 points and subtracts 10 from the other players scores. This bonus is a common house rule and is not considered "official" by the [[Fédération Française de Tarot]] for tournament purposes.
==== ''Poignée'' (Handful) ====
If a player has 10 or more trumps in their hand, they can declare a single (10+), double (13+), or triple (15+) "handful" ("''poignée''"), right before playing their first card. A single handful adds 20 to the scoring. Doubles and triples add 40 and 60, respectively. The bonus is always added to the hand score, so if a player thinks that his or her side may not win, they might not want to declare a handful, so as not to give the other side points. The declaring player must show at least the number of trump cards for the level of the bonus declared. The Fool counts as a trump for the purposes of declaring handfuls, but if shown it gives information to other players as it usually means that the declaring player has no additional trumps. This bonus is not multiplied according to the contract.
==== ''Petit au bout'' (Least at Last) ====
When the last trick is won with the Petit (1 of trump), 10 points is added to or deducted from the hand score before multiplying. Whether it is added or subtracted depends on which would most benefit the side making ''Petit au bout''. Usually, when one side (taker or defense) makes ''Petit au bout'' but the other side was successful in either making or breaking contract, the bonus is subtracted; when one side is successful in the contract and also makes ''Petit au bout'', the bonus is added. If the side attempting the ''Petit au bout'' wins all the tricks, the player gets the ''petit au bout'' bonus if the Petit was played at the second to last trick (and won the trick) and the Fool was played at the last trick. This bonus is multiplied according to the contract; if the contract is Guard Without, the gain or loss for a single hand score is adjusted by 40 points one way or the other.
==== ''Chelem'' (Slam) ====
To Slam (in French, ''chelem'') is to take every trick in the round. "Announced" Slam (made while bidding in the auction) gains 400 points if made. It grants the taker the right (and obligation) to start the first trick. Otherwise, a non-announced Slam made by either the taker or the defense gains 200 points. Failure to fulfill a pre-declared Slam costs the announcer 200 points. This bonus is not multiplied according to the contract.
==== Petit Slam ====
"Petit Slam" is a bid to take every trick but three. It is, like the ''misère'', unofficial. An unannounced Petit Slam is worth 150 points, while an announced slam can gain the taker 300 points or lose them 150 if they make or miss.
== Variants ==
=== Petit imprenable (untouchable one of trumps) ===
In this variant, the player who has no trump except the Petit can still play, but the Petit is played like the Fool; if it does not take the trick, it is given back to its owner in exchange for a half-point card.
=== Three-player variant ===
The dog consists of six cards, each hand of 24 cards, dealt in packets of four. 13 trumps are needed for a single handful, 15 for a double handful, 18 for a triple.
=== Five-player variant ===
The dog consists of three cards, each hand of 15 cards, dealt in packets of three. 8 trumps are needed for a single handful, 10 for a double, 13 for a triple. Before calling the dog and scoring his three cards, the taker calls the King of any suit. Whoever has that King becomes the taker's partner, and plays with him against the other players. If the taker has all four kings, he calls a queen. If the taker has all four kings and all four queens, he calls a knight. The taker must play alone if he has all kings, queens and knights.
In the [[Austria]]n version, [[Königrufen]], this king-calling mechanism is used so that four-player play two against two.
The King is called ''before'' anything is done with the dog; therefore, the taker may call a King that is in the dog. In this case, the taker plays alone; he has technically called himself as partner if the dog's cards are to be integrated into the hand, and in any case no other player has that King in hand.
In scoring, the taker's partner gets one "hand score" added to or taken from his score if the taker makes or misses his contract. So, if taker beats the target score, each defender loses the hand score, the partner gains the hand score, and the taker gets twice the hand score. If he misses, the gains and losses are reversed.
=== Alternative scoring ===
In this variant, there is no score multiplier but the base score (25) is variable:
*20 for a Prise
*40 for a Garde
*80 for a Garde Sans
*160 for a Garde Contre
Another popular variant is setting the multiplier for the Garde Contre to 8 instead of 6.
===Scoring with chips===
A simple way to keep score, and to gamble in Tarot, utilizes a number of [[poker chips]] or similar tokens. The bid levels correspond to 1, 2, 4, and 6/8 chips or units. Each player bids or raises by increasing the number of chips, similar to [[Poker]] but without the option of folding. Each player's wager remains in front of him, and the taker adds an extra matching stack for each defender. If the taker wins, he gets all the chips on the table. If the taker loses, the defenders divide the chips evenly.
Rules on what happens when someone runs out of chips or cannot cover the current wager vary. Most often the player who is short cannot win more than was wagered; if the taker is short and wins, he only wins an equal stack from each defender. If he loses, the defenders split his chips as evenly as possible. If a defender is short, the taker can only win, and must only cover, the amount the defender has remaining. The game may end when someone runs out, in which case the person with the most chips wins. Alternately, play may continue, with the chip values of each bid level increased. The player who has run out must still play, and may or may not be able to win chips by helping to set the taker.
== Strategy ==
=== Evaluating one's hand ===
As a guide to bidding, a player can award points for various features of his hand, judging his bid according to the total number of points.
{| class="wikitable" border="1"
|-
! colspan="3" | Feature
! align="right" | Pts
|-
| rowspan="6" valign="top" | The Oudlers
| colspan="2" | the 21
| align="right" | 10
|-
| colspan="2" | the Fool
| align="right" | 8
|-
| rowspan="4" valign="top" | the Petit
| with 1-3 trumps
| align="right" | 0
|-
| with 4 trumps
| align="right" | 5
|-
| with 5 trumps
| align="right" | 7
|-
| with 6+ trumps
| align="right" | 9
|-
| rowspan="3" valign="top" | The trumps
| colspan="2" | each trump (Oudlers included) unless there are less than 4 of them
| align="right" | 2
|-
| colspan="2" | for each major trump (16 to 21)
| align="right" | 2
|-
| colspan="2" | for each major trump in a sequence, e.g. 20,21 = 2 points or 16,17,18 = 3 points
| align="right" | 1
|-
| rowspan="5" valign="top" | The major suited cards
| colspan="2" | King and Queen of the same suit
| align="right" | 10
|-
| colspan="2" | a King without Queen
| align="right" | 6
|-
| colspan="2" | a Queen without King
| align="right" | 3
|-
| colspan="2" | a Knight
| align="right" | 2
|-
| colspan="2" | a Jack
| align="right" | 1
|-
| rowspan="3" valign="top" | The suits
| colspan="2" | 5 cards of the same suit
| align="right" | 5
|-
| colspan="2" | 6 cards of the same suit
| align="right" | 7
|-
| colspan="2" | 7+ cards of the same suit
| align="right" | 9
|-
| rowspan="2" valign="top" | For Garde Sans or Garde Contre
| colspan="2" | no card of a suit
| align="right" | 6
|-
| colspan="2" | only one card of a suit
| align="right" | 3
|}
Each range of point totals suggests a different bid:
:less than 40 points: Passe (no bid)
:40 to 55 points: Prise
:56 to 70 points: Garde
:71 to 80 points: Garde Sans
:80+ points: Garde Contre
=== Getting the Petit ===
It is essential to try to get the Petit if one can. In a 5-player game, if the taker has the 21 of trump, he shall always play it so his partner can secure the Petit if he's got it. If the taker has many trumps, he can perform a ''chasse au petit'' (Petit hunt), trying to play his trumps so that the Petit owner has no choice but to give it away.
=== Observation ===
Every player should know which suits have been played, and which are still to be played. It is useful to count how many trumps, and what kings, have been played.
=== Statistics ===
==== Distribution of suits (4 players) ====
The following table shows the maximum number of suits and trumps for a Defender.
{| class="wikitable" border="1" style="text-align:right"
|-
! colspan="14" align="center" | Number of cards of a suit the Taker doesn't have
|-
|
| align="center" | 4
| align="center" | 5
| align="center" | 6
| align="center" | 7
| align="center" | 8
| align="center" | 9
| align="center" | 10
| align="center" | 11
| align="center" | 12
| align="center" | 13
| align="center" | 14
| align="center" | 15
| align="center" | 16
|-
| 2
| 66.7%
| 37.0%
| 12.4%
|
|
|
|
|
|
|
|
|
|
|-
|3
|29.6%
|49.4%
|57.6%
|48.0%
|25.6%
| 8.5%
|
|
|
|
|
|
|
|-
|4
| 3.7%
|12.3%
|24.7%
|38.4%
|48.0%
|48.0%
|37.3%
|19.5%
| 6.5%
|
|
|
|
|-
|5
|
| 1.2%
| 4.9%
|11.5%
|20.5%
|30.7%
|39.7%
|43.8%
|40.7%
|30.5%
|15.8%
| 5.3%
|
|-
|6
|
|
| 0.4%
| 1.9%
| 5.1%
|10.2%
|17.1%
|25.0%
|32.9%
|38.4%
|39.5%
|35.2%
|25.8%
|-
|7
|
|
|
| 0.1%
| 1.7%
| 2.2%
| 4.9%
| 8.9%
|14.3%
|20.7%
|27.3%
|33.1%
|36.4%
|-
|8
|
|
|
|
|
| 0.3%
| 0.9%
| 2.2%
| 4.5%
| 7.7%
|12.2%
|17.1%
|22.8%
|-
|9
|
|
|
|
|
|
| 0.1%
| 0.4%
| 1.0%
| 2.2%
| 4.0%
| 6.6%
|10.2%
|-
|10
|
|
|
|
|
|
|
|
| 0.1%
| 0.4%
| 1.0%
| 2.0%
| 3.6%
|-
|11
|
|
|
|
|
|
|
|
|
| 0.1%
| 0.2%
| 0.5%
| 1.0%
|-
|12
|
|
|
|
|
|
|
|
|
|
|
| 0.1%
| 0.2%
|}
Example: ''Suppose the taker has 8 hearts, thus the Defenders have 6 hearts. In 5.3% of the cases, one Defender has 5 or more hearts. Notice that the sum from any column is 100%. If the taker has 9 trumps, thus the Defense has 12 trumps. There is a 1.1% probability that one Defender has 9 or more trumps''.
=== The dog's cards (4 players, 6-cards dog) ===
{| class="wikitable" border="1" style="text-align:right"
|-
! colspan="20" align="center" | Number of missing cards from a particular suit
|-
|
| align="center" | 1
| align="center" | 2
| align="center" | 3
| align="center" | 4
| align="center" | 5
| align="center" | 6
| align="center" | 7
| align="center" | 8
| align="center" | 9
| align="center" | 10
| align="center" | 11
| align="center" | 12
| align="center" | 13
| align="center" | 14
| align="center" | 15
| align="center" | 16
| align="center" | 17
| align="center" | 18
| align="center" | 19
|-
| 0
|90.0%
|80.8%
|72.5%
|64.9%
|57.9%
|51.6%
|45.9%
|40.7%
|36.0%
|31.3%
|27.9%
|24.5%
|21.4%
|18.7%
|16.3%
|14.1%
|12.1%
|10.4%
| 8.9%
|-
|1
|10.0%
|18.3%
|25.1%
|30.5%
|34.7%
|37.9%
|40.1%
|41.5%
|42.2%
|42.3%
|41.9%
|41.0%
|39.8%
|38.3%
|36.6%
|34.7%
|32.7%
|30.7%
|28.5%
|-
|2
|
| 0.9%
| 2.4%
| 4.4%
| 6.8%
| 9.5%
|12.3%
|15.1%
|18.0%
|20.7%
|23.3%
|25.7%
|27.8%
|29.7%
|31.2%
|32.5%
|33.5%
|34.3%
|34.7%
|-
|3
|
|
| 0.0%
| 0.2%
| 0.5%
| 1.0%
| 1.6%
| 2.5%
| 3.5%
| 4.7%
| 6.1%
| 7.6%
| 9.3%
|11.0%
|12.9%
|14.8%
|16.9%
|18.9%
|20.8%
|-
|4
|
|
|
| 0.0%
| 0.0%
| 0.0%
| 0.1%
| 0.2%
| 0.3%
| 0.5%
| 0.8%
| 1.1%
| 1.5%
| 2.1%
| 2.7%
| 3.5%
| 4.3%
| 5.3%
| 6.4%
|-
|5
|
|
|
|
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.1%
| 0.1%
| 0.2%
| 0.3%
| 0.4%
| 0.5%
| 0.6%
| 0.9%
|-
|6
|
|
|
|
|
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.0%
| 0.01%
| 0.02%
| 0.03%
| 0.04%
| 0.06%
|}
Example: ''If the taker has no queen, he has a 30.5% chance of getting a queen in the dog, 4.4% of two queens. If the taker has 8 diamonds, thus there are 14-8=6 diamonds left, he has a 51.6% chance of not getting any diamond in the kitty at all. If the taker has 7 trumps, thus there are 21-7=14 trumps left, he has a 43% chance of getting 2 or more trumps''.
== Special hands ==
=== ''Coupe franche'' (void) ===
Having no card in a particular suit.
=== ''Cinglette'' (singleton) ===
Having one card in a particular suit.
=== ''Filante'' or ''Longe'' (Being long in a suit) ===
Having many cards in a particular suit.
==Signalization==
The [[Fédération Française de Tarot]] developed a system of conventional leads that lets partners communicate the value and number of the cards in hand. An outline of the system follows.
'''With Starts (signalization on 1 only card)'''
*In the suits:
: A card of the Ace to the 5 announces a major honor (King - Queen).
: A card higher than the 5 denies the possession of an honor.
*With the trump:
: Odd: Announce at least 7 trumps, asks to play trump.
: Even: at the beginning of part announces less than 7 trumps.
'''With the Supply (indication on 2 cards)'''
*Suit played by the attacker:
: Order going down: behaviour 5th in the suit invites to play trump (attention not to have the Petit in hand).
: The Excuse on starts attacker with the first or with the second turn promises the behaviour
*Suit played by defense:
: Order going down: indication of the doubleton, it implies the acceptance of the continuation of the suit for an overtrumping.
A strong hand announces itself either on starts, by the installation of a king or an odd trump, or on the catch of hand by disobedience. In this case, it imposes its line of play to which the partners must collaborate.
==See also==
*[[Tarot (card game)]]
*[[Tarot, tarock and tarocchi games]]
*[[Tarocchini]]
== Notes ==
{{Reflist}}
==External links==
*[http://www.pagat.com/tarot/frtarot.html Rules of the game at pagat.com]
*{{cite web|url=http://www.fftarot.fr/index.php?/anglais-regles-du-tarot.html |title=Règlement en anglais: Official rules FFT |accessdate=2008-08-23 |publisher=Fédération Française de Tarot }}, mirrored [http://www.recreasoft.com/rulefft.htm here]
*[http://trionfi.com/0/p/ general informations to the game Tarot]
*[http://trionfi.com/0/s Tarot Museum]
*[http://www.tarotusa.com/ Tarot USA] {{fr icon}}
*[http://www.shogix.net/ Shogix.net]
*[http://www.angelfire.com/games5/atga/ American Tarot Game Association]
*[http://www.fqt.ca/ Fédération Québécoise de Tarot] {{fr icon}}
*[http://community.livejournal.com/game_of_tarot/profile/ Game of Tarot livejournal community]
*[http://www.youtube.com/watch?v=_0DuML4wfWI&mode=user&search= Instructional video on French Tarot]
{{Tarot, tarock and tarocchi games}}
[[Category:Tarot]]
[[Category:Tarot card games]]
[[Category:Trick-taking card games]]
[[Category:Dedicated deck card games]]
[[Category:Playing cards]]
[[Category:French tarot]]
[[de:Französisches Tarock]]
[[fr:Tarot]]
[[nl:Franse tarot]]
[[sl:Francoski tarok]]
[[fi:Ranskalainen tarot]]
9b8ph61salofrn1chy99wg0odfzhpx8
Fun House (board game)
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'''''Fun House''''' was a [[board game]] that utilized [[dice]], markers, and a board game that plays like a real [[fun house]]. It was loosely based on the [[Fun House (game show)|game show]] and was released in [[1988 in games|1988]]. The layout of the board was surprisingly similar to ''[[The Game of Life]]''.
==External links==
*{{bgg|16982|''Fun House''}}
[[Category: Roll-and-move board games]]
{{board-game-stub}}
1rylrofdblsltn3icg7e1s78xpneikt
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'''''Fun House''''' was a [[board game]] that utilized [[dice]], markers, and a board game that plays like a real [[fun house]]. It was loosely based on the [[Fun House (game show)|game show]] and was released in [[1988 in games|1988]]. The layout of the board was surprisingly similar to ''[[The Game of Life]]''.
==External links==
*{{bgg|16982|''Fun House''}}
[[Category: Roll-and-move board games]]
{{board-game-stub}}
1rylrofdblsltn3icg7e1s78xpneikt
Game of the Goose
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[[Image:Goosy_Goosy_Gander_02.JPG|thumb|400px|A French Version of a "Jeu de l'oie"]]
The '''Game Of The Goose''' is thought to be the [[prototype]] for many of the commercial [[Europe]]an racing [[board games]] of recent centuries. The game is mostly played in Europe and seen as family entertainment. Commercial versions of the game appeared in the 1880s and 1890s, and feature typical old European characteristics such as an old well and kids in clothes from the period. It is claimed that the game was originally a gift from [[Francesco I de' Medici]] of [[Florence]] to King [[Philip II of Spain]] sometime between 1574 and 1587. In June 1597 John Wolfe had attested that the game existed in [[London]]. In the 1960s, the game company CO-5 marketed a variant called ''Gooses Wild''.
==Description==
The board consists of a track with consecutively numbered spaces (usually 63), and is often arranged in a spiral with the starting point at the outside. Each player's piece is moved according to throws of one or two [[dice]]. Scattered throughout the board are a number of spaces on which a [[goose]] is depicted; landing on a goose allows the player to move again by the same distance. Additional shortcuts, such as spaces marked with a [[bridge]], move the player to some other specified position. There are also a few penalty spaces which force the player to move backwards or lose one or more turns, the most recognizable being the one marked with a [[skull]] and symbolizing [[death]]; landing on this space results in the player being sent back to start. The game of the goose originated in Russia as a game for little children.{{Citation needed|date=November 2009}}
On Spanish boards the reverse is usually a [[parchís]] board.
==In worldwide culture==
* In his 1899 novel ''Le Testament d’un excentrique'', [[Jules Verne]] uses the [[United States of America]] as a giant real-life Game of the Goose board, on which seven players race each other in pursuit of a $60,000,000 inheritance.
* The game was the basis for a game and stunt show in [[Italy]] named ''Il Grande Gioco Dell'Oca'' (The Great Game of the Goose), as well as the near-identical [[Spain|Spanish]] version, ''[[El gran juego de la oca]]'' (same). The Spanish version ran from 1993 to 1995, and again in 1998 as ''El nuevo juego de la oca'' (The New Game of the Goose).
==External links==
* [http://66.102.9.104/translate_c?hl=en&u=http://www.elcaminoasantiago.com/caminos/esoterico/juegooca.htm&prev=/search%3Fq%3Dcamino%2Bsantiago%26start%3D660%26hl%3Den%26sa%3DN&usg=ALkJrhj6SkjeqpZtLVXVgcQpLedgHVcxYg History and Rules of Game.Discovery of the Relation between the Squares of the Game of the Goose and the stages of the St. James Way.]
* [http://www-cs.canisius.edu/~salley/Articles/goose.html Dagonell's rules of the Game of the Goose]
* [http://modaruniversity.org/goose-game-board.pdf Printable Board for the Game of the Goose]
* [http://www.gamepuzzles.com/goose.htm Rules]
* [http://www.recoveredscience.com/gooseintro.htm A history of the Game of the Goose]
*{{bgg|2785|The Game of the Goose}}
[[Category:History of board games]]
[[Category:Roll-and-move board games]]
[[Category:race games]]
{{board-game-stub}}
[[ca:Joc de l'oca]]
[[de:Gänsespiel]]
[[es:Juego de la Oca]]
[[fr:Jeu de l'oie]]
[[it:Gioco dell'oca]]
[[nl:Ganzenbord]]
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[[Image:Goosy_Goosy_Gander_02.JPG|thumb|400px|A French Version of a "Jeu de l'oie"]]
The '''Game Of The Goose''' is thought to be the [[prototype]] for many of the commercial [[Europe]]an racing [[board games]] of recent centuries. The game is mostly played in Europe and seen as family entertainment. Commercial versions of the game appeared in the 1880s and 1890s, and feature typical old European characteristics such as an old well and kids in clothes from the period. It is claimed that the game was originally a gift from [[Francesco I de' Medici]] of [[Florence]] to King [[Philip II of Spain]] sometime between 1574 and 1587. In June 1597 John Wolfe had attested that the game existed in [[London]]. In the 1960s, the game company CO-5 marketed a variant called ''Gooses Wild''.
==Description==
The board consists of a track with consecutively numbered spaces (usually 63), and is often arranged in a spiral with the starting point at the outside. Each player's piece is moved according to throws of one or two [[dice]]. Scattered throughout the board are a number of spaces on which a [[goose]] is depicted; landing on a goose allows the player to move again by the same distance. Additional shortcuts, such as spaces marked with a [[bridge]], move the player to some other specified position. There are also a few penalty spaces which force the player to move backwards or lose one or more turns, the most recognizable being the one marked with a [[skull]] and symbolizing [[death]]; landing on this space results in the player being sent back to start. The game of the goose originated in Russia as a game for little children.{{Citation needed|date=November 2009}}
On Spanish boards the reverse is usually a [[parchís]] board.
==In worldwide culture==
* In his 1899 novel ''Le Testament d’un excentrique'', [[Jules Verne]] uses the [[United States of America]] as a giant real-life Game of the Goose board, on which seven players race each other in pursuit of a $60,000,000 inheritance.
* The game was the basis for a game and stunt show in [[Italy]] named ''Il Grande Gioco Dell'Oca'' (The Great Game of the Goose), as well as the near-identical [[Spain|Spanish]] version, ''[[El gran juego de la oca]]'' (same). The Spanish version ran from 1993 to 1995, and again in 1998 as ''El nuevo juego de la oca'' (The New Game of the Goose).
==External links==
* [http://66.102.9.104/translate_c?hl=en&u=http://www.elcaminoasantiago.com/caminos/esoterico/juegooca.htm&prev=/search%3Fq%3Dcamino%2Bsantiago%26start%3D660%26hl%3Den%26sa%3DN&usg=ALkJrhj6SkjeqpZtLVXVgcQpLedgHVcxYg History and Rules of Game.Discovery of the Relation between the Squares of the Game of the Goose and the stages of the St. James Way.]
* [http://www-cs.canisius.edu/~salley/Articles/goose.html Dagonell's rules of the Game of the Goose]
* [http://modaruniversity.org/goose-game-board.pdf Printable Board for the Game of the Goose]
* [http://www.gamepuzzles.com/goose.htm Rules]
* [http://www.recoveredscience.com/gooseintro.htm A history of the Game of the Goose]
*{{bgg|2785|The Game of the Goose}}
[[Category:History of board games]]
[[Category:Roll-and-move board games]]
[[Category:race games]]
{{board-game-stub}}
[[ca:Joc de l'oca]]
[[de:Gänsespiel]]
[[es:Juego de la Oca]]
[[fr:Jeu de l'oie]]
[[it:Gioco dell'oca]]
[[nl:Ganzenbord]]
5ozmara1he5t7vl1t6tkflczefp8riw
Ganjifa
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'''Ganjifa''', or '''Gânjaphâ''', is a [[card game]] that originated in [[Persia]] and became popular in [[India]] under the [[Mughal Empire|Mughal]] emperors in the 16th century.
[[File:Ganjifa1.jpg|thumb|Various Ganjifa cards from Dashavtara set and Mughal set]]
==Description==
The name Ganjifa comes from the [[Persian language|Persian]] word ''ganjifeh'' (گنجفه), meaning [[playing card]]. The first known reference is in an early-16th century biography of [[Babur|Bâbur]], the founder of the Mughal dynasty.
The game first became popular at court, in the form of lavish sets of precious stone-inlaid ivory or tortoise shell (''darbar kalam''). It later spread to the general public, whereupon cheaper sets (''bazâr kalam'') would be made from materials such as [[wood]], [[palm tree|palm leaf]], or pasteboard.
Ganjifa cards are circular and traditionally hand-made by local [[artisan]]s. The suits are compose twelve subjects on coloured backgrounds, with pip cards that running from 1 to 10, and two court cards, of a minister or counsellor, and a king. The precise style and arrangement of the decoration on any set is dependent on its artist. The designs of the cards of [[Dashavatara Ganjifa]] use [[Motif (art)|motif]]s from the ten [[avatar]]s of [[Vishnu]].
==Features==
In 1895, General [[Albert Houtum-Schindler]] described Ganjifa with the following comments:
:"The word ganjifeh is in Persian now only employed for European playing-cards (four suits, ace to ten; three picture cards each suit), which, however, are also called ''rarak i âs'' - ''rarak i âsanâs'' - or simply ''âs'', from the game ''âs'' or ''âsanâs''. From travellers to Persia in the seventeenth century we know that a set of ganjifeh consisted of ninety or ninety-six cards in eight suits or colors. At present a set consists of twenty cards in five colors or values. These values are:
# ''Shîr va Khurshíd'' or ''âs'': Lion and Sun, or Ace.
# ''Shâh'' or ''Pishâ'': King.
# ''Bîbî'': Lady (or Queen).
# ''Sarbâs'': Soldier (or Knave).
# ''Lakat'' (meaning something of little value): generally a dancing-girl.
: The backs of the cards are always black or of a dark color, but their faces have grounds of different colors, viz: The Lion and Sun, a black ground; the King, a white ground; the Lady, red; the soldier, gold; the Lakat, green. The pictures on the cards show much variety and are often obscene, particularly those on the card of the lowest value. The ordinary types as now made are: Ace, a [[Lion and Sun]], as in the Persian arms; a King sitting on a throne; a European lady in a quaint costume; a Persian soldier shouldering his rifle; a Persian dancing-girl."
==Rules==
Houtum-Schindler described the rules as follows:
:"The word ganjifeh I have explained. ''Âs'' is no doubt our word "ace", probably introduced into India through the Portuguese. Neither of the words is found in Persian dictionaries. The game of As is exactly like Poker, but without any flushes or sequences. There are four players, and each player gets five cards, dealt to the right. The dealer puts down a stake. The first player then looks at his cards. If he "goes", he says ''dîdam'' (I have seen), and covers the stake or raises it. If he does not wish to play, he says ''nadîdam'', (I have not seen) and throws his cards. He may also "go" without looking at his cards - that is, in [[poker]] parlance, "straddle" - and says ''nadîd dîdam'' (not seeing, I have seen). The second player, if he wishes to play, must cover the stakes, and can also raise. The third player and the dealer then act in the same way just as in poker, and when the stakes of all players are equal and no one raises any more the cards are turned up and the player holding the best hand wins the stakes.
: The hands in the order of their value are as follows:
* ''She va just'', i.e., three and a pair; a "full"., i e., three and a pair; a "full."
* ''Sehta'', i.e. threes, aces, kings, etc.
* ''Do just'', i.e., two pairs; aces highest.
* ''Just'', i.e., one pair; aces highest.
: When two players have the same pair or pairs, the other cards decide; for instance, a pair of kings, ace, soldier, and lakat.
: "Bluffing" is a feature of the game and is called ''tûp zadan'', literally "fire off a gun". A bluff is ''tûp''."
===Variants===
* [[Moghul Ganjifa]] is played in some parts of [[Orissa]] with 96 cards in 8 suits of 8 colours.
* [[Dashavatara Ganjifa]] is played by three persons with 120 cards, mainly in [[Sawantwadi]] in [[Maharashta]], although it is played by five persons in [[Bishnupur]], [[West Bengal]].
==See also==
*[[Karnoffel]]
*[[Kaiserspiel]]
*[[Hofamterspiel]]
==Literature==
* Deodhar, A. B.; ''Illustrated Marathi Games''; Bombay 1905
* Leyden, Rudolf von; ''The Playing Cards of South India''; in: The Illustrated Weekly of India, 3. Okt. 1954
* Leyden, Rudolf von; ''The Indian Playing Cards of Francis Douce and the Ganjifa Folios in the Richard Johnson Collection''; in: Bodleian Library Record, Oxford 1981, 10,5, p. 297-304
* Leyden, Rudolf von; ''Ganjifa - the playing cards of India … Victoria & Albert Museum collection;'' London 1982 (V&A Museum) [Exhibition catalogue]
* Leyden, Rudolf von; ''A Note on Certain Suit Signs in Indian Playing Cards''; in: JCPS, 1974, vol. III/3 p. 33-36.
==References==
*''This article includes [[public domain]] text from [[Stewart Culin]]'s work "Chess and Playing Cards: Catalogue of [[game]]s and implements for [[divination]] exhibited by the [[United States National Museum]] in connection with the department of [[archaeology]] and [[paleontology]] of the [[University of Pennsylvania]] at the [[Cotton States and International Exposition (1895)|Cotton States and International Exposition]], [[Atlanta]], [[Georgia (U.S. state)|Georgia]], 1895."''.
==External links==
* [http://www.pagat.com/class/ganjifa.html Games played with Ganjifa (Indian circular cards)]
* [http://www.craftandartisans.com/ganjifa-playing-cards.html Ganjifa Playing Cards of Orrisa]
* [http://a_pollett.tripod.com/cards25.htm Historical Notes: Ganjifa at Andy's Playing Cards]
*[http://www.hinduonnet.com/thehindu/mag/2003/06/08/stories/2003060800150200.htm A Right Royal Hand] - an article on the decline of its popularity and surrounding arts
*[http://www.ignca.nic.in/nl002701.htm Ganjifa - traditional playing cards of India]
*[http://www.hinduonnet.com/thehindu/thscrip/print.pl?file=2003052601510100.htm&date=2003/05/26/&prd=mp& A Deck To Treasure]
[[Category:History of card decks]]
[[Category:Dedicated deck card games]]
[[Category:History of medieval India]]
[[Category:Persian history]]
[[de:Spielkarte (Indisch)]]
[[fa:گنجفه]]
[[fr:Ganjifa]]
[[mr:गंजिफा]]
by71cureisrr9k5sugd5i7vl2wai646
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'''Ganjifa''', or '''Gânjaphâ''', is a [[card game]] that originated in [[Persia]] and became popular in [[India]] under the [[Mughal Empire|Mughal]] emperors in the 16th century.
[[File:Ganjifa1.jpg|thumb|Various Ganjifa cards from Dashavtara set and Mughal set]]
==Description==
The name Ganjifa comes from the [[Persian language|Persian]] word ''ganjifeh'' (گنجفه), meaning [[playing card]]. The first known reference is in an early-16th century biography of [[Babur|Bâbur]], the founder of the Mughal dynasty.
The game first became popular at court, in the form of lavish sets of precious stone-inlaid ivory or tortoise shell (''darbar kalam''). It later spread to the general public, whereupon cheaper sets (''bazâr kalam'') would be made from materials such as [[wood]], [[palm tree|palm leaf]], or pasteboard.
Ganjifa cards are circular and traditionally hand-made by local [[artisan]]s. The suits are compose twelve subjects on coloured backgrounds, with pip cards that running from 1 to 10, and two court cards, of a minister or counsellor, and a king. The precise style and arrangement of the decoration on any set is dependent on its artist. The designs of the cards of [[Dashavatara Ganjifa]] use [[Motif (art)|motif]]s from the ten [[avatar]]s of [[Vishnu]].
==Features==
In 1895, General [[Albert Houtum-Schindler]] described Ganjifa with the following comments:
:"The word ganjifeh is in Persian now only employed for European playing-cards (four suits, ace to ten; three picture cards each suit), which, however, are also called ''rarak i âs'' - ''rarak i âsanâs'' - or simply ''âs'', from the game ''âs'' or ''âsanâs''. From travellers to Persia in the seventeenth century we know that a set of ganjifeh consisted of ninety or ninety-six cards in eight suits or colors. At present a set consists of twenty cards in five colors or values. These values are:
# ''Shîr va Khurshíd'' or ''âs'': Lion and Sun, or Ace.
# ''Shâh'' or ''Pishâ'': King.
# ''Bîbî'': Lady (or Queen).
# ''Sarbâs'': Soldier (or Knave).
# ''Lakat'' (meaning something of little value): generally a dancing-girl.
: The backs of the cards are always black or of a dark color, but their faces have grounds of different colors, viz: The Lion and Sun, a black ground; the King, a white ground; the Lady, red; the soldier, gold; the Lakat, green. The pictures on the cards show much variety and are often obscene, particularly those on the card of the lowest value. The ordinary types as now made are: Ace, a [[Lion and Sun]], as in the Persian arms; a King sitting on a throne; a European lady in a quaint costume; a Persian soldier shouldering his rifle; a Persian dancing-girl."
==Rules==
Houtum-Schindler described the rules as follows:
:"The word ganjifeh I have explained. ''Âs'' is no doubt our word "ace", probably introduced into India through the Portuguese. Neither of the words is found in Persian dictionaries. The game of As is exactly like Poker, but without any flushes or sequences. There are four players, and each player gets five cards, dealt to the right. The dealer puts down a stake. The first player then looks at his cards. If he "goes", he says ''dîdam'' (I have seen), and covers the stake or raises it. If he does not wish to play, he says ''nadîdam'', (I have not seen) and throws his cards. He may also "go" without looking at his cards - that is, in [[poker]] parlance, "straddle" - and says ''nadîd dîdam'' (not seeing, I have seen). The second player, if he wishes to play, must cover the stakes, and can also raise. The third player and the dealer then act in the same way just as in poker, and when the stakes of all players are equal and no one raises any more the cards are turned up and the player holding the best hand wins the stakes.
: The hands in the order of their value are as follows:
* ''She va just'', i.e., three and a pair; a "full"., i e., three and a pair; a "full."
* ''Sehta'', i.e. threes, aces, kings, etc.
* ''Do just'', i.e., two pairs; aces highest.
* ''Just'', i.e., one pair; aces highest.
: When two players have the same pair or pairs, the other cards decide; for instance, a pair of kings, ace, soldier, and lakat.
: "Bluffing" is a feature of the game and is called ''tûp zadan'', literally "fire off a gun". A bluff is ''tûp''."
===Variants===
* [[Moghul Ganjifa]] is played in some parts of [[Orissa]] with 96 cards in 8 suits of 8 colours.
* [[Dashavatara Ganjifa]] is played by three persons with 120 cards, mainly in [[Sawantwadi]] in [[Maharashta]], although it is played by five persons in [[Bishnupur]], [[West Bengal]].
==See also==
*[[Karnoffel]]
*[[Kaiserspiel]]
*[[Hofamterspiel]]
==Literature==
* Deodhar, A. B.; ''Illustrated Marathi Games''; Bombay 1905
* Leyden, Rudolf von; ''The Playing Cards of South India''; in: The Illustrated Weekly of India, 3. Okt. 1954
* Leyden, Rudolf von; ''The Indian Playing Cards of Francis Douce and the Ganjifa Folios in the Richard Johnson Collection''; in: Bodleian Library Record, Oxford 1981, 10,5, p. 297-304
* Leyden, Rudolf von; ''Ganjifa - the playing cards of India … Victoria & Albert Museum collection;'' London 1982 (V&A Museum) [Exhibition catalogue]
* Leyden, Rudolf von; ''A Note on Certain Suit Signs in Indian Playing Cards''; in: JCPS, 1974, vol. III/3 p. 33-36.
==References==
*''This article includes [[public domain]] text from [[Stewart Culin]]'s work "Chess and Playing Cards: Catalogue of [[game]]s and implements for [[divination]] exhibited by the [[United States National Museum]] in connection with the department of [[archaeology]] and [[paleontology]] of the [[University of Pennsylvania]] at the [[Cotton States and International Exposition (1895)|Cotton States and International Exposition]], [[Atlanta]], [[Georgia (U.S. state)|Georgia]], 1895."''.
==External links==
* [http://www.pagat.com/class/ganjifa.html Games played with Ganjifa (Indian circular cards)]
* [http://www.craftandartisans.com/ganjifa-playing-cards.html Ganjifa Playing Cards of Orrisa]
* [http://a_pollett.tripod.com/cards25.htm Historical Notes: Ganjifa at Andy's Playing Cards]
*[http://www.hinduonnet.com/thehindu/mag/2003/06/08/stories/2003060800150200.htm A Right Royal Hand] - an article on the decline of its popularity and surrounding arts
*[http://www.ignca.nic.in/nl002701.htm Ganjifa - traditional playing cards of India]
*[http://www.hinduonnet.com/thehindu/thscrip/print.pl?file=2003052601510100.htm&date=2003/05/26/&prd=mp& A Deck To Treasure]
[[Category:History of card decks]]
[[Category:Dedicated deck card games]]
[[Category:History of medieval India]]
[[Category:Persian history]]
[[de:Spielkarte (Indisch)]]
[[fa:گنجفه]]
[[fr:Ganjifa]]
[[mr:गंजिफा]]
by71cureisrr9k5sugd5i7vl2wai646
Get Nifty
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2008-08-27T18:38:31Z
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{{Inappropriate tone|date=August 2008}}
{{Orphan|date=September 2006}}
{{Infobox_Game|
subject_name=Get Nifty|
image_link=[[Image:Logo comic.gif|200px|Game Cover]] |
image_caption=Players count points, characters and objects to Get Safe, Get Weird, and ultimately Get Nifty. |
players=2-6 |
ages=10 + |
setup_time= 5 minutes |
playing_time= 60 minutes |
complexity=Medium |
strategy=Low-Medium|
random_chance=High |
skills= Basic Math}}
'''''Get Nifty''''' is a [[card game]] by [[Blood & Cardstock Games]], designed by [[Rob Balder]] and based on the [[webcomic]] ''[[Sluggy Freelance]]''.
One does not need to read or know anything about the ''Sluggy'' webcomic in order to play the game, but the knowledge is useful for setting up deeper strategies.
== Gameplay ==
A ''Get Nifty'' game lasts at least an hour, depending on how many people are playing. The ultimate goal of the game is to win attacks of Danger and Boredom to Get Safe and Weird and further defending those states while accumulating the necessary points to "Get Nifty". Players use characters and objects, each with their own points of danger, niftiness, weirdness, and safety, to attack each other or themselves in order to achieve the basic states before being allowed to accumulate Niftiness. Other players may interfere or be requested to interfere by adding to attacking or defending points or by even changing the plot (overall stage and base statistics and constant effects).
Most cards have special effects to them, ranging from canceling others to sorting through either the draw or discard decks. Players should be aware of what affects what before considering playing certain attacks as these can significantly change the course of the game. For example, Oasis returns to her player's hand unless she succeeds in battle and Aylee can override the Playstayshun 2 (which gives infinite weirdness, giving immunity to boredom attacks). A card that would be canceled by one that is already in play is canceled the moment it comes into play, and should also be taken into account.
==External links==
*[http://www.getnifty.com/ ''Get Nifty'' homepage]
*[http://www.sluggy.com/ ''Sluggy Freelance'' homepage]
*[http://www.partiallyclips.com/getnifty/forum/ ''Get Nifty'' forums]
*[http://www.robbalder.com/ Rob Balder]
*[http://www.blood-and-cardstock.com/ Blood & Cardstock Games]
[[Category:Dedicated deck card games]]
ceuyfiujba4hjz6mi1z1wwk1lgh256p
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{{Inappropriate tone|date=August 2008}}
{{Orphan|date=September 2006}}
{{Infobox_Game|
subject_name=Get Nifty|
image_link=[[Image:Logo comic.gif|200px|Game Cover]] |
image_caption=Players count points, characters and objects to Get Safe, Get Weird, and ultimately Get Nifty. |
players=2-6 |
ages=10 + |
setup_time= 5 minutes |
playing_time= 60 minutes |
complexity=Medium |
strategy=Low-Medium|
random_chance=High |
skills= Basic Math}}
'''''Get Nifty''''' is a [[card game]] by [[Blood & Cardstock Games]], designed by [[Rob Balder]] and based on the [[webcomic]] ''[[Sluggy Freelance]]''.
One does not need to read or know anything about the ''Sluggy'' webcomic in order to play the game, but the knowledge is useful for setting up deeper strategies.
== Gameplay ==
A ''Get Nifty'' game lasts at least an hour, depending on how many people are playing. The ultimate goal of the game is to win attacks of Danger and Boredom to Get Safe and Weird and further defending those states while accumulating the necessary points to "Get Nifty". Players use characters and objects, each with their own points of danger, niftiness, weirdness, and safety, to attack each other or themselves in order to achieve the basic states before being allowed to accumulate Niftiness. Other players may interfere or be requested to interfere by adding to attacking or defending points or by even changing the plot (overall stage and base statistics and constant effects).
Most cards have special effects to them, ranging from canceling others to sorting through either the draw or discard decks. Players should be aware of what affects what before considering playing certain attacks as these can significantly change the course of the game. For example, Oasis returns to her player's hand unless she succeeds in battle and Aylee can override the Playstayshun 2 (which gives infinite weirdness, giving immunity to boredom attacks). A card that would be canceled by one that is already in play is canceled the moment it comes into play, and should also be taken into account.
==External links==
*[http://www.getnifty.com/ ''Get Nifty'' homepage]
*[http://www.sluggy.com/ ''Sluggy Freelance'' homepage]
*[http://www.partiallyclips.com/getnifty/forum/ ''Get Nifty'' forums]
*[http://www.robbalder.com/ Rob Balder]
*[http://www.blood-and-cardstock.com/ Blood & Cardstock Games]
[[Category:Dedicated deck card games]]
ceuyfiujba4hjz6mi1z1wwk1lgh256p
Ghettopoly
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Im>Whenidie7
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/* Controversy */
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text/x-wiki
{{Infobox_Game
| subject_name=Ghettopoly
| image_link=
| image_caption=
| designer=David Chang
| publisher=
| players=2–8
| ages=
| setup_time=5–15 minutes
| playing_time=about 3 hours
| complexity=Medium
| strategy=Medium
| random_chance=Medium
| skills=Simple [[mathematics]] (such as counting, finding percentages and multiplication);<br>[[Social interaction|Social skills]];<br>[[Negotiation]]
| bggid=8063
| bggxrefs=t
| footnotes =
}}
'''''Ghettopoly''''' is a ''[[Monopoly (game)|Monopoly]]'' [[parody]] released in 2003. Invented by David Chang, it uses ''Monopoly''-like mechanics in the atmosphere of a [[caricature|caricaturized]] [[United States]] [[ghetto]].
==Game==
The four [[railroad]] properties are replaced by [[liquor store]]s. Other properties include a [[massage parlour]], a [[peep show]] and a [[pawn shop]]. The ''Community Chest'' and ''Chance'' squares become ''Ghetto Stash'' and ''Hustle'' squares, while [[taxation]] squares are replaced by [[police]] [[shakedown]] and [[carjacking]] squares. Instead of building [[house]]s and [[hotel]]s, property owners can build [[crack house]]s and [[Public housing#United States|projects]]. The seven game pieces include: a [[pimp]], a [[prostitute]], a [[Malt liquor|40 oz]], a [[machine gun]], a [[marijuana]] leaf, a [[crack cocaine|crack]] rock, and a [[basketball]].<ref>[http://web.archive.org/web/20060528112952/http://www.ghettopoly.com/ Ghettopoly official site (US)] cache from the [http://archive.org Internet Archive]</ref>
==Controversy==
The game was criticised as offensively racist by a local chapter of the [[NAACP]]<ref>[http://www.sptimes.com/2003/10/04/Tampabay/Game_s_street_theme_u.shtml "Game's street theme upsets NAACP"] — ''St. Petersburg Times''</ref> and black clergy<ref>[http://www.usatoday.com/news/nation/2003-10-09-ghettopoly_x.htm "Black leaders outraged at ''Ghettopoly'' game at Urban Outfitters"] — ''[[USA Today]]''</ref> among others.
The game was pulled from the market by [[Urban Outfitters]], its retailer. Chang still marketed the game without their support, and created a sequel known as ''Redneckopoly''. According to Chang's now-defunct website, further such games were planned, including ''Hoodopoly'', ''Hiphopopoly'', and ''Thugopoly''. In October 2003, [[Hasbro]] sued David Chang over the game's similarities to ''Monopoly''. In January 2006, Chang was found in [[contempt of court]] for failure to produce documents. The court thus entered a "default judgment" for Hasbro's continued use of "Monopoly" as a [[trademark]], and dismissed Chang's counterclaims, which were to revoke trademark status on "Monopoly". In May, 2006, the court estimated that Chang generated US$879,000 in profits from the sale of Ghettopoly, and that damages of $400,000 were reasonable as reflected in the court documents <ref>http://www.websupp.org/data/DRI/1:03-cv-00482-58-DRI.pdf</ref>.{{Fact|date=July 2007}} In June 2006, the court issued a judgment for Hasbro and against Chang for $4,000 in fees and permanently enjoined Chang from using the ''Ghettopoly'' name or selling any games by that name, or any other "opoly" forms that might cause confusion as to the source of the games, including ''Redneckopoly'', ''Hiphopopoly'', ''Hoodopoly'', ''Thugopoly'', and ''Latinopoly''.{{Fact|date=July 2007}}
==Notes==
{{reflist}}
==External links==
* [http://web.archive.org/web/20060528112952/http://www.ghettopoly.com/ ''Ghettopoly'' official site (US)] cache from the [http://archive.org Internet Archive]
* {{bgg|8063|''Ghettopoly''}}
* [http://www.yaledailynews.com/article.asp?AID=23480 "Students outraged over ''Ghettopoly''"] — ''Yale Daily News'', the student newspaper of [[Yale University]].
* [http://www.yaledailynews.com/article.asp?AID=23514 "Urban Outfitters pulls ''Ghettopoly''"] — ''Yale Daily News''
* [http://www.cnn.com/2003/US/10/09/ghettopoly.ap/ "''Ghettopoly'' game causes outrage"] — [[CNN]]
* [http://abclocal.go.com/kgo/news/100203_nw_ghettopoly.html "''Ghettopoly'': Is It A Racist, Offensive Game?] — [[Associated Press]]
* [http://news.bbc.co.uk/2/hi/americas/3179270.stm "''Ghettopoly'' game sparks outrage"] — [[BBC]]
* [http://msnbc.msn.com/id/3158402/ "''Ghettopoly'' game called racist"] — [[MSNBC]]
* [http://www.usatoday.com/news/nation/2003-10-09-ghettopoly_x.htm "Black leaders outraged at ''Ghettopoly'' game at Urban Outfitters"] — ''[[USA Today]]''
* [http://www.usatoday.com/money/industries/retail/2003-10-23-ghettopoly_x.htm "Hasbro: Do not pass go, ''Ghettopoly''"] — ''USA Today''
* [http://www.sptimes.com/2003/10/04/Tampabay/Game_s_street_theme_u.shtml "Game's street theme upsets NAACP"] — ''St. Petersburg Times''
* [http://culturalhealth.blogspot.com/2003/10/hetep-and-respect-good-spirits.html "Ghettopoly A New Game For Your Children?"] — ''Cultural Health News Blog''
[[Category:Monopoly (game)]]
[[Category:Parodies]]
[[Category:Economic simulation board games]]
[[Category:2003 introductions]]
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{{Infobox_Game
| subject_name=Ghettopoly
| image_link=
| image_caption=
| designer=David Chang
| publisher=
| players=2–8
| ages=
| setup_time=5–15 minutes
| playing_time=about 3 hours
| complexity=Medium
| strategy=Medium
| random_chance=Medium
| skills=Simple [[mathematics]] (such as counting, finding percentages and multiplication);<br>[[Social interaction|Social skills]];<br>[[Negotiation]]
| bggid=8063
| bggxrefs=t
| footnotes =
}}
'''''Ghettopoly''''' is a ''[[Monopoly (game)|Monopoly]]'' [[parody]] released in 2003. Invented by David Chang, it uses ''Monopoly''-like mechanics in the atmosphere of a [[caricature|caricaturized]] [[United States]] [[ghetto]].
==Game==
The four [[railroad]] properties are replaced by [[liquor store]]s. Other properties include a [[massage parlour]], a [[peep show]] and a [[pawn shop]]. The ''Community Chest'' and ''Chance'' squares become ''Ghetto Stash'' and ''Hustle'' squares, while [[taxation]] squares are replaced by [[police]] [[shakedown]] and [[carjacking]] squares. Instead of building [[house]]s and [[hotel]]s, property owners can build [[crack house]]s and [[Public housing#United States|projects]]. The seven game pieces include: a [[pimp]], a [[prostitute]], a [[Malt liquor|40 oz]], a [[machine gun]], a [[marijuana]] leaf, a [[crack cocaine|crack]] rock, and a [[basketball]].<ref>[http://web.archive.org/web/20060528112952/http://www.ghettopoly.com/ Ghettopoly official site (US)] cache from the [http://archive.org Internet Archive]</ref>
==Controversy==
The game was criticised as offensively racist by a local chapter of the [[NAACP]]<ref>[http://www.sptimes.com/2003/10/04/Tampabay/Game_s_street_theme_u.shtml "Game's street theme upsets NAACP"] — ''St. Petersburg Times''</ref> and black clergy<ref>[http://www.usatoday.com/news/nation/2003-10-09-ghettopoly_x.htm "Black leaders outraged at ''Ghettopoly'' game at Urban Outfitters"] — ''[[USA Today]]''</ref> among others.
The game was pulled from the market by [[Urban Outfitters]], its retailer. Chang still marketed the game without their support, and created a sequel known as ''Redneckopoly''. According to Chang's now-defunct website, further such games were planned, including ''Hoodopoly'', ''Hiphopopoly'', and ''Thugopoly''. In October 2003, [[Hasbro]] sued David Chang over the game's similarities to ''Monopoly''. In January 2006, Chang was found in [[contempt of court]] for failure to produce documents. The court thus entered a "default judgment" for Hasbro's continued use of "Monopoly" as a [[trademark]], and dismissed Chang's counterclaims, which were to revoke trademark status on "Monopoly". In May, 2006, the court estimated that Chang generated US$879,000 in profits from the sale of Ghettopoly, and that damages of $400,000 were reasonable as reflected in the court documents <ref>http://www.websupp.org/data/DRI/1:03-cv-00482-58-DRI.pdf</ref>.{{Fact|date=July 2007}} In June 2006, the court issued a judgment for Hasbro and against Chang for $4,000 in fees and permanently enjoined Chang from using the ''Ghettopoly'' name or selling any games by that name, or any other "opoly" forms that might cause confusion as to the source of the games, including ''Redneckopoly'', ''Hiphopopoly'', ''Hoodopoly'', ''Thugopoly'', and ''Latinopoly''.{{Fact|date=July 2007}}
==Notes==
{{reflist}}
==External links==
* [http://web.archive.org/web/20060528112952/http://www.ghettopoly.com/ ''Ghettopoly'' official site (US)] cache from the [http://archive.org Internet Archive]
* {{bgg|8063|''Ghettopoly''}}
* [http://www.yaledailynews.com/article.asp?AID=23480 "Students outraged over ''Ghettopoly''"] — ''Yale Daily News'', the student newspaper of [[Yale University]].
* [http://www.yaledailynews.com/article.asp?AID=23514 "Urban Outfitters pulls ''Ghettopoly''"] — ''Yale Daily News''
* [http://www.cnn.com/2003/US/10/09/ghettopoly.ap/ "''Ghettopoly'' game causes outrage"] — [[CNN]]
* [http://abclocal.go.com/kgo/news/100203_nw_ghettopoly.html "''Ghettopoly'': Is It A Racist, Offensive Game?] — [[Associated Press]]
* [http://news.bbc.co.uk/2/hi/americas/3179270.stm "''Ghettopoly'' game sparks outrage"] — [[BBC]]
* [http://msnbc.msn.com/id/3158402/ "''Ghettopoly'' game called racist"] — [[MSNBC]]
* [http://www.usatoday.com/news/nation/2003-10-09-ghettopoly_x.htm "Black leaders outraged at ''Ghettopoly'' game at Urban Outfitters"] — ''[[USA Today]]''
* [http://www.usatoday.com/money/industries/retail/2003-10-23-ghettopoly_x.htm "Hasbro: Do not pass go, ''Ghettopoly''"] — ''USA Today''
* [http://www.sptimes.com/2003/10/04/Tampabay/Game_s_street_theme_u.shtml "Game's street theme upsets NAACP"] — ''St. Petersburg Times''
* [http://culturalhealth.blogspot.com/2003/10/hetep-and-respect-good-spirits.html "Ghettopoly A New Game For Your Children?"] — ''Cultural Health News Blog''
[[Category:Monopoly (game)]]
[[Category:Parodies]]
[[Category:Economic simulation board games]]
[[Category:2003 introductions]]
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Girl Genius: The Works
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{{Infobox_Game
| subject_name = Girl Genius: The Works
| image_link =
| image_caption =
| players = 2 or more
| ages = 10 and up
| setup_time = 2 minutes
| playing_time = 30 minutes
| complexity = low
| strategy = medium
| random_chance = medium
| skills = none
| bggid = 1463
| bggxrefs =
| designer = [[James Ernest]]
| illustrator = [[Phil Foglio]] and [[James Ernest]]
| publisher = [[Cheapass Games]]
}}
'''''Girl Genius: The Works''''' is a [[card game]] played with a specially designed deck of 108 cards. The game, designed by [[Phil Foglio]] and [[James Ernest]], takes its theme from the "gaslamp fantasy" of the ''[[Girl Genius]]'' comic book series. The goal is to be the first player to reach 100 points by "popping" cards out of a two-dimensional layout.
Unlike most games published by [[Cheapass Games]], ''Girl Genius: The Works'' has high-quality laminated cards with detailed designs. It was nominated for two [[Origins Award]]s (Best Abstract Card Game and Best Graphic Presentation of a Card Game) in 2001, but did not win in either category. (The awards went to ''[[Cosmic Coasters]]'' and ''[[Zombies!!!]]'', respectively.)
''Girl Genius: The Works'' uses gaming mechanics similar to those in the [[collectible card game]] ''[[XXXenophile]]'', based on Foglio's earlier graphic-novel work. ''XXXenophile''<nowiki>'</nowiki>s gameplay is largely the same as the present game's, except that the former has each player compose a deck from the pool of 270 available cards, while the latter has a fixed 108-card deck. ''XXXenophile'' is now out of print.
==Rules and gameplay==
[[Image:GGTW-sub.jpg|thumb|150px|right|One of the Racing Submarines.]]
Each card in the game has symbols along each of its four edges. The symbols, which come in five types, range in number from one to eight. Each card also has a point value between 0 and 9, and most of the cards have instructions which must be followed when the card is popped.
The game starts with the laying out of 12 cards in a lattice pattern ("the Works"), all face-down, except for two corner cards which are positioned face-up. Each player starts with a hand of five cards, and a score pile, which is initially empty. The players then take their turns in order around the table. Each turn consists of five stages:
*'''Flip a card.''' If there are any face-down cards in the Works, flip one face-up.
*'''Spin a card.''' Pick up any one face-up card, spin it 180 degrees, and put it back in its place.
*'''Check.''' Consider in turn each of the four edges of the card you just spun. If the type of symbol on an edge matches the type of the symbol on the neighboring card's edge, then the card with the more symbols "pops" out of the Works. If they have the same number of symbols, both cards pop.
*'''Replace cards.''' Any blank spaces in the Works created by removing cards on this turn are now filled with new cards from the hand of the player who created the blank space. The new cards are always placed face-up, except as detailed in the instruction for "Bärenkönig," whose replacement is played face-down. (If the replacing player runs out of cards, then she must draw cards from the draw pile ''one at a time'' to finish the replacement stage.)
*'''Draw cards.''' Each player now draws cards from the draw pile until he has at least five cards. (If a player already has at least five cards, then that player draws no cards.)
===Popping cards===
"Popping" a card means that you pick it up, follow its instructions, and then place it in your score pile. If the instructions tell you to pop another card, then the process [[recursion|recurses]]; you follow the instructions on the new card before putting it in your score pile, and only ''then'' do you put the first-popped card in your score pile. (In other words, the current set of popped cards forms a [[Stack (data structure)|stack]].)
===Game end===
The game ends as soon as one player has 100 points or more in her score pile, based on the point values of the cards and any complicating factors such as "Dr. Monahan's Diabolical Rat-Stretching Engine". This may happen even in the middle of another player's turn.
The game also ends immediately if a player manages to pop a "Racing [[airship|Dirigible]]" while there are two Submarines in his score pile, or a [[Submarine]] when there are three Dirigibles in his score pile. In that case, the player who popped the card immediately wins, regardless of anyone else's score.
==External links==
*[http://www.jamesernest.com/products/cardgames/cag516.html ''Girl Genius: The Works''] at Cheapass Games
*[http://www.scifi.com/sfw/issue219/games.html Review] of ''XXXenophile'' and ''Girl Genius: The Works'' at [[Sci Fi Channel (United States)|SciFi]].com
*[http://boardgames.about.com/library/weekly/aa123000a.htm Interview] with James Ernest at [[About.com]], 2001
[[Category:Cheapass Games games]]
[[Category:Dedicated deck card games]]
[[Category:Studio Foglio]]
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{{Infobox_Game
| subject_name = Girl Genius: The Works
| image_link =
| image_caption =
| players = 2 or more
| ages = 10 and up
| setup_time = 2 minutes
| playing_time = 30 minutes
| complexity = low
| strategy = medium
| random_chance = medium
| skills = none
| bggid = 1463
| bggxrefs =
| designer = [[James Ernest]]
| illustrator = [[Phil Foglio]] and [[James Ernest]]
| publisher = [[Cheapass Games]]
}}
'''''Girl Genius: The Works''''' is a [[card game]] played with a specially designed deck of 108 cards. The game, designed by [[Phil Foglio]] and [[James Ernest]], takes its theme from the "gaslamp fantasy" of the ''[[Girl Genius]]'' comic book series. The goal is to be the first player to reach 100 points by "popping" cards out of a two-dimensional layout.
Unlike most games published by [[Cheapass Games]], ''Girl Genius: The Works'' has high-quality laminated cards with detailed designs. It was nominated for two [[Origins Award]]s (Best Abstract Card Game and Best Graphic Presentation of a Card Game) in 2001, but did not win in either category. (The awards went to ''[[Cosmic Coasters]]'' and ''[[Zombies!!!]]'', respectively.)
''Girl Genius: The Works'' uses gaming mechanics similar to those in the [[collectible card game]] ''[[XXXenophile]]'', based on Foglio's earlier graphic-novel work. ''XXXenophile''<nowiki>'</nowiki>s gameplay is largely the same as the present game's, except that the former has each player compose a deck from the pool of 270 available cards, while the latter has a fixed 108-card deck. ''XXXenophile'' is now out of print.
==Rules and gameplay==
[[Image:GGTW-sub.jpg|thumb|150px|right|One of the Racing Submarines.]]
Each card in the game has symbols along each of its four edges. The symbols, which come in five types, range in number from one to eight. Each card also has a point value between 0 and 9, and most of the cards have instructions which must be followed when the card is popped.
The game starts with the laying out of 12 cards in a lattice pattern ("the Works"), all face-down, except for two corner cards which are positioned face-up. Each player starts with a hand of five cards, and a score pile, which is initially empty. The players then take their turns in order around the table. Each turn consists of five stages:
*'''Flip a card.''' If there are any face-down cards in the Works, flip one face-up.
*'''Spin a card.''' Pick up any one face-up card, spin it 180 degrees, and put it back in its place.
*'''Check.''' Consider in turn each of the four edges of the card you just spun. If the type of symbol on an edge matches the type of the symbol on the neighboring card's edge, then the card with the more symbols "pops" out of the Works. If they have the same number of symbols, both cards pop.
*'''Replace cards.''' Any blank spaces in the Works created by removing cards on this turn are now filled with new cards from the hand of the player who created the blank space. The new cards are always placed face-up, except as detailed in the instruction for "Bärenkönig," whose replacement is played face-down. (If the replacing player runs out of cards, then she must draw cards from the draw pile ''one at a time'' to finish the replacement stage.)
*'''Draw cards.''' Each player now draws cards from the draw pile until he has at least five cards. (If a player already has at least five cards, then that player draws no cards.)
===Popping cards===
"Popping" a card means that you pick it up, follow its instructions, and then place it in your score pile. If the instructions tell you to pop another card, then the process [[recursion|recurses]]; you follow the instructions on the new card before putting it in your score pile, and only ''then'' do you put the first-popped card in your score pile. (In other words, the current set of popped cards forms a [[Stack (data structure)|stack]].)
===Game end===
The game ends as soon as one player has 100 points or more in her score pile, based on the point values of the cards and any complicating factors such as "Dr. Monahan's Diabolical Rat-Stretching Engine". This may happen even in the middle of another player's turn.
The game also ends immediately if a player manages to pop a "Racing [[airship|Dirigible]]" while there are two Submarines in his score pile, or a [[Submarine]] when there are three Dirigibles in his score pile. In that case, the player who popped the card immediately wins, regardless of anyone else's score.
==External links==
*[http://www.jamesernest.com/products/cardgames/cag516.html ''Girl Genius: The Works''] at Cheapass Games
*[http://www.scifi.com/sfw/issue219/games.html Review] of ''XXXenophile'' and ''Girl Genius: The Works'' at [[Sci Fi Channel (United States)|SciFi]].com
*[http://boardgames.about.com/library/weekly/aa123000a.htm Interview] with James Ernest at [[About.com]], 2001
[[Category:Cheapass Games games]]
[[Category:Dedicated deck card games]]
[[Category:Studio Foglio]]
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Give Me the Brain
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{{Infobox_Game|
subject_name=Give Me the Brain|
designer=[[James Ernest]]|
publisher=[[Cheapass Games]]|
illustrator = Brian Snōddy|
image_link=[[Image:GiveMeTheBrain-cover.jpg|175px]]|
image_caption=Special Edition (full color) version|
players=3 to 8 <ref name="Pyramid"/>|
ages=8 and up|
setup_time=1 minute|
playing_time= 5-20 minutes |
complexity=Low |
strategy=Medium |
random_chance=Medium |
skills=[[Luck]], [[Bidding]]|
bggid=176 |
footnotes= |
}}
'''''Give Me the Brain''''' is a discard-style [[card game]] designed by [[James Ernest]] and released in [[1996 in games|1996]] by [[Cheapass Games]].
The name derives from the theme; players assume the role of [[zombies]] attempting to complete their tasks for the day at [[Friedey's]], a "fast food restaurant for the damned", yet they only have one brain to share between them.<ref name="Pyramid">{{cite journal
| title=Pyramid Pick: 3 Cheapass Games
| url=http://www.sjgames.com/pyramid/login/article.html?id=58
| journal=[[Pyramid (magazine)|Pyramid]]
| issue=#29
| publisher=[[Steve Jackson Games]]
| last=O'Sullivan
| first=Steffan
| month=March
| year=1998}}</ref>
The game inspired several sequels, all set at Friedey's.<ref>{{cite journal
| title=Pyramid Review: Dead Money
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| url=http://www.sjgames.com/pyramid/login/article.html?id=6364
| publisher=[[Steve Jackson Games]]
| last=Pook
| first=Matthew
| date=2007-03-30
| accessdate=2008-03-20}}</ref>
The original edition was the recipient of an [[Origins Award]] for ''Best Traditional Card Game of 1997''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/1997/list-of-winners| title=Origins Award Winners (1997)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-16}}</ref> A Czech language version of the original game was released in 1997 with the name ''Dej sem mozek''. An expanded Special Edition was released in [[2002 in games|2002]], and was nominated in the same category for the 2003 Origins Awards.
== Game play ==
Each player receives a hand of cards at the start of the game; the objective of ''Give Me the Brain'' is to play all cards in your hand, which corresponds to your zombie completing all the work assigned for the day. Each card is labeled with zero, one, or two hand icons; when it's your turn, you can play any number of cards, provided that together they show a total of no more than two hands.<ref name="Pyramid"/>
Every card has some special effect on the game, and this must be dealt with whenever a card is played.
Some cards, indicated by a brain icon, require your zombie to have the brain in order to play.<ref name="Pyramid"/> The brain is represented by a token that is held by one player at a time. The brain can be obtained by a number of methods: most commonly, many of the special effects written on cards will change which player has the brain. At the start of the game, a "Brain Auction" occurs to decide which player will have the brain to start with: in a Brain Auction, players must play Brain Bid cards from their hands to bid on the brain, and the highest bidder receives it. A player who holds no Brain Bid cards is not eligible to receive the brain, but holding Brain Bid cards can be a bad thing as well, as described below.
Every card which carries the brain icon also has a number printed just below it. After playing a card which features the brain, the player must roll a 6-sided die; if the result is less than the number shown on the card, the zombie has still completed the task but has managed to drop the brain in the process, triggering another Brain Auction.<ref name="Pyramid"/> Since Brain Bid cards are cards in your hand, it is necessary to play all the ones you have in order to win: but since they can only be played during Brain Auctions, it may be necessary for a player to deliberately trigger Brain Auctions – or even to bid against themselves – in order to win.
==References==
{{reflist}}
*{{cite web
| url=http://www.joystiq.com/2007/06/01/off-the-grid-reviews-give-me-the-brain/
| last=Siegel
| first=Scott Jon
| title=Off the Grid reviews Give me the Brain!
| publisher=Joystiq
| date=2007-06-01
| accessdate=2008-07-13}}
*{{cite web
| url=http://www.flamesrising.com/give-me-the-brain-review/
| title=Give me the Brain! Review
| first=Monica
| last=Valentinelli
| publisher=FlamesRising.com
| date=2004-10-23
| accessdate=2008-07-13}}
== External links ==
* Cheapass Games' [http://cheapass.com/products/cardgames/cag525.html ''Give Me the Brain'' product page]
*{{bgg|176|''Give Me the Brain''}}
[[Category:Cheapass Games games]]
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[Category:Origins Award winners]]
[[Category:1996 introductions]]
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{{Infobox_Game|
subject_name=Give Me the Brain|
designer=[[James Ernest]]|
publisher=[[Cheapass Games]]|
illustrator = Brian Snōddy|
image_link=[[Image:GiveMeTheBrain-cover.jpg|175px]]|
image_caption=Special Edition (full color) version|
players=3 to 8 <ref name="Pyramid"/>|
ages=8 and up|
setup_time=1 minute|
playing_time= 5-20 minutes |
complexity=Low |
strategy=Medium |
random_chance=Medium |
skills=[[Luck]], [[Bidding]]|
bggid=176 |
footnotes= |
}}
'''''Give Me the Brain''''' is a discard-style [[card game]] designed by [[James Ernest]] and released in [[1996 in games|1996]] by [[Cheapass Games]].
The name derives from the theme; players assume the role of [[zombies]] attempting to complete their tasks for the day at [[Friedey's]], a "fast food restaurant for the damned", yet they only have one brain to share between them.<ref name="Pyramid">{{cite journal
| title=Pyramid Pick: 3 Cheapass Games
| url=http://www.sjgames.com/pyramid/login/article.html?id=58
| journal=[[Pyramid (magazine)|Pyramid]]
| issue=#29
| publisher=[[Steve Jackson Games]]
| last=O'Sullivan
| first=Steffan
| month=March
| year=1998}}</ref>
The game inspired several sequels, all set at Friedey's.<ref>{{cite journal
| title=Pyramid Review: Dead Money
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| url=http://www.sjgames.com/pyramid/login/article.html?id=6364
| publisher=[[Steve Jackson Games]]
| last=Pook
| first=Matthew
| date=2007-03-30
| accessdate=2008-03-20}}</ref>
The original edition was the recipient of an [[Origins Award]] for ''Best Traditional Card Game of 1997''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/1997/list-of-winners| title=Origins Award Winners (1997)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-16}}</ref> A Czech language version of the original game was released in 1997 with the name ''Dej sem mozek''. An expanded Special Edition was released in [[2002 in games|2002]], and was nominated in the same category for the 2003 Origins Awards.
== Game play ==
Each player receives a hand of cards at the start of the game; the objective of ''Give Me the Brain'' is to play all cards in your hand, which corresponds to your zombie completing all the work assigned for the day. Each card is labeled with zero, one, or two hand icons; when it's your turn, you can play any number of cards, provided that together they show a total of no more than two hands.<ref name="Pyramid"/>
Every card has some special effect on the game, and this must be dealt with whenever a card is played.
Some cards, indicated by a brain icon, require your zombie to have the brain in order to play.<ref name="Pyramid"/> The brain is represented by a token that is held by one player at a time. The brain can be obtained by a number of methods: most commonly, many of the special effects written on cards will change which player has the brain. At the start of the game, a "Brain Auction" occurs to decide which player will have the brain to start with: in a Brain Auction, players must play Brain Bid cards from their hands to bid on the brain, and the highest bidder receives it. A player who holds no Brain Bid cards is not eligible to receive the brain, but holding Brain Bid cards can be a bad thing as well, as described below.
Every card which carries the brain icon also has a number printed just below it. After playing a card which features the brain, the player must roll a 6-sided die; if the result is less than the number shown on the card, the zombie has still completed the task but has managed to drop the brain in the process, triggering another Brain Auction.<ref name="Pyramid"/> Since Brain Bid cards are cards in your hand, it is necessary to play all the ones you have in order to win: but since they can only be played during Brain Auctions, it may be necessary for a player to deliberately trigger Brain Auctions – or even to bid against themselves – in order to win.
==References==
{{reflist}}
*{{cite web
| url=http://www.joystiq.com/2007/06/01/off-the-grid-reviews-give-me-the-brain/
| last=Siegel
| first=Scott Jon
| title=Off the Grid reviews Give me the Brain!
| publisher=Joystiq
| date=2007-06-01
| accessdate=2008-07-13}}
*{{cite web
| url=http://www.flamesrising.com/give-me-the-brain-review/
| title=Give me the Brain! Review
| first=Monica
| last=Valentinelli
| publisher=FlamesRising.com
| date=2004-10-23
| accessdate=2008-07-13}}
== External links ==
* Cheapass Games' [http://cheapass.com/products/cardgames/cag525.html ''Give Me the Brain'' product page]
*{{bgg|176|''Give Me the Brain''}}
[[Category:Cheapass Games games]]
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[Category:Origins Award winners]]
[[Category:1996 introductions]]
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Gnav
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/* History of the game */ removing reference to a computer-generated work consisting mainly of quotations from Wikipedia; see also [[Philip M. Parker]]
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{{redirect|Cambio|the piece of [[sailing]] equipment|boom vang|the Filipino rock band|Cambio (band)}}
[[File:Brikker.jpg|thumb|Gnav pieces.]]
'''Gnav''' is a traditional game that is played with either cards or wooden pieces. Related games are '''Cuccu''', '''Hexenspiel''', '''Gnaio''', '''Vogelspiel''', '''Cambio''' (also '''Campio''', '''Camphio''', '''Camfio''', or '''Kamfio'''), and '''Kille'''.
== History of the game ==
The game originated in 17th century [[Italy]] as '''Cuccu''' ("[[Wiktionary:cuckoo|cuckoo]]"), with a deck of 38 cards, but as the game migrated north through Europe in the 18th century the number of cards and the name of the game changed.{{fact|date=October 2009}} In [[Germany]], [[Bavaria]], and [[Austria]], for example, it became '''Hexenspiel''' ("the Witch game") and '''Vogelspiel''' ("The Bird game").<ref>Roger Tilley [http://books.google.com/books?lr=&hl=cs&q=Vogelspiel+bird%27s+game A history of playing cards] pg. 192 C. N. Potter (1973) ISBN 0517503816</ref> By the time that it reached [[Denmark]] as '''Gniao''' (the [[miaow]]ing of a cat — "[[Wiktionary:gnao|gnao]]" in [[Italian language|Italian]]), it had 42 cards. This then became Gnav when the game was brought to [[Norway]] during the union with Denmark.
The game is first mentioned in [[Sweden]] in 1741, as '''Cambio''' (Italian for "[[Wiktionary:exchange|exchange]]"). In 1833 this became '''Kille''' (probably a distortion of "[[Wiktionary:Harlequin|Harlequin]]", given the special rules for the [[Harlequin]] card in the Swedish version of the game), which became the common form of the game around 1850.<ref>Hugo Kastner [http://books.google.com/books?id=lWqSVnyS8RIC&pg=PA9&dq=Die+gro%C3%9Fe+Humboldt-enzyklop%C3%A4die+der+Kartenspiele+Sedma&lr=&hl=cs#v=onepage&q=&f=false Die große Humboldt-enzyklopädie der Kartenspiele] pg. 30 Humboldt (2205) ISBN 389994058X {{de icon}}</ref>
== Rules ==
Each player receives just one card, and play proceeds by turns. At each turn, a player can try to swap a card with a neighbour, the aim being to avoid having the lowest card. Whoever has the lowest card loses 1 life, dropping out of the game when they have no more lives left. The last person in the game wins.
== Pieces ==
=== Gnav ===
The wooden pieces, in the piece version of the game, resemble the [[pawn]]s in [[chess]], with the identity of the piece being written on the base of the piece and thus invisible during play. The deck, in the card version of the game, comprises 42 cards of a single suit, comprising two copies of 21 distinct cards, in the ranking (highest to lowest):
* [[Wiktionary:Gjöken|Gjöken]] (cuckoo) — a deliberately old-fashioned spelling of "[[Wiktionary:Gjøken|Gjøken]]"/"[[Wiktionary:Gauken|Gauken]]" ([[Bokmål]]/[[Nynorsk]])
* [[Wiktionary:Dragonen|Dragonen]] (dragoon)
* [[Wiktionary:Katten|Katten]] (cat)
* [[Wiktionary:Hesten|Hesten]] (horse)
* [[Wiktionary:Huset|Huset]] (house)
* '''12'''
* '''11'''
* '''10'''
* '''9'''
* '''8'''
* '''7'''
* '''6'''
* '''5'''
* '''4'''
* '''3'''
* '''2'''
* '''1'''
* '''0'''
* [[Wiktionary:Potten|Potten]] (pot)
* [[Wiktionary:Uglen|Uglen]] (owl)
* [[Wiktionary:Narren|Narren]] (Fool)
=== Kille ===
The deck comprises 42 cards of a single suit, comprising two copies of 21 distinct cards, in the ranking (highest to lowest):
* [[Wiktionary:Kuku|Kuku]] (cuckoo)
* [[Wiktionary:Husar|Husar]]
* [[Wiktionary:Husu|Husu]] (sow/pig)
* [[Wiktionary:Kavall|Kavall]] (horse/knight)
* [[Wiktionary:Värdshus|Värdshus]] (inn)
* '''12'''
* '''11'''
* '''10'''
* '''9'''
* '''8'''
* '''7'''
* '''6'''
* '''5'''
* '''4'''
* '''3'''
* '''2'''
* '''1'''
* [[Wiktionary:Kransen|Kransen]] (wreath)
* [[Wiktionary:Blompottan|Blompottan]] (flowerpot)
* [[Wiktionary:Blaren|Blaren]] (mask/face)
* [[Wiktionary:Harlekin|Harlekin]] (harlequin) — this does not have a fixed place in the sequence, and its ranking depends from whether it has been dealt or exchanged
=== Cuccu ===
The game Cuccu (or Cucco, or Cucu’, or Stu) is considered as one of the oldest game played with cards. One of the first historical document describing the game is dated 10.September.1547 (“Capriccio in laude del Malcontento” written by Luigi Tansillo from Naples). As in Tarot cards, also Cucu’ illustrated cards (10 in total) have an iconographic symbology that was peculiar during the Middle Age.
The other 10 cards (numbered from 1 to 10) simply have Roman numbers but with the “four” written IIII instead of IV and the “nine” written VIIII instead of IX. This was a non formal way to write Roman numbers that arose during the Middle Age.
The oldest known written regulation dates back to 1717. It was included in the deck of cards produced in Bologna by Giulio Borzaghi.
The deck comprises 40 cards, comprising two copies of 20 distinct cards, in the ranking (highest to lowest):<br />
* '''XV – Cucco''' (a bird looking as an owl with a crown)<br />
* '''XIIII – Hai pigliato bragon''' (a jack with a rose in one hand)<br />
* '''XIII – Salta''' (a rampant horse)<br />
* '''XII – Gnao''' (a cat)<br />
* '''XI – Fermatevi alquanto''' (an inn)<br />
* '''X'''<br />
* '''VIIII'''<br />
* '''VIII'''<br />
* '''VII'''<br />
* '''VI'''<br />
* '''V'''<br />
* '''IIII'''<br />
* '''III'''<br />
* '''II'''<br />
* '''I'''<br />
* '''Nulla''' (zero)<br />
* '''Secchia meno di nulla''' (a bucket)<br />
* '''Mascherone manco di secchia''' (mask/face)<br />
* '''(a rampant lion)'''<br />
* '''Matto (a jocker)''' — this does not have a fixed place in the sequence.
In Italy, currently, the game is played with original rules only in two small Abruzzi cities ([[Campli]] and Montorio al Vomano) both in Teramo province. Same cards are also used in Brescia and Bergamo provinces but with different rules from the originals.
=== Hexenspiel ===
{{Expand-section|date=June 2008}}
== See also ==
* [[Quartets (card game)]]
* [[Happy Family]]
== Notes ==
* {{cite web|accessdate=July 1 2005 |dateformat=mdy|
url=http://kjellhoglund.com./manadsmed45.html|
title=Lugnare Vatten - Kjell Höglund|
work=}}
* {{cite web|accessdate=July 1 2005 |dateformat=mdy|
url=http://pagat.com./national/sweden.html|
title=Card games in Sweden|
work=}} which in turn cites
* {{cite journal|
year=|
author=A.G.Smith|
title=The Cambio Packs and the Games played with them II - Hypp, Gnav and Kille|
volume=XIX No 4|
journal=The Playing Card|
pages=118–127}}
* {{cite web|accessdate=July 1 2005 |dateformat=mdy|
url=http://pagat.com./class/single.html|
title=Games played with single suited cards|
work=}}
* {{cite web|accessdate=July 1 2005 |dateformat=mdy|
url=http://pagat.com./cuckoo/index.html|
title=Card Games: Cuckoo Group|
work=}}
* {{cite web|accessdate=July 1 2005 |dateformat=mdy|
url=http://spotlightongames.com./interview/rehder.html|
title=Remo Rehder Plays Board Games in Norway|
work=}}
* Bauer, Günther G.: "Das Salzburger Hexenspiel", in: Homo Ludens. Der Spielende Mensch II (1992), G.G. Bauer (ed.). München & Salzburg: Katzbichler, ISBN 3-87397-334-0, pp. 239-282 {{de icon}}.
== References ==
{{Reflist}}
== External links ==
* {{bgg|15617|Damm/Egmont version of Gnav}}
[[Category:Dedicated deck card games]]
[[nl:Gnav]]
[[no:Gnav]]
[[fi:Cuccu (korttipeli)]]
[[sv:Kille]]
l1c0uhj4sts8tz437g343v01noe8wrc
4195
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Kingstonlee
1735031
1 revision
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text/x-wiki
{{redirect|Cambio|the piece of [[sailing]] equipment|boom vang|the Filipino rock band|Cambio (band)}}
[[File:Brikker.jpg|thumb|Gnav pieces.]]
'''Gnav''' is a traditional game that is played with either cards or wooden pieces. Related games are '''Cuccu''', '''Hexenspiel''', '''Gnaio''', '''Vogelspiel''', '''Cambio''' (also '''Campio''', '''Camphio''', '''Camfio''', or '''Kamfio'''), and '''Kille'''.
== History of the game ==
The game originated in 17th century [[Italy]] as '''Cuccu''' ("[[Wiktionary:cuckoo|cuckoo]]"), with a deck of 38 cards, but as the game migrated north through Europe in the 18th century the number of cards and the name of the game changed.{{fact|date=October 2009}} In [[Germany]], [[Bavaria]], and [[Austria]], for example, it became '''Hexenspiel''' ("the Witch game") and '''Vogelspiel''' ("The Bird game").<ref>Roger Tilley [http://books.google.com/books?lr=&hl=cs&q=Vogelspiel+bird%27s+game A history of playing cards] pg. 192 C. N. Potter (1973) ISBN 0517503816</ref> By the time that it reached [[Denmark]] as '''Gniao''' (the [[miaow]]ing of a cat — "[[Wiktionary:gnao|gnao]]" in [[Italian language|Italian]]), it had 42 cards. This then became Gnav when the game was brought to [[Norway]] during the union with Denmark.
The game is first mentioned in [[Sweden]] in 1741, as '''Cambio''' (Italian for "[[Wiktionary:exchange|exchange]]"). In 1833 this became '''Kille''' (probably a distortion of "[[Wiktionary:Harlequin|Harlequin]]", given the special rules for the [[Harlequin]] card in the Swedish version of the game), which became the common form of the game around 1850.<ref>Hugo Kastner [http://books.google.com/books?id=lWqSVnyS8RIC&pg=PA9&dq=Die+gro%C3%9Fe+Humboldt-enzyklop%C3%A4die+der+Kartenspiele+Sedma&lr=&hl=cs#v=onepage&q=&f=false Die große Humboldt-enzyklopädie der Kartenspiele] pg. 30 Humboldt (2205) ISBN 389994058X {{de icon}}</ref>
== Rules ==
Each player receives just one card, and play proceeds by turns. At each turn, a player can try to swap a card with a neighbour, the aim being to avoid having the lowest card. Whoever has the lowest card loses 1 life, dropping out of the game when they have no more lives left. The last person in the game wins.
== Pieces ==
=== Gnav ===
The wooden pieces, in the piece version of the game, resemble the [[pawn]]s in [[chess]], with the identity of the piece being written on the base of the piece and thus invisible during play. The deck, in the card version of the game, comprises 42 cards of a single suit, comprising two copies of 21 distinct cards, in the ranking (highest to lowest):
* [[Wiktionary:Gjöken|Gjöken]] (cuckoo) — a deliberately old-fashioned spelling of "[[Wiktionary:Gjøken|Gjøken]]"/"[[Wiktionary:Gauken|Gauken]]" ([[Bokmål]]/[[Nynorsk]])
* [[Wiktionary:Dragonen|Dragonen]] (dragoon)
* [[Wiktionary:Katten|Katten]] (cat)
* [[Wiktionary:Hesten|Hesten]] (horse)
* [[Wiktionary:Huset|Huset]] (house)
* '''12'''
* '''11'''
* '''10'''
* '''9'''
* '''8'''
* '''7'''
* '''6'''
* '''5'''
* '''4'''
* '''3'''
* '''2'''
* '''1'''
* '''0'''
* [[Wiktionary:Potten|Potten]] (pot)
* [[Wiktionary:Uglen|Uglen]] (owl)
* [[Wiktionary:Narren|Narren]] (Fool)
=== Kille ===
The deck comprises 42 cards of a single suit, comprising two copies of 21 distinct cards, in the ranking (highest to lowest):
* [[Wiktionary:Kuku|Kuku]] (cuckoo)
* [[Wiktionary:Husar|Husar]]
* [[Wiktionary:Husu|Husu]] (sow/pig)
* [[Wiktionary:Kavall|Kavall]] (horse/knight)
* [[Wiktionary:Värdshus|Värdshus]] (inn)
* '''12'''
* '''11'''
* '''10'''
* '''9'''
* '''8'''
* '''7'''
* '''6'''
* '''5'''
* '''4'''
* '''3'''
* '''2'''
* '''1'''
* [[Wiktionary:Kransen|Kransen]] (wreath)
* [[Wiktionary:Blompottan|Blompottan]] (flowerpot)
* [[Wiktionary:Blaren|Blaren]] (mask/face)
* [[Wiktionary:Harlekin|Harlekin]] (harlequin) — this does not have a fixed place in the sequence, and its ranking depends from whether it has been dealt or exchanged
=== Cuccu ===
The game Cuccu (or Cucco, or Cucu’, or Stu) is considered as one of the oldest game played with cards. One of the first historical document describing the game is dated 10.September.1547 (“Capriccio in laude del Malcontento” written by Luigi Tansillo from Naples). As in Tarot cards, also Cucu’ illustrated cards (10 in total) have an iconographic symbology that was peculiar during the Middle Age.
The other 10 cards (numbered from 1 to 10) simply have Roman numbers but with the “four” written IIII instead of IV and the “nine” written VIIII instead of IX. This was a non formal way to write Roman numbers that arose during the Middle Age.
The oldest known written regulation dates back to 1717. It was included in the deck of cards produced in Bologna by Giulio Borzaghi.
The deck comprises 40 cards, comprising two copies of 20 distinct cards, in the ranking (highest to lowest):<br />
* '''XV – Cucco''' (a bird looking as an owl with a crown)<br />
* '''XIIII – Hai pigliato bragon''' (a jack with a rose in one hand)<br />
* '''XIII – Salta''' (a rampant horse)<br />
* '''XII – Gnao''' (a cat)<br />
* '''XI – Fermatevi alquanto''' (an inn)<br />
* '''X'''<br />
* '''VIIII'''<br />
* '''VIII'''<br />
* '''VII'''<br />
* '''VI'''<br />
* '''V'''<br />
* '''IIII'''<br />
* '''III'''<br />
* '''II'''<br />
* '''I'''<br />
* '''Nulla''' (zero)<br />
* '''Secchia meno di nulla''' (a bucket)<br />
* '''Mascherone manco di secchia''' (mask/face)<br />
* '''(a rampant lion)'''<br />
* '''Matto (a jocker)''' — this does not have a fixed place in the sequence.
In Italy, currently, the game is played with original rules only in two small Abruzzi cities ([[Campli]] and Montorio al Vomano) both in Teramo province. Same cards are also used in Brescia and Bergamo provinces but with different rules from the originals.
=== Hexenspiel ===
{{Expand-section|date=June 2008}}
== See also ==
* [[Quartets (card game)]]
* [[Happy Family]]
== Notes ==
* {{cite web|accessdate=July 1 2005 |dateformat=mdy|
url=http://kjellhoglund.com./manadsmed45.html|
title=Lugnare Vatten - Kjell Höglund|
work=}}
* {{cite web|accessdate=July 1 2005 |dateformat=mdy|
url=http://pagat.com./national/sweden.html|
title=Card games in Sweden|
work=}} which in turn cites
* {{cite journal|
year=|
author=A.G.Smith|
title=The Cambio Packs and the Games played with them II - Hypp, Gnav and Kille|
volume=XIX No 4|
journal=The Playing Card|
pages=118–127}}
* {{cite web|accessdate=July 1 2005 |dateformat=mdy|
url=http://pagat.com./class/single.html|
title=Games played with single suited cards|
work=}}
* {{cite web|accessdate=July 1 2005 |dateformat=mdy|
url=http://pagat.com./cuckoo/index.html|
title=Card Games: Cuckoo Group|
work=}}
* {{cite web|accessdate=July 1 2005 |dateformat=mdy|
url=http://spotlightongames.com./interview/rehder.html|
title=Remo Rehder Plays Board Games in Norway|
work=}}
* Bauer, Günther G.: "Das Salzburger Hexenspiel", in: Homo Ludens. Der Spielende Mensch II (1992), G.G. Bauer (ed.). München & Salzburg: Katzbichler, ISBN 3-87397-334-0, pp. 239-282 {{de icon}}.
== References ==
{{Reflist}}
== External links ==
* {{bgg|15617|Damm/Egmont version of Gnav}}
[[Category:Dedicated deck card games]]
[[nl:Gnav]]
[[no:Gnav]]
[[fi:Cuccu (korttipeli)]]
[[sv:Kille]]
l1c0uhj4sts8tz437g343v01noe8wrc
Go-Stop
0
2262
4358
2009-11-23T03:16:23Z
218.62.98.3
/* Setup */
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wikitext
text/x-wiki
{{Wikify|date=June 2009}}
{{Cleanup|date=June 2009}}
<!-- Image with unknown copyright status removed: [[Image:Snapshot 2009-04-17 16-32-03.jpg|thumb|300px|right|A game of "Go-Stop" in progress. "Go-Stop" is currently the most popular card game in Korea.]] -->
'''Go-Stop''' (고스톱) is a [[Korea]]n [[card game]] usually played with a version of [[Hanafuda]]. These cards are referred to as ''hwatu'' (화투) in Korean. Go-Stop is played with [[Hanafuda]] cards using a different point system. In addition, a deck of Korean hwa-tu cards usually includes bonus cards. Typically, there are two or three players. The general point of this game is to score points, usually three or seven, and then call a "Go" or a "Stop." When a "Go" is called, the game continues, and the amount of points or money is first increased, and then [[double]]d, [[triple]]d, [[quadrupled]] and so on. If a "Stop" is called, the game ends and the winner collects their winnings.
== Setup ==
The [[Deck (cards)|deck]] is shuffled as any other deck is shuffled. In order to select a dealer, each player picks random cards from the deck and the person with the latest month becomes the dealer (months of the cards are shown under the card section in [[Hanafuda]]). Before the cards are dealt, the dealer shuffles the cards by holding the deck in the left hand with the cards face-down and pulling out random stacks of cards with the right hand to stack them on top. The dealer must repeat this process several times in order to shuffle the cards sufficiently. After shuffling, the dealer holds the deck out to the player to their right in order for them to [[Cut (cards)|cut]] the deck. If there are only two players, the opponent cuts the deck.
THE DEAL:
*Two players: The dealer places four cards face-up on the table then deals five cards to their opponent's hand and five cards to their hand. Then, the dealer places another four cards face-up on the table and deals another five cards to each player's hand, starting with the opponent.
*Three players: The dealer places three cards face-up on the table then deals four cards to each player's hand, starting with the player to the right and continuing counterclockwise. Then, the dealer places another three cards face-up on the table and deals another three cards to each player's hand, again starting with the player on the right.<ref>http://www.pagat.com/fishing/gostop.html</ref>
The remaining cards are placed face down on top of the cut portion of the deck in the center of the table to form a draw pile. Before the play begins, the players check for sets of three or four cards of the same month on the table.
.
== Gameplay ==
1. Play begins with the dealer and continues counterclockwise.
2. A turn begins with a player attempting to match one of the cards lying face-up on the table with a card of the same month in their hand (cf. [[Hanafuda]]). If there are two cards of the same month already on the table, the player may select one of them. If the player has no cards matching the cards on the table, the player discards a card to the table.
3. The turn continues with the player flipping over the top card from the draw pile and looking for a card of the same month on the table. If the player locates a matching card on the table, the player collects both cards along with the cards matched in step 2. Otherwise, the drawn card is added to the table.
4. If the card drawn from the top of the draw pile in step 3 matches the two cards matched in step 2, the three cards remain on the table. This is known as ''ppeok''. The three cards remain until a player collects them using the fourth card of the same month.
5. If a player draws a card which matches the card discarded in step 2, the player collects both cards as well as one junk card (''pi'') from each opponent's stock pile. This is known as ''chok'' .
6. If a player plays a card in step 2 for which two matching cards are already on the table, and then draws the fourth matching card from the draw pile in step 3, the player collects all four cards as well as one junk card (''pi'') from each opponent's stock pile. This is known as ''ttadak''.<ref>http://www.sloperama.com/gostop/rules.html</ref>
7. The object of the game is to create scoring combinations to accumulate points up to a score of either three (for three players) or seven (for two players), at which point a "Go" or a "Stop" must be called.
== Additional Rules ==
*Any player who has a set of three cards of the same month in their hand can show them to the other players in what is referred to as “shaking” the cards, or ''heundeum''. For each time a player shakes within a single hand, final points are doubled in the event that that player wins the hand.
*If a player has as set of three cards of the same month in their hand and the fourth card of that month is located on the table, the player may play all three cards in one turn and collect all four cards as well as one junk card (''pi'') from each player's stock pile. This is known as a ''poktan'' (meaning "bomb"). Shaking the cards before playing a ''poktan'' is also an option. A player who has played a ''poktan'' may then choose to skip step 2 above in as many as two turns (i.e. the player's turn consists only of drawing one card from the draw pile).
*Any player who has a set of four cards of the same month can show them to the other players and win the hand immediately.
*If there is a set of three cards of the same month on the table, they are combined into one stack. The player who collects the pile using the fourth card of that month will also collect one junk card (''pi'') from each player's stock pile.
*If there is a set of four cards of the same month on the table, the cards are reshuffled and redealt by the same dealer.
*If there is a bonus card on the table during initial deal, the dealer collects the bonus card and turns the top card of the draw pile face-up and places it on the table.
*If a player is dealt a bonus card, they may add it to their stock pile at the beginning of any turn and draw a card from the draw pile to replace it in their hand.
*If a player draws a bonus card from the draw pile during their regular turn, they will automatically collect it along with any other cards matched during that turn, except in the event of a ''ppeok'', in which all four cards (i.e. the three cards invlolved in the ''ppeok'' plus the bonus card) must remain on the table. <ref>http://www.sloperama.com/gostop/rules.html</ref>
== Point System ==
'''Bright cards''' ('''''gwang'''''): One way to accumulate points in Go-Stop is to collect Bright cards (''gwang''). When three ''gwang'' other than that of the month of December (referred to as ''bi gwang'', ''bi'' meaning “rain”) are collected, this is known as “Three Brights” (''sam gwang'') and is worth three points. However, if the Three Brights include ''bi gwang'', this is called “Wet Three Brights” (''bi sam gwang''), and is worth two points. When four ''gwang'' other than ''bi gwang'' are collected, this is called “Four Brights” (''sa gwang''), and is worth five points. When the Four Brights include ''bi gwang'', this is called “Wet Four Brights” (''bi sa gwang'') and is worth four points. When all five ''gwang'' are collected, this is called “Five Brights” (''o gwang'') and is worth fifteen to fifty points depending on house rules.
'''Ribbon cards''' ('''''tti'''''): Another way to accumulate points is through Ribbon cards. A set of any five Ribbon cards is worth one point, and each additional Ribbon card after five is worth one additional point. For example, a set of six Ribbon cards is worth two points and a set of seven Ribbon cards is worth three points. In addition to this, points may also be accumulated by collecting three matching Ribbon cards. There are three blue Ribbon cards (''cheong dan''), three red Ribbon cards with poetry (''hong dan''), and three red Ribbon cards without poetry (''cho dan'') (this excludes the Ribbon card for the month of December, which is also red and without poetry). Each of these combinations is worth three points. Moreover, the two methods of accumulating points via Ribbon cards are combined. If a player collects six Ribbon cards, including all three red Ribbons and all three blue Ribbons, the player can claim three points for ''hong dan'', three points for ''cheong dan'', and an additional two points for having six Ribbon cards, for a total of eight points.
'''Animal cards''' ('''''dongmul'''''): A third way to accumulate points is by collecting Animal cards. The scoring system of Animal cards is quite similar to that of Ribbon cards. A set of any five Animal cards is worth one point, and each additional Animal card after five is worth an additional one point. For example, a set of six Animal cards is worth two points, and a set of seven Animal cards is worth three points. In addition to this, if among the Animal cards, a special set of three cards made up of the Geese, the Cuckoo and the Nightingale is collected, this set is called ''godori'' (meaning “five birds”) and is worth five points (even though the Animal card from the month of December also features a bird, it is excluded as with the Bright cards and the Ribbon cards). Both methods of scoring are combined, as with the Ribbon cards. Thus, if a player collects six Animal cards, including ''godori'', the player can claim five points for ''godori'', and two additional points for having six Animal cards, for a total of seven points.
'''Junk cards''' ('''''pi''''') The fourth and most common way to accumulate points is by collecting junk cards. Any set of ten junk cards is worth one point and each additional card after ten is worth an additional one point. In addition, there are special junk cards called Double Junks (''ssang pi''), which are counted as two junk cards. Also, the bonus cards mentioned above are also usually counted as two junk cards.
When a player accumulates at least three (for three players) or seven (for two players) points, the player must decide if they will continue that hand by calling “Go,” or end the hand by calling “Stop.” If a player says “Go" once, the player must increase their score by at least one point in order to be given another opportunity to call “Go” or “Stop.” A player who calls “Go” once has one point added to their final score. With two “Go”s, two points are added. With the third “Go,” the score is doubled. After the third “Go” (in which the score is multiplied by two), the score is multiplied by the number one less than the number of times the winner has called “Go.” However, before calling “Go,” the winner must consider whether another player may increase their score to at least three or seven points within the next turn.
When “Stop” is called, any non-winning players who have called "Go" will have their penalty (calculated from the winning player's total points) doubled. This is called ''go bak''. If a non-winning player has no Bright cards when the winner has accumulated points by collecting Bright cards, the player without Bright cards will have their penalty doubled. This is known as ''gwang bak''. Further, if a non-winning player has fewer than six junk cards and the winner has accumulated points by collecting junk cards, the non-winning player will have their penalty doubled. This is known as ''pi bak''. All of these are cumulative.
As an example, if a player accumulates seven or more points through only Ribbon cards and Animal cards, the player may then call "Go." If, however, before the first player is given another opportunity to call "Go" or "Stop" another player accumulates at least seven points through both Bright cards and junk cards and subsequently calls "Stop," the first player would be subject to ''go bak'', ''gwang bak'' and ''pi bak''. Thus, the player's penalty would be doubled three times, in other words, multiplied by eight.<ref>http://www.sloperama.com/gostop/scoring.html</ref>
== References ==
<references />
[[Category:Dedicated deck card games]]
[[Category:Korean culture]]
[[de:Gotori]]
[[fr:Godori]]
[[ko:고스톱]]
[[nl:Godori]]
[[pt:Go-Stop]]
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{{Wikify|date=June 2009}}
{{Cleanup|date=June 2009}}
<!-- Image with unknown copyright status removed: [[Image:Snapshot 2009-04-17 16-32-03.jpg|thumb|300px|right|A game of "Go-Stop" in progress. "Go-Stop" is currently the most popular card game in Korea.]] -->
'''Go-Stop''' (고스톱) is a [[Korea]]n [[card game]] usually played with a version of [[Hanafuda]]. These cards are referred to as ''hwatu'' (화투) in Korean. Go-Stop is played with [[Hanafuda]] cards using a different point system. In addition, a deck of Korean hwa-tu cards usually includes bonus cards. Typically, there are two or three players. The general point of this game is to score points, usually three or seven, and then call a "Go" or a "Stop." When a "Go" is called, the game continues, and the amount of points or money is first increased, and then [[double]]d, [[triple]]d, [[quadrupled]] and so on. If a "Stop" is called, the game ends and the winner collects their winnings.
== Setup ==
The [[Deck (cards)|deck]] is shuffled as any other deck is shuffled. In order to select a dealer, each player picks random cards from the deck and the person with the latest month becomes the dealer (months of the cards are shown under the card section in [[Hanafuda]]). Before the cards are dealt, the dealer shuffles the cards by holding the deck in the left hand with the cards face-down and pulling out random stacks of cards with the right hand to stack them on top. The dealer must repeat this process several times in order to shuffle the cards sufficiently. After shuffling, the dealer holds the deck out to the player to their right in order for them to [[Cut (cards)|cut]] the deck. If there are only two players, the opponent cuts the deck.
THE DEAL:
*Two players: The dealer places four cards face-up on the table then deals five cards to their opponent's hand and five cards to their hand. Then, the dealer places another four cards face-up on the table and deals another five cards to each player's hand, starting with the opponent.
*Three players: The dealer places three cards face-up on the table then deals four cards to each player's hand, starting with the player to the right and continuing counterclockwise. Then, the dealer places another three cards face-up on the table and deals another three cards to each player's hand, again starting with the player on the right.<ref>http://www.pagat.com/fishing/gostop.html</ref>
The remaining cards are placed face down on top of the cut portion of the deck in the center of the table to form a draw pile. Before the play begins, the players check for sets of three or four cards of the same month on the table.
.
== Gameplay ==
1. Play begins with the dealer and continues counterclockwise.
2. A turn begins with a player attempting to match one of the cards lying face-up on the table with a card of the same month in their hand (cf. [[Hanafuda]]). If there are two cards of the same month already on the table, the player may select one of them. If the player has no cards matching the cards on the table, the player discards a card to the table.
3. The turn continues with the player flipping over the top card from the draw pile and looking for a card of the same month on the table. If the player locates a matching card on the table, the player collects both cards along with the cards matched in step 2. Otherwise, the drawn card is added to the table.
4. If the card drawn from the top of the draw pile in step 3 matches the two cards matched in step 2, the three cards remain on the table. This is known as ''ppeok''. The three cards remain until a player collects them using the fourth card of the same month.
5. If a player draws a card which matches the card discarded in step 2, the player collects both cards as well as one junk card (''pi'') from each opponent's stock pile. This is known as ''chok'' .
6. If a player plays a card in step 2 for which two matching cards are already on the table, and then draws the fourth matching card from the draw pile in step 3, the player collects all four cards as well as one junk card (''pi'') from each opponent's stock pile. This is known as ''ttadak''.<ref>http://www.sloperama.com/gostop/rules.html</ref>
7. The object of the game is to create scoring combinations to accumulate points up to a score of either three (for three players) or seven (for two players), at which point a "Go" or a "Stop" must be called.
== Additional Rules ==
*Any player who has a set of three cards of the same month in their hand can show them to the other players in what is referred to as “shaking” the cards, or ''heundeum''. For each time a player shakes within a single hand, final points are doubled in the event that that player wins the hand.
*If a player has as set of three cards of the same month in their hand and the fourth card of that month is located on the table, the player may play all three cards in one turn and collect all four cards as well as one junk card (''pi'') from each player's stock pile. This is known as a ''poktan'' (meaning "bomb"). Shaking the cards before playing a ''poktan'' is also an option. A player who has played a ''poktan'' may then choose to skip step 2 above in as many as two turns (i.e. the player's turn consists only of drawing one card from the draw pile).
*Any player who has a set of four cards of the same month can show them to the other players and win the hand immediately.
*If there is a set of three cards of the same month on the table, they are combined into one stack. The player who collects the pile using the fourth card of that month will also collect one junk card (''pi'') from each player's stock pile.
*If there is a set of four cards of the same month on the table, the cards are reshuffled and redealt by the same dealer.
*If there is a bonus card on the table during initial deal, the dealer collects the bonus card and turns the top card of the draw pile face-up and places it on the table.
*If a player is dealt a bonus card, they may add it to their stock pile at the beginning of any turn and draw a card from the draw pile to replace it in their hand.
*If a player draws a bonus card from the draw pile during their regular turn, they will automatically collect it along with any other cards matched during that turn, except in the event of a ''ppeok'', in which all four cards (i.e. the three cards invlolved in the ''ppeok'' plus the bonus card) must remain on the table. <ref>http://www.sloperama.com/gostop/rules.html</ref>
== Point System ==
'''Bright cards''' ('''''gwang'''''): One way to accumulate points in Go-Stop is to collect Bright cards (''gwang''). When three ''gwang'' other than that of the month of December (referred to as ''bi gwang'', ''bi'' meaning “rain”) are collected, this is known as “Three Brights” (''sam gwang'') and is worth three points. However, if the Three Brights include ''bi gwang'', this is called “Wet Three Brights” (''bi sam gwang''), and is worth two points. When four ''gwang'' other than ''bi gwang'' are collected, this is called “Four Brights” (''sa gwang''), and is worth five points. When the Four Brights include ''bi gwang'', this is called “Wet Four Brights” (''bi sa gwang'') and is worth four points. When all five ''gwang'' are collected, this is called “Five Brights” (''o gwang'') and is worth fifteen to fifty points depending on house rules.
'''Ribbon cards''' ('''''tti'''''): Another way to accumulate points is through Ribbon cards. A set of any five Ribbon cards is worth one point, and each additional Ribbon card after five is worth one additional point. For example, a set of six Ribbon cards is worth two points and a set of seven Ribbon cards is worth three points. In addition to this, points may also be accumulated by collecting three matching Ribbon cards. There are three blue Ribbon cards (''cheong dan''), three red Ribbon cards with poetry (''hong dan''), and three red Ribbon cards without poetry (''cho dan'') (this excludes the Ribbon card for the month of December, which is also red and without poetry). Each of these combinations is worth three points. Moreover, the two methods of accumulating points via Ribbon cards are combined. If a player collects six Ribbon cards, including all three red Ribbons and all three blue Ribbons, the player can claim three points for ''hong dan'', three points for ''cheong dan'', and an additional two points for having six Ribbon cards, for a total of eight points.
'''Animal cards''' ('''''dongmul'''''): A third way to accumulate points is by collecting Animal cards. The scoring system of Animal cards is quite similar to that of Ribbon cards. A set of any five Animal cards is worth one point, and each additional Animal card after five is worth an additional one point. For example, a set of six Animal cards is worth two points, and a set of seven Animal cards is worth three points. In addition to this, if among the Animal cards, a special set of three cards made up of the Geese, the Cuckoo and the Nightingale is collected, this set is called ''godori'' (meaning “five birds”) and is worth five points (even though the Animal card from the month of December also features a bird, it is excluded as with the Bright cards and the Ribbon cards). Both methods of scoring are combined, as with the Ribbon cards. Thus, if a player collects six Animal cards, including ''godori'', the player can claim five points for ''godori'', and two additional points for having six Animal cards, for a total of seven points.
'''Junk cards''' ('''''pi''''') The fourth and most common way to accumulate points is by collecting junk cards. Any set of ten junk cards is worth one point and each additional card after ten is worth an additional one point. In addition, there are special junk cards called Double Junks (''ssang pi''), which are counted as two junk cards. Also, the bonus cards mentioned above are also usually counted as two junk cards.
When a player accumulates at least three (for three players) or seven (for two players) points, the player must decide if they will continue that hand by calling “Go,” or end the hand by calling “Stop.” If a player says “Go" once, the player must increase their score by at least one point in order to be given another opportunity to call “Go” or “Stop.” A player who calls “Go” once has one point added to their final score. With two “Go”s, two points are added. With the third “Go,” the score is doubled. After the third “Go” (in which the score is multiplied by two), the score is multiplied by the number one less than the number of times the winner has called “Go.” However, before calling “Go,” the winner must consider whether another player may increase their score to at least three or seven points within the next turn.
When “Stop” is called, any non-winning players who have called "Go" will have their penalty (calculated from the winning player's total points) doubled. This is called ''go bak''. If a non-winning player has no Bright cards when the winner has accumulated points by collecting Bright cards, the player without Bright cards will have their penalty doubled. This is known as ''gwang bak''. Further, if a non-winning player has fewer than six junk cards and the winner has accumulated points by collecting junk cards, the non-winning player will have their penalty doubled. This is known as ''pi bak''. All of these are cumulative.
As an example, if a player accumulates seven or more points through only Ribbon cards and Animal cards, the player may then call "Go." If, however, before the first player is given another opportunity to call "Go" or "Stop" another player accumulates at least seven points through both Bright cards and junk cards and subsequently calls "Stop," the first player would be subject to ''go bak'', ''gwang bak'' and ''pi bak''. Thus, the player's penalty would be doubled three times, in other words, multiplied by eight.<ref>http://www.sloperama.com/gostop/scoring.html</ref>
== References ==
<references />
[[Category:Dedicated deck card games]]
[[Category:Korean culture]]
[[de:Gotori]]
[[fr:Godori]]
[[ko:고스톱]]
[[nl:Godori]]
[[pt:Go-Stop]]
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Go To The Head Of The Class
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{{Expand|date=October 2009}}
{{Infobox Game
| title = Go To The Head Of The Class
| image_link =<!-- Deleted image removed: [[Image:Head-of-the-Class.jpg|250px]] -->
| image_caption = Product Display
| publisher = [[Winning Moves]]
| players = 2 to 6
| ages = 7 and up
| playing_time =
| footnotes =
}}
'''''Go to the Head of the Class''''' is a roll-and-move track game originally published by Milton Bradley (now owned by Hasbro) and is currently in production by [[Winning Moves|Winning Moves USA]]. The game was originally released circa 1940 and remains in print today.<ref name="Chertoff">Chertoff, Nina and Susan Kahn. ''Celebrating Board Games''. Sterling Publishing, 2006. p. 70-1.</ref>
The board is designed to look like a school room with the teacher's blackboard at one end.<ref name="Rich">Rich, Mark. ''Warman's 101 Greatest Baby Boomer Toys''. kp books, 2005. p. 134-5.</ref> Original tokens were cardboard images of adult and children affixed to wooden or plastic bases. Players advance to the "head of the class" by moving from desk to desk while answering questions.<ref name="Rich" />
==References==
<references/>
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Race games]]
[[Category:Roll-and-move board games]]
[[Category:Tabletop games]]
{{game-stub}}
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{{Expand|date=October 2009}}
{{Infobox Game
| title = Go To The Head Of The Class
| image_link =<!-- Deleted image removed: [[Image:Head-of-the-Class.jpg|250px]] -->
| image_caption = Product Display
| publisher = [[Winning Moves]]
| players = 2 to 6
| ages = 7 and up
| playing_time =
| footnotes =
}}
'''''Go to the Head of the Class''''' is a roll-and-move track game originally published by Milton Bradley (now owned by Hasbro) and is currently in production by [[Winning Moves|Winning Moves USA]]. The game was originally released circa 1940 and remains in print today.<ref name="Chertoff">Chertoff, Nina and Susan Kahn. ''Celebrating Board Games''. Sterling Publishing, 2006. p. 70-1.</ref>
The board is designed to look like a school room with the teacher's blackboard at one end.<ref name="Rich">Rich, Mark. ''Warman's 101 Greatest Baby Boomer Toys''. kp books, 2005. p. 134-5.</ref> Original tokens were cardboard images of adult and children affixed to wooden or plastic bases. Players advance to the "head of the class" by moving from desk to desk while answering questions.<ref name="Rich" />
==References==
<references/>
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Race games]]
[[Category:Roll-and-move board games]]
[[Category:Tabletop games]]
{{game-stub}}
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Goth (board game)
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Reverting possible vandalism by [[Special:Contributions/150.101.108.246|150.101.108.246]] to version by Fulton.derek. False positive? [[User:ClueBot/FalsePositives|Report it]]. Thanks, [[User:ClueBot|ClueBot]]. (700208) (Bot)
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{{Infobox_Game|
| title=Goth
| subtitle=The Game of Horror Trivia
| image_link=[[Image:Gothgame.png|200px]]
| players=2–4
| ages=13 +
| setup_time= 2 minutes
| playing_time=60 minutes
| complexity=Low
| strategy=Low
| random_chance=Medium
| skills= Horror-related [[trivia]] and [[popular culture]]
| footnotes =
}}
'''''Goth: The Game of Horror Trivia''''', also known as '''''Goth: A Game of Pure Gothic Horror''''', is a [[board game]] where progress is determined by a player's ability to answer horror-related [[trivia]] and [[popular culture]] questions. The game was invented by [[Matthew Nuccio]] and manufactured in [[2002 in games|2002]] by McNutty Games. The board is a [[graveyard]] with four plots representing each of the four player's starting points. It contains 200 double-sided trivia cards with five questions per side, providing a total of 2,000 questions. A die, four playing pieces, and 52 tombstones are included.
== Gameplay ==
The object of ''Goth'' is to answer questions correctly in order to get a [[tombstone]] for your graveyard plot. The player must get 13 tombstones to win the game. The players start in one of the four corners of the board, represented by a pool of blood. The graveyard plot directly in front of the pool of blood becomes the player's plot where they will place the tombstones they earn. The player rolls the die and moves in a counterclockwise direction from their respective plot. A correct answer awards the player a tombstone which they place in their plot. An incorrect answer does nothing, unless the player is on a "Full Moon" square (see below).
=== Questions ===
The number the player rolls on the die indicates the category of the question the player must answer. For example, if the player rolls a one and lands on a blank square, they must answer a "Movie Mayhem" question. There are five different categories of questions, positioned on the trivia card to correspond to the number the player rolls. The categories are arranged on each card in the following order:
#'''Movie Mayhem''' - Questions about horror movies, such as actors, directors, release years, and scene specific questions.
#'''Alchemy''' - Miscellaneous questions, dealing with anything from real-life serial killers to autopsy terms.
#'''Music Macabre''' - Questions about music, usually staying within the hard rock and metal genres, dealing with band names, song recognition, and band members who have died.
#'''Bloody Tales & Poetry''' - Questions about old horror poems and horror novels.
#'''Stiffs''' - Questions from any of the above categories, however these questions are very specific and usually very difficult.
#''Wildcard'' - If a player rolls a six, it is a wildcard and they get to choose the category of the question they want to answer.
=== Special squares ===
The game features four special squares that the player can land on, varying the gameplay and what the player must do.
*'''Dead''' - A 'lose a turn' square, signified by a skull with bat wings (also the game logo). The player does not get to answer a question if they land on a Dead square and gameplay goes to the next person and then continues normally.
*'''Full Moon''' - This square is on the board in two places and only changes the right/wrong answer consequences. It is signified by a full moon coming out of the clouds. If a player lands on a Full Moon square and answers the question incorrectly, they lose a tombstone that they have already earned. However, if they answer a question correctly, nothing happens and no tombstone is rewarded. If the player has no tombstones to lose, the square is treated as a normal question square.
*'''Grave Robber''' - This square is both a blessing and a curse. It is signified by a shovel digging into a grave. If a player lands on a Grave Robber square, they get to steal another player's hard-earned tombstone. If there are no players with any tombstones to steal, the square is treated as a normal question square. Note: A player may NOT grave rob the winning thirteenth tombstone.
*'''Pool of Blood''' - While also the player's starting point, the four pools of blood also vary which question is asked. If a player lands on ''another'' player's pool of blood, that player gets to choose the category the current player must answer. They must choose the category ''before'' reading the questions. However, if a player lands on their ''own'' pool of blood, it is akin to rolling a six, and they get to choose the category.
===Occupying the same square===
If a player lands on a square that another player is currently occupying, three things happen. First, the player that just landed on the occupied square must give up a tombstone to the person occupying the square. Second, that player loses their turn. And lastly, that player must move back one space so that the two players do not occupy the same square. If the player lands on a 'special square' when they are forced back one space, they are not affected by it. For example, if you are forced back one space onto a Grave Robber square, you do not get to steal another player's tombstone.
==External links==
*{{bgg|7296|''Goth: The Game of Horror Trivia''}}
[[Category:Quiz games]]
[[Category:Party board games]]
[[Category:Roll-and-move board games]]
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{{Infobox_Game|
| title=Goth
| subtitle=The Game of Horror Trivia
| image_link=[[Image:Gothgame.png|200px]]
| players=2–4
| ages=13 +
| setup_time= 2 minutes
| playing_time=60 minutes
| complexity=Low
| strategy=Low
| random_chance=Medium
| skills= Horror-related [[trivia]] and [[popular culture]]
| footnotes =
}}
'''''Goth: The Game of Horror Trivia''''', also known as '''''Goth: A Game of Pure Gothic Horror''''', is a [[board game]] where progress is determined by a player's ability to answer horror-related [[trivia]] and [[popular culture]] questions. The game was invented by [[Matthew Nuccio]] and manufactured in [[2002 in games|2002]] by McNutty Games. The board is a [[graveyard]] with four plots representing each of the four player's starting points. It contains 200 double-sided trivia cards with five questions per side, providing a total of 2,000 questions. A die, four playing pieces, and 52 tombstones are included.
== Gameplay ==
The object of ''Goth'' is to answer questions correctly in order to get a [[tombstone]] for your graveyard plot. The player must get 13 tombstones to win the game. The players start in one of the four corners of the board, represented by a pool of blood. The graveyard plot directly in front of the pool of blood becomes the player's plot where they will place the tombstones they earn. The player rolls the die and moves in a counterclockwise direction from their respective plot. A correct answer awards the player a tombstone which they place in their plot. An incorrect answer does nothing, unless the player is on a "Full Moon" square (see below).
=== Questions ===
The number the player rolls on the die indicates the category of the question the player must answer. For example, if the player rolls a one and lands on a blank square, they must answer a "Movie Mayhem" question. There are five different categories of questions, positioned on the trivia card to correspond to the number the player rolls. The categories are arranged on each card in the following order:
#'''Movie Mayhem''' - Questions about horror movies, such as actors, directors, release years, and scene specific questions.
#'''Alchemy''' - Miscellaneous questions, dealing with anything from real-life serial killers to autopsy terms.
#'''Music Macabre''' - Questions about music, usually staying within the hard rock and metal genres, dealing with band names, song recognition, and band members who have died.
#'''Bloody Tales & Poetry''' - Questions about old horror poems and horror novels.
#'''Stiffs''' - Questions from any of the above categories, however these questions are very specific and usually very difficult.
#''Wildcard'' - If a player rolls a six, it is a wildcard and they get to choose the category of the question they want to answer.
=== Special squares ===
The game features four special squares that the player can land on, varying the gameplay and what the player must do.
*'''Dead''' - A 'lose a turn' square, signified by a skull with bat wings (also the game logo). The player does not get to answer a question if they land on a Dead square and gameplay goes to the next person and then continues normally.
*'''Full Moon''' - This square is on the board in two places and only changes the right/wrong answer consequences. It is signified by a full moon coming out of the clouds. If a player lands on a Full Moon square and answers the question incorrectly, they lose a tombstone that they have already earned. However, if they answer a question correctly, nothing happens and no tombstone is rewarded. If the player has no tombstones to lose, the square is treated as a normal question square.
*'''Grave Robber''' - This square is both a blessing and a curse. It is signified by a shovel digging into a grave. If a player lands on a Grave Robber square, they get to steal another player's hard-earned tombstone. If there are no players with any tombstones to steal, the square is treated as a normal question square. Note: A player may NOT grave rob the winning thirteenth tombstone.
*'''Pool of Blood''' - While also the player's starting point, the four pools of blood also vary which question is asked. If a player lands on ''another'' player's pool of blood, that player gets to choose the category the current player must answer. They must choose the category ''before'' reading the questions. However, if a player lands on their ''own'' pool of blood, it is akin to rolling a six, and they get to choose the category.
===Occupying the same square===
If a player lands on a square that another player is currently occupying, three things happen. First, the player that just landed on the occupied square must give up a tombstone to the person occupying the square. Second, that player loses their turn. And lastly, that player must move back one space so that the two players do not occupy the same square. If the player lands on a 'special square' when they are forced back one space, they are not affected by it. For example, if you are forced back one space onto a Grave Robber square, you do not get to steal another player's tombstone.
==External links==
*{{bgg|7296|''Goth: The Game of Horror Trivia''}}
[[Category:Quiz games]]
[[Category:Party board games]]
[[Category:Roll-and-move board games]]
0f7vuactercqsjs73wswn89b0o2xpl7
Gother Than Thou
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2150
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2009-02-28T21:06:31Z
Luvcraft
36637920
4132
wikitext
text/x-wiki
[[Image:Gother cover.png|right|thumb|Cover of the first edition]]
'''''Gother Than Thou: The Most Pretentious Card Game Ever Made''''' is a [[card game]] that parodies the [[goth subculture]]. It was first published in 2000 by [[Savant Garde Entertainment]]. ''Gother Than Thou'' appeared on the 2001 ''[[Games (magazine)|Games magazine]]'' [[Games 100]] list and was nominated for the "Best Graphic Presentation of a Card Game" category of the 2002 [[Origins Awards]].
The game is played with a deck of 55 cards, which contain three types of Points, which are Goth Points, Sickness, and Money. Every player is dealt five cards. Each player, on their turn, discards one card from their Fate pile, then plays a card into each player's Fate pile, including their own, finally drawing enough cards to refill their hand.
For each Sickness point a player has, they can hold one less card in their hand. At five points of Sickness, a player Swoons, loses their entire Fate pile, and draws five cards. A player who is not In Debt can draw cards from the discard pile. The first player to twenty Goth points wins.
==External links==
*[http://www.savant-garde.com/gother/index2.html ''Gother Than Thou''] official home page
*{{bgg|698|''Gother Than Thou''}}
[[Category:Dedicated deck card games]]
[[Category:Goth]]
{{card-game-stub}}
htf9qaes1b0so97ppqrdu7nomk98e4c
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Kingstonlee
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[[Image:Gother cover.png|right|thumb|Cover of the first edition]]
'''''Gother Than Thou: The Most Pretentious Card Game Ever Made''''' is a [[card game]] that parodies the [[goth subculture]]. It was first published in 2000 by [[Savant Garde Entertainment]]. ''Gother Than Thou'' appeared on the 2001 ''[[Games (magazine)|Games magazine]]'' [[Games 100]] list and was nominated for the "Best Graphic Presentation of a Card Game" category of the 2002 [[Origins Awards]].
The game is played with a deck of 55 cards, which contain three types of Points, which are Goth Points, Sickness, and Money. Every player is dealt five cards. Each player, on their turn, discards one card from their Fate pile, then plays a card into each player's Fate pile, including their own, finally drawing enough cards to refill their hand.
For each Sickness point a player has, they can hold one less card in their hand. At five points of Sickness, a player Swoons, loses their entire Fate pile, and draws five cards. A player who is not In Debt can draw cards from the discard pile. The first player to twenty Goth points wins.
==External links==
*[http://www.savant-garde.com/gother/index2.html ''Gother Than Thou''] official home page
*{{bgg|698|''Gother Than Thou''}}
[[Category:Dedicated deck card games]]
[[Category:Goth]]
{{card-game-stub}}
htf9qaes1b0so97ppqrdu7nomk98e4c
Grass (card game)
0
2225
4284
2009-11-02T19:50:28Z
115.70.40.100
4284
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text/x-wiki
{{Infobox_Game
| subject_name = Grass
| image_link = <!-- Deleted image removed: [[Image:Grass Card Game.gif|150px]] -->
| image_caption =
| designer =
| publisher = [[Euro Games]]<br>[[Ventura International]]
| players = 2-6
| ages = 13+
| setup_time = 1-2 Min
| playing_time = 30+Min
| complexity = Moderate
| strategy = High
| random_chance = High
| skills = [[Economics|Economic management]], [[Strategy|Strategic thought]]
| bggid = 427
| bggxrefs =
| footnotes =
}}
'''''Grass''''' is a [[card game]], first published in 1979 and now published by [[Euro Games]] and [[Ventura International]] (packaged in a hemp bag). The game is an expanded version of ''[[Mille Bournes]]'' with the theme altered from car racing to [[Cannabis (drug)|cannabis]] dealing, with many of the cards essentially the same.
* '''Peddle Cards''' are cards which make up the money in the game, indicating the sale of cannabis to a particular value. There are six types: ''Home Grown'', ''Mexico'', ''Columbia'', ''Jamaica'', ''Panama'', and ''Dr. Feelgood''. Each of these has a different monetary value.
* '''Heat on''' cards represent police activity and are made up of 4 different varieties: ''Bust'', ''Detained'', ''Felony'', and ''Search and Seizure''. A Heat on card played on another player's "Market open" card prevents that player from obtaining cannabis (until the corresponding "Heat off" card is played).
* '''Heat off''' cards are made up of ''Immunity'', ''Hearsay Evidence'', ''Charges Dropped'', and ''A Breeze To Fly''. Any of these cards played on the corresponding "Heat on" card will remove the heat and enable the player to continue putting down peddle cards.
* '''Market open''' cards enables the player to add peddles of cannabis to their stash (provided there is no heat). In order to end the current hand/round, any player may play a "Market close" on their own "Market open" (provided there is no heat). The money for the round is totalled and a new hand is dealt to each player.
* '''Skim cards''' allow a player to steal peddle cards on the table from other players. ''Steal Your Neighbour's Pot'' allows the player to take any peddle card from another player, and ''The Banker'' allows the player to steal 20 percent of every player's unprotected tabled peddle money at the end of the round.
* '''Protection cards''' allow a player to protect their peddle cards against skim cards. There are three types: ''Grab a Snack'' ($25,000), ''Catch a Buzz'' ($25,000) and ''Lust Conquers All'' ($50,000). ''Dr Feelgood'', the highest valued peddle card, may never be protected.
* '''Pay Fine''' cards function as heat off cards, but require the player to sacrifice a peddle card in their stash to play them.
* '''Nirvana Cards''' give bonuses to players. There are two types: ''Stonehigh'' and ''Euphoria''. Either of these cards will provide an extra turn and cancel any "heat on" card active on the player. In addition, the player receives a peddle card from every other player: ''Stonehigh'' requires every player to hand over their lowest tabled peddle, whereas ''Euphoria'' requires player to hand over their highest tabled peddle.
* '''Paranoia Cards''' give penalties to players. Each of these cards imposes a penalty on the player who plays it. However, if the cards are found unplayed in a player's hand at the end of a hand, a score penalty is assessed: ($25,000 for ''Sold out''; $50,000 for ''Double Crossed''; and $100,000 for ''Utterly Wiped Out''), it is up to the player to decide which is worth less. Further, whenever any of these cards are played on the discard pile, each player must pass a card from their hand to their neighbour: this can allow the play of one of the less dangerous Paranoia cards to enable a player to pass on a more dangerous one. If these cards are played on a person's peddle pile, ''Sold out'' forces the player to skip a turn and lose their lowest peddle; ''Doublecrossed'' forces the player to skip two turns and lose their ''highest'' peddle; and ''Utterly Wiped Out'' forces the player to skip three turns and destroys ''all'' unprotected peddle cards and their market open card.
[[Category:Dedicated deck card games]]
[[Category:Articles lacking sources (Erik9bot)]]
{{card-game-stub}}
[[de:Grass (Kartenspiel)]]
gdmaao0u1b1t9j5iq87k56izlxvqccd
4285
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Kingstonlee
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{{Infobox_Game
| subject_name = Grass
| image_link = <!-- Deleted image removed: [[Image:Grass Card Game.gif|150px]] -->
| image_caption =
| designer =
| publisher = [[Euro Games]]<br>[[Ventura International]]
| players = 2-6
| ages = 13+
| setup_time = 1-2 Min
| playing_time = 30+Min
| complexity = Moderate
| strategy = High
| random_chance = High
| skills = [[Economics|Economic management]], [[Strategy|Strategic thought]]
| bggid = 427
| bggxrefs =
| footnotes =
}}
'''''Grass''''' is a [[card game]], first published in 1979 and now published by [[Euro Games]] and [[Ventura International]] (packaged in a hemp bag). The game is an expanded version of ''[[Mille Bournes]]'' with the theme altered from car racing to [[Cannabis (drug)|cannabis]] dealing, with many of the cards essentially the same.
* '''Peddle Cards''' are cards which make up the money in the game, indicating the sale of cannabis to a particular value. There are six types: ''Home Grown'', ''Mexico'', ''Columbia'', ''Jamaica'', ''Panama'', and ''Dr. Feelgood''. Each of these has a different monetary value.
* '''Heat on''' cards represent police activity and are made up of 4 different varieties: ''Bust'', ''Detained'', ''Felony'', and ''Search and Seizure''. A Heat on card played on another player's "Market open" card prevents that player from obtaining cannabis (until the corresponding "Heat off" card is played).
* '''Heat off''' cards are made up of ''Immunity'', ''Hearsay Evidence'', ''Charges Dropped'', and ''A Breeze To Fly''. Any of these cards played on the corresponding "Heat on" card will remove the heat and enable the player to continue putting down peddle cards.
* '''Market open''' cards enables the player to add peddles of cannabis to their stash (provided there is no heat). In order to end the current hand/round, any player may play a "Market close" on their own "Market open" (provided there is no heat). The money for the round is totalled and a new hand is dealt to each player.
* '''Skim cards''' allow a player to steal peddle cards on the table from other players. ''Steal Your Neighbour's Pot'' allows the player to take any peddle card from another player, and ''The Banker'' allows the player to steal 20 percent of every player's unprotected tabled peddle money at the end of the round.
* '''Protection cards''' allow a player to protect their peddle cards against skim cards. There are three types: ''Grab a Snack'' ($25,000), ''Catch a Buzz'' ($25,000) and ''Lust Conquers All'' ($50,000). ''Dr Feelgood'', the highest valued peddle card, may never be protected.
* '''Pay Fine''' cards function as heat off cards, but require the player to sacrifice a peddle card in their stash to play them.
* '''Nirvana Cards''' give bonuses to players. There are two types: ''Stonehigh'' and ''Euphoria''. Either of these cards will provide an extra turn and cancel any "heat on" card active on the player. In addition, the player receives a peddle card from every other player: ''Stonehigh'' requires every player to hand over their lowest tabled peddle, whereas ''Euphoria'' requires player to hand over their highest tabled peddle.
* '''Paranoia Cards''' give penalties to players. Each of these cards imposes a penalty on the player who plays it. However, if the cards are found unplayed in a player's hand at the end of a hand, a score penalty is assessed: ($25,000 for ''Sold out''; $50,000 for ''Double Crossed''; and $100,000 for ''Utterly Wiped Out''), it is up to the player to decide which is worth less. Further, whenever any of these cards are played on the discard pile, each player must pass a card from their hand to their neighbour: this can allow the play of one of the less dangerous Paranoia cards to enable a player to pass on a more dangerous one. If these cards are played on a person's peddle pile, ''Sold out'' forces the player to skip a turn and lose their lowest peddle; ''Doublecrossed'' forces the player to skip two turns and lose their ''highest'' peddle; and ''Utterly Wiped Out'' forces the player to skip three turns and destroys ''all'' unprotected peddle cards and their market open card.
[[Category:Dedicated deck card games]]
[[Category:Articles lacking sources (Erik9bot)]]
{{card-game-stub}}
[[de:Grass (Kartenspiel)]]
gdmaao0u1b1t9j5iq87k56izlxvqccd
Grave Robbers From Outer Space
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2223
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2009-04-22T03:37:41Z
Im>SirRastus
0
/* Additional games */ Corrected title of "Skippy's Revenge" to "Grave Robbers II: Skippy's Revenge"
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{{Orphan|date=September 2006}}
'''''Grave Robbers from Outer Space''''' (''GROS'') is a [[card game]] designed by Stephen Tassie and published out by [[Z-Man Games]]. ''GROS'' parodies movies and movie [[cliché]]s, especially those from [[science fiction]] and [[Horror film|horror]] movies. It is played with a specially designed 120 card deck.
The idea of the game is to create a movie (made up of a location and characters, and having your characters holding [[Theatrical property|prop]]s). Each of these cards has a "defense strength" (DS) between +10 and -15. The sum of the values on your cards is the defense of your movie. The goal is to have the strongest movie (i.e. the one with the highest defense) when either there are no cards left to draw, or one of two cards with the words "Roll The Credits" is played.
== The Cards ==
Each card contains the following information:
*A name ("The Babysitter", "Wrong Side of the Gorge")
*A picture (Special Effect cards do not have pictures on them)
*A quote ("Why should I believe your story, kid ... say, is that a tentacle?")
*Traits (Not all cards have traits)
*Special rules for the card
*A title word or words ("In 3D", "Sinister")
Each card is in one of five colors:
*Green - locations ("The Mall", "Tokyo Skyline")
*Blue - characters ("The Military Officer", "Skippy the Wonder Dog")
*Orange - props ("The Flashlight", "The Hat")
*Red - creatures ("Lava Men", "The Gym Teacher")
*Yellow - special effects
The two "Roll The Credits" cards are all black with the words in large red letters in the center.
== Rules ==
At the beginning of the game, six cards are drawn at random from the deck. From the title words, which appear at the bottom of the card, you create a title for the game. At the end of the game, each player receives five bonus points for each word that appears both in their movie and in the game title. Many players choose not to play with this rule, and skip this phase.{{Fact|date=July 2007}}
You are dealt a hand of six cards. If you have no characters in your initial hand, you return your hand to the draw pile and draw a fresh hand, continuing to do so until you have at least one character in your hand.
You then put out your characters. Once all players have put out their characters, play begins.
Any time any card is played, its quote is read, otherwise it is not in play.
On your turn, you fill your hand to six cards. You may then play as many cards as you like, with three restrictions:
*You cannot affect other players' movies in the first round.
*You cannot "roll the credits" in the first two rounds.
*You can put out as many props as you have characters, giving one prop to each of your characters on your turn.
You may take a prop from one character and give it to a second character, this counting as the prop that the second character is given this turn.
You are allowed to change not only your own location, but any other player's location.
The Defense Strength (DS) of your movie is equal to the sum of the point value of your location, your characters, their props and any special rules that will add to these point values. For example, certain special effect cards give bonuses to a character or to a prop, and certain cards affect other cards. For example, the ''Nymphomaniac Cheerleader'' gives a bonus of +1 to all characters with the trait ''Male'' in the same move.
You attack other players' movies using creature cards. Each creature has an "attack strength" (AS). If a creature's AS is greater than or equal to the movie's DS, then the player who played the creature gets to choose one of the characters to die (i.e. go to the discard pile with all of its props).
Special Effects cards can be played at any time, during any player's turn. You simply read the quote and apply the effect. These can change the outcome of an attack either way, or can do all sorts of different things.
After you have played any and all the cards you want to, you may also choose to discard any amount of cards. Play then passes to the next player.
The game is over when either there are no cards left in the draw pile, or someone plays a "Roll the Credits" card. The person who wins is the person with the highest DS at that time.
== Additional games ==
There are eight other similar versions of the game. Each can be played on its own, or can be combined with the others.
The other games are:
*''Cannibal Pygmies in the Jungles of Doom'' (action and adventure movies)
*''Kung Fu Samurai on Giant Robot Island'' (Asian cinema, including [[anime]])
*''Grave Robbers II: Skippy's Revenge'' (more sci-fi and horror)
*''Bell Bottomed Badasses on the Mean Streets of Funk'' ('70s and [[blaxploitation]] movies)
*''Berserker Halflings from the Dungeons of Dragons'' (fantasy movies)
*''The Scurvy Musketeers of the Spanish Main'' ([[Swashbuckler|swashbuckling]]/[[Piracy|pirate]] movies)
*''Bushwhackin' Varmints Out Of Sergio's Butte'' ([[Western_(genre)]] movies)
*''Silent But Deadly Night'' ([[Christmas]] movies)
Each game has a slightly different rule as to the circumstances when a "Roll the Credits" card may be played. Other than that, the games all use the same rules of play.
==External links==
*[http://www.zmangames.com/ Z-Man Games webpage]
*{{bgg|2472|''Grave Robbers from Outer Space''}}
[[Category:Dedicated deck card games]]
[[Category:Z-Man Games games]]
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{{Orphan|date=September 2006}}
'''''Grave Robbers from Outer Space''''' (''GROS'') is a [[card game]] designed by Stephen Tassie and published out by [[Z-Man Games]]. ''GROS'' parodies movies and movie [[cliché]]s, especially those from [[science fiction]] and [[Horror film|horror]] movies. It is played with a specially designed 120 card deck.
The idea of the game is to create a movie (made up of a location and characters, and having your characters holding [[Theatrical property|prop]]s). Each of these cards has a "defense strength" (DS) between +10 and -15. The sum of the values on your cards is the defense of your movie. The goal is to have the strongest movie (i.e. the one with the highest defense) when either there are no cards left to draw, or one of two cards with the words "Roll The Credits" is played.
== The Cards ==
Each card contains the following information:
*A name ("The Babysitter", "Wrong Side of the Gorge")
*A picture (Special Effect cards do not have pictures on them)
*A quote ("Why should I believe your story, kid ... say, is that a tentacle?")
*Traits (Not all cards have traits)
*Special rules for the card
*A title word or words ("In 3D", "Sinister")
Each card is in one of five colors:
*Green - locations ("The Mall", "Tokyo Skyline")
*Blue - characters ("The Military Officer", "Skippy the Wonder Dog")
*Orange - props ("The Flashlight", "The Hat")
*Red - creatures ("Lava Men", "The Gym Teacher")
*Yellow - special effects
The two "Roll The Credits" cards are all black with the words in large red letters in the center.
== Rules ==
At the beginning of the game, six cards are drawn at random from the deck. From the title words, which appear at the bottom of the card, you create a title for the game. At the end of the game, each player receives five bonus points for each word that appears both in their movie and in the game title. Many players choose not to play with this rule, and skip this phase.{{Fact|date=July 2007}}
You are dealt a hand of six cards. If you have no characters in your initial hand, you return your hand to the draw pile and draw a fresh hand, continuing to do so until you have at least one character in your hand.
You then put out your characters. Once all players have put out their characters, play begins.
Any time any card is played, its quote is read, otherwise it is not in play.
On your turn, you fill your hand to six cards. You may then play as many cards as you like, with three restrictions:
*You cannot affect other players' movies in the first round.
*You cannot "roll the credits" in the first two rounds.
*You can put out as many props as you have characters, giving one prop to each of your characters on your turn.
You may take a prop from one character and give it to a second character, this counting as the prop that the second character is given this turn.
You are allowed to change not only your own location, but any other player's location.
The Defense Strength (DS) of your movie is equal to the sum of the point value of your location, your characters, their props and any special rules that will add to these point values. For example, certain special effect cards give bonuses to a character or to a prop, and certain cards affect other cards. For example, the ''Nymphomaniac Cheerleader'' gives a bonus of +1 to all characters with the trait ''Male'' in the same move.
You attack other players' movies using creature cards. Each creature has an "attack strength" (AS). If a creature's AS is greater than or equal to the movie's DS, then the player who played the creature gets to choose one of the characters to die (i.e. go to the discard pile with all of its props).
Special Effects cards can be played at any time, during any player's turn. You simply read the quote and apply the effect. These can change the outcome of an attack either way, or can do all sorts of different things.
After you have played any and all the cards you want to, you may also choose to discard any amount of cards. Play then passes to the next player.
The game is over when either there are no cards left in the draw pile, or someone plays a "Roll the Credits" card. The person who wins is the person with the highest DS at that time.
== Additional games ==
There are eight other similar versions of the game. Each can be played on its own, or can be combined with the others.
The other games are:
*''Cannibal Pygmies in the Jungles of Doom'' (action and adventure movies)
*''Kung Fu Samurai on Giant Robot Island'' (Asian cinema, including [[anime]])
*''Grave Robbers II: Skippy's Revenge'' (more sci-fi and horror)
*''Bell Bottomed Badasses on the Mean Streets of Funk'' ('70s and [[blaxploitation]] movies)
*''Berserker Halflings from the Dungeons of Dragons'' (fantasy movies)
*''The Scurvy Musketeers of the Spanish Main'' ([[Swashbuckler|swashbuckling]]/[[Piracy|pirate]] movies)
*''Bushwhackin' Varmints Out Of Sergio's Butte'' ([[Western_(genre)]] movies)
*''Silent But Deadly Night'' ([[Christmas]] movies)
Each game has a slightly different rule as to the circumstances when a "Roll the Credits" card may be played. Other than that, the games all use the same rules of play.
==External links==
*[http://www.zmangames.com/ Z-Man Games webpage]
*{{bgg|2472|''Grave Robbers from Outer Space''}}
[[Category:Dedicated deck card games]]
[[Category:Z-Man Games games]]
h2qhy7uq5d598xgk1xpbimx1gn09nud
Great train robbery board game
0
2140
4112
2009-07-13T17:52:10Z
Im>Chowbok
0
clean up, Removed: ™,, removed Stub tag using [[Project:AutoWikiBrowser|AWB]]
4112
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{{otheruses|The Great Train Robbery}}
{{Infobox Game
| title = Great train robbery board game| image_link = [[Image:Great Train Robbery Board Game.JPG|220px]]
| image_caption = Original ''Great train robbery board game''
| designer = [[Bruce Barrymore Halpenny]]
| illustrator = [[Bruce Barrymore Halpenny]]
| publisher = '''ANZIO Group'''
| players = 2 to 6
| ages = 9 to Adult
| complexity = Mid
| strategy = Mid
| random_chance = Mid (dice, card-drawing, luck)
| skills = [[Counting]], reading, decisions, judgement
}}
'''The Great Train Robbery Board Game''' is a [[Board game]] created by the [[United Kingdom|British]] [[military historian]] and [[Author]] [[Bruce Barrymore Halpenny]] in the early 1970s and is based upon the actual robbery that took place on the 8th August 1963. Although based on the [[The Great Train Robbery]], the [[Board game]] has been adapted on a few small points, one being the extra farm house that was added for playing purposes. The game is a form of strategy [[Race game]] with the robber player trying to avoid the police players.
[[Bruce Barrymore Halpenny|Bruce Halpenny]] who although spending most of his time on the continent,<ref name=TRN1976 >Stealing the show. ''Toy Retailing News'' - Volume 2 Number 4 - December 1976 - page 2 </ref> invented a very good board game for Britain.<ref name= "TRN1976"/> The game itself took three days and three nights to layout by Bruce Halpenny and then three years to bring onto the market.<ref name= "TRN1976"/> Its rules are easy to interpret, but the players have to use a fair amount of judgement and skill in order to trap or avoid trapping each other.<ref name= "TRN1976"/>
Basically the board is made up of a quite complex and extensive road network down which the robbers escape from the [[train]] and through which the [[police]] chase the [[robbers]] or set road block traps.<ref name= "TRN1976"/>
The game, as well as having a good response in Britain in a year when the indoor games market had taken a knock,<ref name= "TRN1976"/> was equally popular in [[West Germany]], which at that time was divided, where a [[television]] series called “Die Gentlemen Bitten Zur Kasse” based on the 1963 robbery had been a tremendous success.<ref name= "TRN1976"/>
The board of the game was original,<ref name= "TRN1976"/> which made a change from most board games that tend to be adaptations of other games.<ref name= "TRN1976"/> Bruce Halpenny the inventor is a great games enthusiast which explained why the game was successful.<ref name= "TRN1976"/>
As he said when interviewed, “With crime you deal with every basic human emotion and also have enough elements to combine action with melodrama. The player’s imagination is fired as they plan to rob the train. Because of the gamble they take in the early stage of the game there is a build up of tension, which is immediately released once the train is robbed. Release of tension is therapeutic and useful in our society, because most jobs are boring and repetitive.”<ref name= "TRN1976"/>
The famous train artist [[David Weston]] was commissioned by the Games inventor [[Bruce Barrymore Halpenny|Bruce Halpenny]] to paint the Board Game Box. It was used as a prize on shows such as [[Tiswas]] and [[Crackerjack]]. It is currently being brought out again by the ANZIO Group
==References==
{{reflist}}
*[http://www.anzio.co.uk/Anzio_board_games.html ANZIO Board Games]
[[Category:Railroad board games]]
[[Category:Fantasy board games| Great Train Robbery Board Game, The]]
[[Category:Roll-and-move board games| Great Train Robbery Board Game, The]]
<includeonly>[[Category:Multiplayer games| Great Train Robbery Board Game, The]]</includeonly>
<includeonly>[[Category:Party board games| Great Train Robbery Board Game, The]]</includeonly>
<includeonly>[[Category:Board games| Great Train Robbery Board Game, The]]</includeonly>
[[Category:Abstract strategy games| Great Train Robbery Board Game, The]]
{{DEFAULTSORT:Great Train Robbery Board Game}}
jvx2ti2ivgj4uk3repuornfslndqe4a
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Kingstonlee
1735031
1 revision
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text/x-wiki
{{otheruses|The Great Train Robbery}}
{{Infobox Game
| title = Great train robbery board game| image_link = [[Image:Great Train Robbery Board Game.JPG|220px]]
| image_caption = Original ''Great train robbery board game''
| designer = [[Bruce Barrymore Halpenny]]
| illustrator = [[Bruce Barrymore Halpenny]]
| publisher = '''ANZIO Group'''
| players = 2 to 6
| ages = 9 to Adult
| complexity = Mid
| strategy = Mid
| random_chance = Mid (dice, card-drawing, luck)
| skills = [[Counting]], reading, decisions, judgement
}}
'''The Great Train Robbery Board Game''' is a [[Board game]] created by the [[United Kingdom|British]] [[military historian]] and [[Author]] [[Bruce Barrymore Halpenny]] in the early 1970s and is based upon the actual robbery that took place on the 8th August 1963. Although based on the [[The Great Train Robbery]], the [[Board game]] has been adapted on a few small points, one being the extra farm house that was added for playing purposes. The game is a form of strategy [[Race game]] with the robber player trying to avoid the police players.
[[Bruce Barrymore Halpenny|Bruce Halpenny]] who although spending most of his time on the continent,<ref name=TRN1976 >Stealing the show. ''Toy Retailing News'' - Volume 2 Number 4 - December 1976 - page 2 </ref> invented a very good board game for Britain.<ref name= "TRN1976"/> The game itself took three days and three nights to layout by Bruce Halpenny and then three years to bring onto the market.<ref name= "TRN1976"/> Its rules are easy to interpret, but the players have to use a fair amount of judgement and skill in order to trap or avoid trapping each other.<ref name= "TRN1976"/>
Basically the board is made up of a quite complex and extensive road network down which the robbers escape from the [[train]] and through which the [[police]] chase the [[robbers]] or set road block traps.<ref name= "TRN1976"/>
The game, as well as having a good response in Britain in a year when the indoor games market had taken a knock,<ref name= "TRN1976"/> was equally popular in [[West Germany]], which at that time was divided, where a [[television]] series called “Die Gentlemen Bitten Zur Kasse” based on the 1963 robbery had been a tremendous success.<ref name= "TRN1976"/>
The board of the game was original,<ref name= "TRN1976"/> which made a change from most board games that tend to be adaptations of other games.<ref name= "TRN1976"/> Bruce Halpenny the inventor is a great games enthusiast which explained why the game was successful.<ref name= "TRN1976"/>
As he said when interviewed, “With crime you deal with every basic human emotion and also have enough elements to combine action with melodrama. The player’s imagination is fired as they plan to rob the train. Because of the gamble they take in the early stage of the game there is a build up of tension, which is immediately released once the train is robbed. Release of tension is therapeutic and useful in our society, because most jobs are boring and repetitive.”<ref name= "TRN1976"/>
The famous train artist [[David Weston]] was commissioned by the Games inventor [[Bruce Barrymore Halpenny|Bruce Halpenny]] to paint the Board Game Box. It was used as a prize on shows such as [[Tiswas]] and [[Crackerjack]]. It is currently being brought out again by the ANZIO Group
==References==
{{reflist}}
*[http://www.anzio.co.uk/Anzio_board_games.html ANZIO Board Games]
[[Category:Railroad board games]]
[[Category:Fantasy board games| Great Train Robbery Board Game, The]]
[[Category:Roll-and-move board games| Great Train Robbery Board Game, The]]
<includeonly>[[Category:Multiplayer games| Great Train Robbery Board Game, The]]</includeonly>
<includeonly>[[Category:Party board games| Great Train Robbery Board Game, The]]</includeonly>
<includeonly>[[Category:Board games| Great Train Robbery Board Game, The]]</includeonly>
[[Category:Abstract strategy games| Great Train Robbery Board Game, The]]
{{DEFAULTSORT:Great Train Robbery Board Game}}
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4113
2023-01-23T18:09:31Z
24.121.61.84
4569
wikitext
text/x-wiki
{{otheruses|The Great Train Robbery}}
{{Infobox Game
| title = Great train robbery board game| image_link = [[Image:Great Train Robbery Board Game.JPG|220px]]
| image_caption = Original ''Great train robbery board game''
| designer = [[Bruce Barrymore Halpenny]]
| illustrator = [[Bruce Barrymore Halpenny]]
| publisher = '''ANZIO Group'''
| players = 2 to 6
| ages = 9 to Adult
| complexity = Mid
| strategy = Mid
| random_chance = Mid (dice, card-drawing, luck)
| skills = [[Counting]], reading, decisions, judgement
}}
'''The Great Train Robbery Board Game''' is a [[Board game]] created by the [[United Kingdom|British]] [[military historian]] and [[Author]] [[Bruce Barrymore Halpenny]] in the early 1970s and is based upon the actual robbery that took place on the 8th August 1963. Although based on the [[The Great Train Robbery]], the [[Board game]] has been adapted on a few small points, one being the extra farm house that was added for playing purposes. The game is a form of strategy [[Race game]] with the robber player trying to avoid the police players.
[[Bruce Barrymore Halpenny|Bruce Halpenny]] who although spending most of his time on the continent,<ref name=TRN1976 >Stealing the show. ''Toy Retailing News'' - Volume 2 Number 4 - December 1976 - page 2 </ref> invented a very good board game for Britain.<ref name= "TRN1976"/> The game itself took three days and three nights to layout by Bruce Halpenny and then three years to bring onto the market.<ref name= "TRN1976"/> Its rules are easy to interpret, but the players have to use a fair amount of judgement and skill in order to trap or avoid trapping each other.<ref name= "TRN1976"/>
Basically the board is made up of a quite complex and extensive road network down which the robbers escape from the [[train]] and through which the [[police]] chase the [[robbers]] or set road block traps.<ref name= "TRN1976"/>
The game, as well as having a good response in Britain in a year when the indoor games market had taken a knock,<ref name= "TRN1976"/> was equally popular in [[West Germany]], which at that time was divided, where a [[television]] series called “Die Gentlemen Bitten Zur Kasse” based on the 1963 robbery had been a tremendous success.<ref name= "TRN1976"/>
The board of the game was original,<ref name= "TRN1976"/> which made a change from most board games that tend to be adaptations of other games.<ref name= "TRN1976"/> Bruce Halpenny the inventor is a great games enthusiast which explained why the game was successful.<ref name= "TRN1976"/>
As he said when interviewed, “With crime you deal with every basic human emotion and also have enough elements to combine action with melodrama. The player’s imagination is fired as they plan to rob the train. Because of the gamble they take in the early stage of the game there is a build up of tension, which is immediately released once the train is robbed. Release of tension is therapeutic and useful in our society, because most jobs are boring and repetitive.”<ref name= "TRN1976"/>
The famous train artist [[David Weston]] was commissioned by the Games inventor [[Bruce Barrymore Halpenny|Bruce Halpenny]] to paint the Board Game Box. It was used as a prize on shows such as [[Tiswas]] and [[Crackerjack]]. It is currently being brought out again by the ANZIO Group. I would also like to inform all readers that The Great Train Robbery sucks balls.
==References==
{{reflist}}
*[http://www.anzio.co.uk/Anzio_board_games.html ANZIO Board Games]
[[Category:Railroad board games]]
[[Category:Fantasy board games| Great Train Robbery Board Game, The]]
[[Category:Roll-and-move board games| Great Train Robbery Board Game, The]]
<includeonly>[[Category:Multiplayer games| Great Train Robbery Board Game, The]]</includeonly>
<includeonly>[[Category:Party board games| Great Train Robbery Board Game, The]]</includeonly>
<includeonly>[[Category:Board games| Great Train Robbery Board Game, The]]</includeonly>
[[Category:Abstract strategy games| Great Train Robbery Board Game, The]]
{{DEFAULTSORT:Great Train Robbery Board Game}}
crj9t0r1xshnkiksctypr6krxsvinvz
4570
4569
2023-01-23T18:12:06Z
24.121.61.84
4570
wikitext
text/x-wiki
{{otheruses|The Great Train Robbery}}
{{Infobox Game
| title = Great train robbery board game| image_link = [[Image:Great Train Robbery Board Game.JPG|220px]]
| image_caption = Original ''Great train robbery board game''
| designer = [[Bruce Barrymore Halpenny]]
| illustrator = [[Bruce Barrymore Halpenny]]
| publisher = '''ANZIO Group'''
| players = 2 to 6
| ages = 9 to Adult
| complexity = Mid
| strategy = Mid
| random_chance = Mid (dice, card-drawing, luck)
| skills = [[Counting]], reading, decisions, judgement
}}
'''The Great Train Robbery Board Game''' is a [[Board game]] created by the [[United Kingdom|British]] [[military historian]] and [[Author]] [[Bruce Barrymore Halpenny]] in the early 1970s and is based upon the actual robbery that took place on the 8th August 1963. Although based on the [[The Great Train Robbery]], the [[Board game]] has been adapted on a few small points, one being the extra farm house that was added for playing purposes. The game is a form of strategy [[Race game]] with the robber player trying to avoid the police players.
[[Bruce Barrymore Halpenny|Bruce Halpenny]] who although spending most of his time on the continent,<ref name=TRN1976 >Stealing the show. ''Toy Retailing News'' - Volume 2 Number 4 - December 1976 - page 2 </ref> invented a very good board game for Britain.<ref name= "TRN1976"/> The game itself took three days and three nights to layout by Bruce Halpenny and then three years to bring onto the market.<ref name= "TRN1976"/> Its rules are easy to interpret, but the players have to use a fair amount of judgement and skill in order to trap or avoid trapping each other.<ref name= "TRN1976"/>
Basically the board is made up of a quite complex and extensive road network down which the robbers escape from the [[train]] and through which the [[police]] chase the [[robbers]] or set road block traps.<ref name= "TRN1976"/>
The game, as well as having a good response in Britain in a year when the indoor games market had taken a knock,<ref name= "TRN1976"/> was equally popular in [[West Germany]], which at that time was divided, where a [[television]] series called “Die Gentlemen Bitten Zur Kasse” based on the 1963 robbery had been a tremendous success.<ref name= "TRN1976"/>
The board of the game was original,<ref name= "TRN1976"/> which made a change from most board games that tend to be adaptations of other games.<ref name= "TRN1976"/> Bruce Halpenny the inventor is a great games enthusiast which explained why the game was successful.<ref name= "TRN1976"/>
As he said when interviewed, “With crime you deal with every basic human emotion and also have enough elements to combine action with melodrama. The player’s imagination is fired as they plan to rob the train. Because of the gamble they take in the early stage of the game there is a build up of tension, which is immediately released once the train is robbed. Release of tension is therapeutic and useful in our society, because most jobs are boring and repetitive.”<ref name= "TRN1976"/>
The famous train artist [[David Weston]] was commissioned by the Games inventor [[Bruce Barrymore Halpenny|Bruce Halpenny]] to paint the Board Game Box. It was used as a prize on shows such as [[Tiswas]] and [[Crackerjack]]. It is currently being brought out again by the ANZIO Group. I would also like to inform all readers that The Great Train Robbery sucks balls. Pease call 928-642-2287 if you would like to have balls in your life!
==References==
{{reflist}}
*[http://www.anzio.co.uk/Anzio_board_games.html ANZIO Board Games]
[[Category:Railroad board games]]
[[Category:Fantasy board games| Great Train Robbery Board Game, The]]
[[Category:Roll-and-move board games| Great Train Robbery Board Game, The]]
<includeonly>[[Category:Multiplayer games| Great Train Robbery Board Game, The]]</includeonly>
<includeonly>[[Category:Party board games| Great Train Robbery Board Game, The]]</includeonly>
<includeonly>[[Category:Board games| Great Train Robbery Board Game, The]]</includeonly>
[[Category:Abstract strategy games| Great Train Robbery Board Game, The]]
{{DEFAULTSORT:Great Train Robbery Board Game}}
3oahhbq290tcd7g7unkooc9acb1uh26
Guillotine (game)
0
2160
4152
2009-10-09T01:44:01Z
59.167.45.107
/* Strategy */
4152
wikitext
text/x-wiki
'''''Guillotine''''' is a [[card game]] created by [[Wizards of the Coast]] and designed by Paul Peterson. The game is set during the [[French Revolution]], and was released on [[Bastille Day]] in 1998. The goal is to collect the heads of Nobles, accumulating points. Despite the grim topic of the game, the artwork is comical and the tone light.
''Guillotine'' won the 1998 [[Origins Award]] for ''Best Traditional Card Game''.<ref>{{cite web| url=http://www.originsgamefair.com/awards/1998/list-of-winners| title=Origins Award Winners (1998)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-11-01}}</ref>
==Overview==
Game play, for two to five players, takes approximately 30 minutes. Game equipment consists of two decks of cards, "Nobles" and "Actions", and a small cardboard structure representing the [[guillotine]] itself. This is mostly symbolic, though it can serve as a convenient indicator of the direction of the "line" of face-up Noble cards played on the game table representing condemned persons waiting to be guillotined. The Nobles cards carry points values and are collected by players after execution, while Action cards allow the player to perform various acts including rearranging the order of Nobles approaching the guillotine, steal Nobles or Action cards from other players, enhance the point values of certain categories of Nobles (see "Noble Types" below) and so forth.
==Gameplay==
The game is divided into three rounds or "days". Each day, twelve noble cards are dealt face-up in a row to be executed. A player's turn consists of:
# Playing an Action card. This is optional.
# Collecting the Noble card at the front of the line.
# Drawing an Action card from the deck.
==Noble types==
The Nobles come in five categories, each with its own color border:
* Church (blue)
* Military (red)
* Royal (purple)
* Negative (grey)
* Civic (green)
Grey nobles, typically martyrs that have public sympathy, are worth negative points so the player's goal is to avoid collecting them if possible. Palace guards, in the red category, have a special value in that each guard is worth the total number of guards collected. Thus one guard is worth one point, two guards are worth four points, three guards are worth nine points and so forth. The other Nobles have values ranging from 1 to 5 points.
A typical turn example is a player using an Action card to move a Noble two places forward in the line, i.e. advance a high-point Noble from third position to first, collecting that Noble, then drawing another Action card to end the turn. Other Action cards allow the player to move a Noble one or more places backward, useful for moving a low- or negative-value card off the front of the line to collect a higher-value second-position Noble.
Certain Noble cards affect the game, including a "Fast Noble" requiring the player who collects it to also take the next Noble in line. A card symbolizing [[Maximilien Robespierre]] (guillotined in 1794) causes the "day" to instantly end upon his decapitation. At the end of a "day" of gameplay (either by the collection of the Robespierre card or the exhaustion of the line), a new line of Nobles is dealt face-up and play resumes. After three "days", the player with the highest point total wins.
==Strategy==
The key to winning the game is to manage which Nobles one collects through careful use of action cards while forcing other players to collect low- or negative-scoring Nobles. Some Action cards allow a player to prolong the "day" (by adding new Nobles to the line), shorten it by allowing Nobles to "escape," or end it, by playing the "[[Scarlet Pimpernel]]" action card.
==Availability==
After several years of ''Guillotine'' being out of print, Wizards re-released the game in 2005 alongside ''[[The Great Dalmuti]]'', another Wizards card game.
In addition to being reprinted, ''Guillotine'' was featured as one of the playable games in [[Gleemax]] Games Alpha on the Gleemax website.
==References==
{{reflist}}
== External links ==
* {{bgg|116|''Guillotine''}}
* [http://www.thedicetower.com/reviews/guillotine.htm ''Guillotine'' review] at www.thedicetower.com
[[Category:Dedicated deck card games]]
[[Category:Wizards of the Coast games]]
[[de:Guillotine (Spiel)]]
[[fr:Guillotine (jeu)]]
4gvrj9a0ox1nmh22l8ponovr8nhauot
4153
4152
2009-12-09T23:30:26Z
Kingstonlee
1735031
1 revision
4153
wikitext
text/x-wiki
'''''Guillotine''''' is a [[card game]] created by [[Wizards of the Coast]] and designed by Paul Peterson. The game is set during the [[French Revolution]], and was released on [[Bastille Day]] in 1998. The goal is to collect the heads of Nobles, accumulating points. Despite the grim topic of the game, the artwork is comical and the tone light.
''Guillotine'' won the 1998 [[Origins Award]] for ''Best Traditional Card Game''.<ref>{{cite web| url=http://www.originsgamefair.com/awards/1998/list-of-winners| title=Origins Award Winners (1998)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-11-01}}</ref>
==Overview==
Game play, for two to five players, takes approximately 30 minutes. Game equipment consists of two decks of cards, "Nobles" and "Actions", and a small cardboard structure representing the [[guillotine]] itself. This is mostly symbolic, though it can serve as a convenient indicator of the direction of the "line" of face-up Noble cards played on the game table representing condemned persons waiting to be guillotined. The Nobles cards carry points values and are collected by players after execution, while Action cards allow the player to perform various acts including rearranging the order of Nobles approaching the guillotine, steal Nobles or Action cards from other players, enhance the point values of certain categories of Nobles (see "Noble Types" below) and so forth.
==Gameplay==
The game is divided into three rounds or "days". Each day, twelve noble cards are dealt face-up in a row to be executed. A player's turn consists of:
# Playing an Action card. This is optional.
# Collecting the Noble card at the front of the line.
# Drawing an Action card from the deck.
==Noble types==
The Nobles come in five categories, each with its own color border:
* Church (blue)
* Military (red)
* Royal (purple)
* Negative (grey)
* Civic (green)
Grey nobles, typically martyrs that have public sympathy, are worth negative points so the player's goal is to avoid collecting them if possible. Palace guards, in the red category, have a special value in that each guard is worth the total number of guards collected. Thus one guard is worth one point, two guards are worth four points, three guards are worth nine points and so forth. The other Nobles have values ranging from 1 to 5 points.
A typical turn example is a player using an Action card to move a Noble two places forward in the line, i.e. advance a high-point Noble from third position to first, collecting that Noble, then drawing another Action card to end the turn. Other Action cards allow the player to move a Noble one or more places backward, useful for moving a low- or negative-value card off the front of the line to collect a higher-value second-position Noble.
Certain Noble cards affect the game, including a "Fast Noble" requiring the player who collects it to also take the next Noble in line. A card symbolizing [[Maximilien Robespierre]] (guillotined in 1794) causes the "day" to instantly end upon his decapitation. At the end of a "day" of gameplay (either by the collection of the Robespierre card or the exhaustion of the line), a new line of Nobles is dealt face-up and play resumes. After three "days", the player with the highest point total wins.
==Strategy==
The key to winning the game is to manage which Nobles one collects through careful use of action cards while forcing other players to collect low- or negative-scoring Nobles. Some Action cards allow a player to prolong the "day" (by adding new Nobles to the line), shorten it by allowing Nobles to "escape," or end it, by playing the "[[Scarlet Pimpernel]]" action card.
==Availability==
After several years of ''Guillotine'' being out of print, Wizards re-released the game in 2005 alongside ''[[The Great Dalmuti]]'', another Wizards card game.
In addition to being reprinted, ''Guillotine'' was featured as one of the playable games in [[Gleemax]] Games Alpha on the Gleemax website.
==References==
{{reflist}}
== External links ==
* {{bgg|116|''Guillotine''}}
* [http://www.thedicetower.com/reviews/guillotine.htm ''Guillotine'' review] at www.thedicetower.com
[[Category:Dedicated deck card games]]
[[Category:Wizards of the Coast games]]
[[de:Guillotine (Spiel)]]
[[fr:Guillotine (jeu)]]
4gvrj9a0ox1nmh22l8ponovr8nhauot
Hacker (card game)
0
2168
4170
2009-02-01T03:12:34Z
Im>No1lakersfan
0
Fixing [[Wikipedia:Disambiguation pages with links|links to disambiguation pages]] using [[Project:AutoWikiBrowser|AWB]]
4170
wikitext
text/x-wiki
'''''Hacker''''' is a [[card game]] (not a [[trading card game]]) made by [[Steve Jackson Games]] (SJG). Published in [[1992 in games|1992]], the players impersonate [[Hacker (computer security)|hackers]] fighting for the control of computer networks. It is based primarily on interlocking access to different computer systems in the web. Players are not set directly towards each other, and several players can share access to a system. It is superficially similar (modulo terminology) to the game ''[[Illuminati (game)|Illuminati]]''.
==History==
{{main|Steve Jackson Games, Inc. v. United States Secret Service}}
In 1990, SJG was raided by the [[United States Secret Service]] as part of a nationwide investigation of data piracy.<ref name=SJSS>[http://www.sjgames.com/SS/ SJ Games vs. the Secret Service<!-- Bot generated title -->]</ref> The agents took computers, printers, hard drives, at least one pocket calculator, over 300 floppy disks, and an entire [[Bulletin board system|BBS]] server.<ref>[http://www.sjgames.com/hacker/stat_1.html Steve Jackson Games: Hacker<!-- Bot generated title -->]</ref> It turns out that another game in development by SJG, ''[[GURPS]] [[Cyberpunk]]'' was considered by investigating agents of the Secret Service to be "a handbook for computer crime" and that justified their actions against SJG.<ref name=SJSS/> In 1992, SJG made a game out of this fiasco, and ''Hacker'' was born.
==Expansions==
In 1993 ''Hacker II: The Dark Side'' was released. ''Hacker II'' is a supplement to ''Hacker'' adding new rules, and new cards to the gameplay.
==Awards==
''Hacker'' won the 1992 [[Origins Award]] for ''Best Modern-Day Boardgame''<ref>{{cite web
| url=http://www.originsgamefair.com/awards/1992/list-of-winners
| title=Origins Award Winners (1992)
| publisher=Academy of Adventure Gaming Arts & Design
| accessdate=2008-03-24}}</ref>
and ''Hacker II'' won the 1993 Origins Award for ''Best Modern-Day Boardgame''.<ref>{{cite web
| url=http://www.originsgamefair.com/awards/1993/list-of-winners
| title=Origins Award Winners (1993)
| publisher=Academy of Adventure Gaming Arts & Design
| accessdate=2008-03-24}}</ref>
==References==
<references/>
==External links==
* [http://www.sjgames.com/hacker/ The official ''Hacker'' home page]
* {{bgg|1250|''Hacker''|1248|''Hacker II: The Dark Side''|10707|''Hacker: Deluxe Edition''}}
[[Category:Dedicated deck card games]]
[[Category:Origins Award winners]]
[[Category:Steve Jackson Games games]]
{{card-game-stub}}
psy5p9zriyt3gw3eohmobo0zgpwjxv4
4171
4170
2009-12-09T23:30:28Z
Kingstonlee
1735031
1 revision
4171
wikitext
text/x-wiki
'''''Hacker''''' is a [[card game]] (not a [[trading card game]]) made by [[Steve Jackson Games]] (SJG). Published in [[1992 in games|1992]], the players impersonate [[Hacker (computer security)|hackers]] fighting for the control of computer networks. It is based primarily on interlocking access to different computer systems in the web. Players are not set directly towards each other, and several players can share access to a system. It is superficially similar (modulo terminology) to the game ''[[Illuminati (game)|Illuminati]]''.
==History==
{{main|Steve Jackson Games, Inc. v. United States Secret Service}}
In 1990, SJG was raided by the [[United States Secret Service]] as part of a nationwide investigation of data piracy.<ref name=SJSS>[http://www.sjgames.com/SS/ SJ Games vs. the Secret Service<!-- Bot generated title -->]</ref> The agents took computers, printers, hard drives, at least one pocket calculator, over 300 floppy disks, and an entire [[Bulletin board system|BBS]] server.<ref>[http://www.sjgames.com/hacker/stat_1.html Steve Jackson Games: Hacker<!-- Bot generated title -->]</ref> It turns out that another game in development by SJG, ''[[GURPS]] [[Cyberpunk]]'' was considered by investigating agents of the Secret Service to be "a handbook for computer crime" and that justified their actions against SJG.<ref name=SJSS/> In 1992, SJG made a game out of this fiasco, and ''Hacker'' was born.
==Expansions==
In 1993 ''Hacker II: The Dark Side'' was released. ''Hacker II'' is a supplement to ''Hacker'' adding new rules, and new cards to the gameplay.
==Awards==
''Hacker'' won the 1992 [[Origins Award]] for ''Best Modern-Day Boardgame''<ref>{{cite web
| url=http://www.originsgamefair.com/awards/1992/list-of-winners
| title=Origins Award Winners (1992)
| publisher=Academy of Adventure Gaming Arts & Design
| accessdate=2008-03-24}}</ref>
and ''Hacker II'' won the 1993 Origins Award for ''Best Modern-Day Boardgame''.<ref>{{cite web
| url=http://www.originsgamefair.com/awards/1993/list-of-winners
| title=Origins Award Winners (1993)
| publisher=Academy of Adventure Gaming Arts & Design
| accessdate=2008-03-24}}</ref>
==References==
<references/>
==External links==
* [http://www.sjgames.com/hacker/ The official ''Hacker'' home page]
* {{bgg|1250|''Hacker''|1248|''Hacker II: The Dark Side''|10707|''Hacker: Deluxe Edition''}}
[[Category:Dedicated deck card games]]
[[Category:Origins Award winners]]
[[Category:Steve Jackson Games games]]
{{card-game-stub}}
psy5p9zriyt3gw3eohmobo0zgpwjxv4
Happy Families
0
2186
4206
2009-09-14T21:49:28Z
Im>Dwanyewest
0
4206
wikitext
text/x-wiki
:''This article is about the card game. For the British television comedy programme of the same name, see [[Happy Families (TV series)]]. For the play by John Godber, see [[Happy Families (play)]]. '' [[Happy Families (CBBC TV series)]]
'''Happy Families''' is a traditional [[card game]] played in the [[United Kingdom|UK]], usually with a specially made set of picture cards, featuring illustrations of fictional families of four, most often based on [[profession|occupation]] types. The idea of the game is to collect whole families. This is done by asking another player whether they have a certain card. If they don't have it, it is their turn to ask. If they do, they have to pass it to the first player, who can ask again. Play continues until a player matches all of his or her cards into family groups. The game can be adapted for use with an ordinary set of [[playing cards]].
The game was devised by John Jaques II, who is also credited with inventing [[tiddlywinks]], [[Ludo (board game)|ludo]] and [[snakes and ladders]], and first published before the [[Great Exhibition]] of 1851. Cards following Jaques's original designs, with [[grotesque]] illustrations possibly by Sir [[John Tenniel]] (there was no official credit), are still being made.
A series of children's books based on the characters (including several never used on the cards such as ''Mrs Wobble the Waitress'') was written and illustrated by Allan and Janet Ahlberg.
==Family members==
The names of the family members are structured in a formal way:
* Mr X the Y
* Mrs X the Y's Wife
* Master X the Y's Son
* Miss X the Y's Daughter
==Family names==
Family names, which vary from edition to edition, include:
* Hearty, the [[Captain (nautical)|Captain]]
* Snuffet, the [[Undertaker]]
* Hardwatch, the [[First Mate]]
* Snoot, the [[First Class Passenger]]
* Deck, the [[Swabhand]]
* Stiches, the [[Sailmaker]]
* Bacon, the [[Butcher]]
* ''Block, the [[Barber]]''
* Block, the Builder
* ''Bones, the [[Butcher]]''
* Brush, the [[Artist]]
* Bud, the [[Florist]]
* ''Bun, the [[Baker]]''
* ''Bung, the [[brewing|Brewer]]''
* Chalk, the [[Teacher]]
* ''Chip, the [[Carpenter]]''
* Chop, the [[Butcher]]
* Constable, the [[Police]]man
* Creep, the [[Crook]]
* ''Dose, the [[Physician|Doctor]]''
* ''Dip, the [[Dye]]r''
* Field, the [[Farmer]]
* Flea, the [[vet]]
* Green, the Grocer (most likely a ''[[greengrocer]]'')
* ''Grits, the [[Grocer]]''
* Hose, the [[firefighter|Fireman]]
* Jumbo, the [[Aviator|pilot]]
* ''Mug, the [[Milkman]]''
* Pint, the [[Milkman]]
* Parcel, the [[postman]]
* Pipe, the [[plumber]]
* Sole, the [[Fisherman]]
* ''Soot, the [[chimney sweep|Sweep]]''
* Stamp, the [[mail|Postman]]
* Tape, the [[Tailor]]
* Teeth, the [[dentist]]
* Tuckin, the [[Chef]]
* ''Pots, the [[Painter and decorator|Painter]]''
The eleven families indicated by ''italics'' are from Jaques's original edition.
==CBBC==
CBBC also showed a children's TV series based on the Happy Families Card Game, including the characters from the game.[[Happy Families (CBBC TV series)]]
==External links==
*[http://www.jaques.co.uk/online_brochure/data_bank/history.htm History of the John Jaques company]
[[Category:Dedicated deck card games]]
[[Category:Matching card games]]
[[fr:7 familles]]
[[nl:Kwartet (kaartspel)]]
cbrtbkk135nsi27k5ujoslflqpfceld
4207
4206
2009-12-09T23:30:31Z
Kingstonlee
1735031
1 revision
4207
wikitext
text/x-wiki
:''This article is about the card game. For the British television comedy programme of the same name, see [[Happy Families (TV series)]]. For the play by John Godber, see [[Happy Families (play)]]. '' [[Happy Families (CBBC TV series)]]
'''Happy Families''' is a traditional [[card game]] played in the [[United Kingdom|UK]], usually with a specially made set of picture cards, featuring illustrations of fictional families of four, most often based on [[profession|occupation]] types. The idea of the game is to collect whole families. This is done by asking another player whether they have a certain card. If they don't have it, it is their turn to ask. If they do, they have to pass it to the first player, who can ask again. Play continues until a player matches all of his or her cards into family groups. The game can be adapted for use with an ordinary set of [[playing cards]].
The game was devised by John Jaques II, who is also credited with inventing [[tiddlywinks]], [[Ludo (board game)|ludo]] and [[snakes and ladders]], and first published before the [[Great Exhibition]] of 1851. Cards following Jaques's original designs, with [[grotesque]] illustrations possibly by Sir [[John Tenniel]] (there was no official credit), are still being made.
A series of children's books based on the characters (including several never used on the cards such as ''Mrs Wobble the Waitress'') was written and illustrated by Allan and Janet Ahlberg.
==Family members==
The names of the family members are structured in a formal way:
* Mr X the Y
* Mrs X the Y's Wife
* Master X the Y's Son
* Miss X the Y's Daughter
==Family names==
Family names, which vary from edition to edition, include:
* Hearty, the [[Captain (nautical)|Captain]]
* Snuffet, the [[Undertaker]]
* Hardwatch, the [[First Mate]]
* Snoot, the [[First Class Passenger]]
* Deck, the [[Swabhand]]
* Stiches, the [[Sailmaker]]
* Bacon, the [[Butcher]]
* ''Block, the [[Barber]]''
* Block, the Builder
* ''Bones, the [[Butcher]]''
* Brush, the [[Artist]]
* Bud, the [[Florist]]
* ''Bun, the [[Baker]]''
* ''Bung, the [[brewing|Brewer]]''
* Chalk, the [[Teacher]]
* ''Chip, the [[Carpenter]]''
* Chop, the [[Butcher]]
* Constable, the [[Police]]man
* Creep, the [[Crook]]
* ''Dose, the [[Physician|Doctor]]''
* ''Dip, the [[Dye]]r''
* Field, the [[Farmer]]
* Flea, the [[vet]]
* Green, the Grocer (most likely a ''[[greengrocer]]'')
* ''Grits, the [[Grocer]]''
* Hose, the [[firefighter|Fireman]]
* Jumbo, the [[Aviator|pilot]]
* ''Mug, the [[Milkman]]''
* Pint, the [[Milkman]]
* Parcel, the [[postman]]
* Pipe, the [[plumber]]
* Sole, the [[Fisherman]]
* ''Soot, the [[chimney sweep|Sweep]]''
* Stamp, the [[mail|Postman]]
* Tape, the [[Tailor]]
* Teeth, the [[dentist]]
* Tuckin, the [[Chef]]
* ''Pots, the [[Painter and decorator|Painter]]''
The eleven families indicated by ''italics'' are from Jaques's original edition.
==CBBC==
CBBC also showed a children's TV series based on the Happy Families Card Game, including the characters from the game.[[Happy Families (CBBC TV series)]]
==External links==
*[http://www.jaques.co.uk/online_brochure/data_bank/history.htm History of the John Jaques company]
[[Category:Dedicated deck card games]]
[[Category:Matching card games]]
[[fr:7 familles]]
[[nl:Kwartet (kaartspel)]]
cbrtbkk135nsi27k5ujoslflqpfceld
Headache (board game)
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Gyrofrog
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{{Infobox_Game
| subject_name=Headache
| image_link=[[Image:Pop-o-matic video.ogg|right|thumb|180px]]
| image_caption=Headache board, with video animation
| designer=[[Kohner Brothers]]
| publisher=[[Milton Bradley]]
| players=2 to 4
| ages=5 and up
| setup_time=
| playing_time=
| complexity=Low
| strategy=Medium
| random_chance=Medium
| skills=[[Strategy]], [[Probability]]
| bggid=
| bggxrefs=
| footnotes =
}}
'''Headache''' is a [[board game]] similar to [[Trouble (board game)|Trouble]] in which the object is to land a playing piece on top of all opponents' pieces (known as "cones"). The game is distinct from Trouble in that there is no finish the player must reach. Play moves in circles, until only one player has cones remaining on the board, being declared the winner; i.e., it is a [[running-fight game]]. All players are welcome to occupy any space throughout the game, provided die roll allows, and there are eight spaces that serve as "safe" spots, where a cone resting on this space cannot be captured. Captured pieces are not sent back to start, but are permanently lost.
Like Trouble, Headache has its [[dice]] in a Pop-o-matic bubble in the center of the board. The bubble is pressed to roll the dice. But unlike trouble, which has a single die in the bubble, Headache has two dice. One die is a regular die featuring the numbers one thru six. The other is blank on five sides, and has a red dot on the sixth side. The red dot, if rolled allows for an extra turn.
Headache was first introduced in 1975 by the [[Kohner Brothers]]. It is currently manufactured by [[Milton Bradley]].
==The board==
Headache uses a round board in which movement is around the outside of the board, and the bubble with the dice is in the center. There is a starting point for each of the four colors. The board has a total of 48 spaces, including 8 safe spots (each marked with an '''X'''). Four of these eight safe spots are starting points. The spaces protrude from the surface of the board, thereby allowing the cones to rest on them neatly.
The board has two tracks, the outer and the inner track. The outer track has three spaces between Xs, and the inner track has two. Both tracks merge together at each X. This difference allows players to strategically move around the board.
Any player who has his/her cone on a safe spot (X) cannot be captured, and an opponent is not permitted to land a cone on such a spot occupied by one. A player is allowed to keep his/her cone on an X as long as s/he wishes, provided there is another legal move. The exception is on the first four rounds of turns, in which each player must move a different cone, clearing the starting space.
==Cones and stacks==
The playing pieces in the game are known as "cones" because of their cone shape. This allows them to be stacked on top of one another in unlimited numbers. Each player starts off with four cones, and whenever one player lands on the space occupied by the cone of another, this player captures the opponent's cone. The capturing player places his/her cone on top of the cone of the player being captured, where it remains throughout the game. The result is known as a "stack." Stacks have the special privilege in which they can move around the board in either direction, whereas plain cones can only move clockwise.
==See also==
[[:category:Cross and Circle games|Other cross and circle games]]
==External links==
[[Category:Milton Bradley games]]
[[Category:1975 introductions]]
[[Category:Cross and Circle games]]
[[Category:Roll-and-move board games]]
[[Category:Articles containing video clips]]
0fjhrn0aymp2l9ghun1959dgao3mmt1
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{{Infobox_Game
| subject_name=Headache
| image_link=[[Image:Pop-o-matic video.ogg|right|thumb|180px]]
| image_caption=Headache board, with video animation
| designer=[[Kohner Brothers]]
| publisher=[[Milton Bradley]]
| players=2 to 4
| ages=5 and up
| setup_time=
| playing_time=
| complexity=Low
| strategy=Medium
| random_chance=Medium
| skills=[[Strategy]], [[Probability]]
| bggid=
| bggxrefs=
| footnotes =
}}
'''Headache''' is a [[board game]] similar to [[Trouble (board game)|Trouble]] in which the object is to land a playing piece on top of all opponents' pieces (known as "cones"). The game is distinct from Trouble in that there is no finish the player must reach. Play moves in circles, until only one player has cones remaining on the board, being declared the winner; i.e., it is a [[running-fight game]]. All players are welcome to occupy any space throughout the game, provided die roll allows, and there are eight spaces that serve as "safe" spots, where a cone resting on this space cannot be captured. Captured pieces are not sent back to start, but are permanently lost.
Like Trouble, Headache has its [[dice]] in a Pop-o-matic bubble in the center of the board. The bubble is pressed to roll the dice. But unlike trouble, which has a single die in the bubble, Headache has two dice. One die is a regular die featuring the numbers one thru six. The other is blank on five sides, and has a red dot on the sixth side. The red dot, if rolled allows for an extra turn.
Headache was first introduced in 1975 by the [[Kohner Brothers]]. It is currently manufactured by [[Milton Bradley]].
==The board==
Headache uses a round board in which movement is around the outside of the board, and the bubble with the dice is in the center. There is a starting point for each of the four colors. The board has a total of 48 spaces, including 8 safe spots (each marked with an '''X'''). Four of these eight safe spots are starting points. The spaces protrude from the surface of the board, thereby allowing the cones to rest on them neatly.
The board has two tracks, the outer and the inner track. The outer track has three spaces between Xs, and the inner track has two. Both tracks merge together at each X. This difference allows players to strategically move around the board.
Any player who has his/her cone on a safe spot (X) cannot be captured, and an opponent is not permitted to land a cone on such a spot occupied by one. A player is allowed to keep his/her cone on an X as long as s/he wishes, provided there is another legal move. The exception is on the first four rounds of turns, in which each player must move a different cone, clearing the starting space.
==Cones and stacks==
The playing pieces in the game are known as "cones" because of their cone shape. This allows them to be stacked on top of one another in unlimited numbers. Each player starts off with four cones, and whenever one player lands on the space occupied by the cone of another, this player captures the opponent's cone. The capturing player places his/her cone on top of the cone of the player being captured, where it remains throughout the game. The result is known as a "stack." Stacks have the special privilege in which they can move around the board in either direction, whereas plain cones can only move clockwise.
==See also==
[[:category:Cross and Circle games|Other cross and circle games]]
==External links==
[[Category:Milton Bradley games]]
[[Category:1975 introductions]]
[[Category:Cross and Circle games]]
[[Category:Roll-and-move board games]]
[[Category:Articles containing video clips]]
0fjhrn0aymp2l9ghun1959dgao3mmt1
Heavy Gear Fighter
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2009-07-13T02:05:52Z
216.113.221.16
Article incorporated into the main Heavy Gear article
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#REDIRECT [[Heavy Gear]]
[[Category:Dedicated deck card games]]
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#REDIRECT [[Heavy Gear]]
[[Category:Dedicated deck card games]]
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Hex Hex
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2009-01-21T23:23:42Z
Im>Rastapopulous
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{{Unreferenced|date=August 2007}}
'''''Hex Hex''''' is a [[card game]] published in [[2003 in games|2003]]. Gameplay revolves around the sending of [[tokens]] from one player to another. In 2005, Hex Hex Next, a sequel, was published.
==Basic Gameplay==
The game requires 4-6 players. All players start with 5 voices. One player is selected to be the first caster and a special caster token is placed in front of him. This player then deals out 5 cards to each player. The caster then sends a hex token to a player of his choice. That player is then known as 'The Intended'. The Intended must get rid of the hex through the cards that he/she has, if this is possible. If not, The Intended is 'hexed'. If the hexed Intended player fails somehow to diffuse the hex, it detonates and the Intended player loses one voice to whichever player was The Intended of the previous round. Once the hex is detonated, the game progresses to the next round and continues as before, except the caster is now the player to the left of the last caster. The game ends after the first caster has cast twice. The player with the most voice wins.
==Cards==
The cards are the tools the players have to get rid of hexes. Some cards send the hex to another player, and some even split the hex into two separate hexes. Some cards are special. For example:
'''Hex Hex''' — There is only one <nowiki>'Hex Hex'</nowiki> card in the deck. The player who has this card may, at any time, drop their cards and raise both hands into the air. All other players must then follow suit. The last player to do so loses 3 voice. The round then ends.
'''Hex Hex Next'''- Like Hex Hex, except the players have to put their hands on their shoulders.
==External links==
*{{bgg|10659|''Hex Hex''}}
[[Category:Dedicated deck card games]]
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{{Unreferenced|date=August 2007}}
'''''Hex Hex''''' is a [[card game]] published in [[2003 in games|2003]]. Gameplay revolves around the sending of [[tokens]] from one player to another. In 2005, Hex Hex Next, a sequel, was published.
==Basic Gameplay==
The game requires 4-6 players. All players start with 5 voices. One player is selected to be the first caster and a special caster token is placed in front of him. This player then deals out 5 cards to each player. The caster then sends a hex token to a player of his choice. That player is then known as 'The Intended'. The Intended must get rid of the hex through the cards that he/she has, if this is possible. If not, The Intended is 'hexed'. If the hexed Intended player fails somehow to diffuse the hex, it detonates and the Intended player loses one voice to whichever player was The Intended of the previous round. Once the hex is detonated, the game progresses to the next round and continues as before, except the caster is now the player to the left of the last caster. The game ends after the first caster has cast twice. The player with the most voice wins.
==Cards==
The cards are the tools the players have to get rid of hexes. Some cards send the hex to another player, and some even split the hex into two separate hexes. Some cards are special. For example:
'''Hex Hex''' — There is only one <nowiki>'Hex Hex'</nowiki> card in the deck. The player who has this card may, at any time, drop their cards and raise both hands into the air. All other players must then follow suit. The last player to do so loses 3 voice. The round then ends.
'''Hex Hex Next'''- Like Hex Hex, except the players have to put their hands on their shoulders.
==External links==
*{{bgg|10659|''Hex Hex''}}
[[Category:Dedicated deck card games]]
g1g3kx5njj6uneqbb6mbet6dohmbrdj
Hey Pa! There's a Goat on the Roof
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2008-09-26T10:02:05Z
SmackBot
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{{Infobox_Game|
subject_name=Hey Pa! There's a Goat on the Roof |
image_link=[[Image:Goatroof.jpg|250px]] |
image_caption=Box of ''Hey Pa! There's a Goat on the Roof''|
designer=|
publisher=[[Parker Brothers]]|
players=2–6 |
ages=|
setup_time= 1–5 minutes |
playing_time=30+ minutes |
complexity=Low |
strategy=Low |
random_chance=High |
skills=[[Spinner (game)|Spin-and-Move]], [[Counting]] |
bggid=|
bggxrefs=|
footnotes =
}}
'''''Hey Pa! There's a Goat on the Roof''''' was a children's board game issued by [[Parker Brothers]] in [[1960s in games|1966]].
The game revolves around a [[game board]] featuring plastic farm-related items sticking out of it. Players move goat-shaped pieces around the board attempting to complete tasks that reward them with tin can pieces. The first player to move their goat onto the roof of the barn ends the game, and at that time whatever player has the most cans wins. Movement is determined by an included [[spinner (game)|spinner]].
==Sources==
*{{bgg|11371|''Hey Pa! There's a Goat on the Roof''}}
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[Category:Parker Brothers games]]
{{board-game-stub}}
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{{Infobox_Game|
subject_name=Hey Pa! There's a Goat on the Roof |
image_link=[[Image:Goatroof.jpg|250px]] |
image_caption=Box of ''Hey Pa! There's a Goat on the Roof''|
designer=|
publisher=[[Parker Brothers]]|
players=2–6 |
ages=|
setup_time= 1–5 minutes |
playing_time=30+ minutes |
complexity=Low |
strategy=Low |
random_chance=High |
skills=[[Spinner (game)|Spin-and-Move]], [[Counting]] |
bggid=|
bggxrefs=|
footnotes =
}}
'''''Hey Pa! There's a Goat on the Roof''''' was a children's board game issued by [[Parker Brothers]] in [[1960s in games|1966]].
The game revolves around a [[game board]] featuring plastic farm-related items sticking out of it. Players move goat-shaped pieces around the board attempting to complete tasks that reward them with tin can pieces. The first player to move their goat onto the roof of the barn ends the game, and at that time whatever player has the most cans wins. Movement is determined by an included [[spinner (game)|spinner]].
==Sources==
*{{bgg|11371|''Hey Pa! There's a Goat on the Roof''}}
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[Category:Parker Brothers games]]
{{board-game-stub}}
rz7c16kduefofdqktqt6ff1axmez4m4
High School Drama!
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2009-11-07T15:28:21Z
75.39.36.211
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{{Infobox Game | subject_name= ''High School Drama!''
| image_link= [[Image:Hsd-box.png|200px|High School Drama! packaging]]
| image_caption = ''High School Drama!'' packaging
| designer= [[Boyan Radakovich]]
| publisher= [[Shifting Skies Games]]
| players= 2 to 5
| ages= 13+
| setup_time= < 3 minutes
| playing_time= 60 to 90 minutes
| complexity= Low <!-- Please discuss before changing. -->
| strategy= Moderate <!-- Please discuss before changing. -->
| random_chance= Some
| skills= [[Card playing]]<br>
[[Mathematics|Arithmetic]]
| bggid=26522
}}
[[Image:Hsd-contents.jpg|thumb|200px|left|Playing pieces of the card game.]] '''''High School Drama! ''''' is a [[card game]] created by [[Boyan Radakovich]] and introduced in [[2006 in games|2006]] by [[Shifting Skies Games]] at the South California [[GenCon]].<ref>{{cite web
| url = http://www.thegpa.org/index.php?name=News&file=article&sid=101
| title = High School Drama! Release at GenCon SoCal (Nov 16-19)
| accessdate = 2007-08-18
| author = Shifting Skies Games
| authorlink = Game Publishers Association
| date = 2006-11-15
| quote = High School Drama! will debut at GenCon SoCal 2006!
}}</ref> ''High School Drama!'' can be played by two to five players using a single box set, as it contains the all the cards and game pieces required.<ref>{{cite web
| url = http://www.shiftingskies.com/games/index.php/drama
| title = What does the game look like?
| accessdate = 2007-08-18
| author = Shifting Skies Games
| authorlink = Shifting Skies Games
| quote = Everything you need to play the game is included!
}}</ref>
The game represents a media-stereotyped passage of American [[high school]] life, with players assuming the roles of ambitious students who seek to become the most socially successful individual of their graduating class.<ref>{{cite web
| url = http://www.gametrademagazine.com/PDFS/GTM_88_PDFS/GTM_88_between_the_lines.pdf
| title = Between The Lines
| accessdate = 2007-09-11
| author = ''Game Trade Magazine #88''
| quote = Each player controls two main student who is expected to form cliques with students and organizations through "hookups" as they move from freshman to senior.
}}</ref> Score points are symbolized as [[yearbook]] signatures and are awarded through factors such as having the most friends, connection to extracurricular clubs, and random event cards. It bears features common to [[collectible card game]]s such as ''[[Magic: The Gathering]]'' in game play execution, but it is not a trading card product.<ref>{{cite web
| url = http://www.shiftingskies.com/assets/site_pdf/HSD_how_to.pdf
| title = It's a crash-course on how you play: High School Drama!
| accessdate = 2007-08-18
| author = Shifting Skies Games
| authorlink = Game Publishers Association
}}</ref>
''High School Drama!'' was a nominated finalist for the 2007 [[Origins Award]] in the category of Best Non-Collectible Card Game.<ref>{{cite web
| url = http://www.originsgames.com/aagad/awards/nominees
| title = Nominees
| accessdate = 2007-08-18
| author = Game Manufacturers Association
| authorlink = Game Manufacturers Association
| quote = The Game Manufacturers Association (GAMA) announces the 33rd Annual Origins Awards Nominees.
}}</ref> There is possibility of future optional expansion packs to the core game, adding additional cards and providing greater diversity.<ref>'' High School Drama! Rules Booklet Drama!'', Expansion Packs, p. 11</ref>
==References==
{{reflist}}
==External links==
*[http://www.shiftingskies.com/games/index.php/drama Official site for ''High School Drama!'']
[[Category:Dedicated deck card games]]
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{{Infobox Game | subject_name= ''High School Drama!''
| image_link= [[Image:Hsd-box.png|200px|High School Drama! packaging]]
| image_caption = ''High School Drama!'' packaging
| designer= [[Boyan Radakovich]]
| publisher= [[Shifting Skies Games]]
| players= 2 to 5
| ages= 13+
| setup_time= < 3 minutes
| playing_time= 60 to 90 minutes
| complexity= Low <!-- Please discuss before changing. -->
| strategy= Moderate <!-- Please discuss before changing. -->
| random_chance= Some
| skills= [[Card playing]]<br>
[[Mathematics|Arithmetic]]
| bggid=26522
}}
[[Image:Hsd-contents.jpg|thumb|200px|left|Playing pieces of the card game.]] '''''High School Drama! ''''' is a [[card game]] created by [[Boyan Radakovich]] and introduced in [[2006 in games|2006]] by [[Shifting Skies Games]] at the South California [[GenCon]].<ref>{{cite web
| url = http://www.thegpa.org/index.php?name=News&file=article&sid=101
| title = High School Drama! Release at GenCon SoCal (Nov 16-19)
| accessdate = 2007-08-18
| author = Shifting Skies Games
| authorlink = Game Publishers Association
| date = 2006-11-15
| quote = High School Drama! will debut at GenCon SoCal 2006!
}}</ref> ''High School Drama!'' can be played by two to five players using a single box set, as it contains the all the cards and game pieces required.<ref>{{cite web
| url = http://www.shiftingskies.com/games/index.php/drama
| title = What does the game look like?
| accessdate = 2007-08-18
| author = Shifting Skies Games
| authorlink = Shifting Skies Games
| quote = Everything you need to play the game is included!
}}</ref>
The game represents a media-stereotyped passage of American [[high school]] life, with players assuming the roles of ambitious students who seek to become the most socially successful individual of their graduating class.<ref>{{cite web
| url = http://www.gametrademagazine.com/PDFS/GTM_88_PDFS/GTM_88_between_the_lines.pdf
| title = Between The Lines
| accessdate = 2007-09-11
| author = ''Game Trade Magazine #88''
| quote = Each player controls two main student who is expected to form cliques with students and organizations through "hookups" as they move from freshman to senior.
}}</ref> Score points are symbolized as [[yearbook]] signatures and are awarded through factors such as having the most friends, connection to extracurricular clubs, and random event cards. It bears features common to [[collectible card game]]s such as ''[[Magic: The Gathering]]'' in game play execution, but it is not a trading card product.<ref>{{cite web
| url = http://www.shiftingskies.com/assets/site_pdf/HSD_how_to.pdf
| title = It's a crash-course on how you play: High School Drama!
| accessdate = 2007-08-18
| author = Shifting Skies Games
| authorlink = Game Publishers Association
}}</ref>
''High School Drama!'' was a nominated finalist for the 2007 [[Origins Award]] in the category of Best Non-Collectible Card Game.<ref>{{cite web
| url = http://www.originsgames.com/aagad/awards/nominees
| title = Nominees
| accessdate = 2007-08-18
| author = Game Manufacturers Association
| authorlink = Game Manufacturers Association
| quote = The Game Manufacturers Association (GAMA) announces the 33rd Annual Origins Awards Nominees.
}}</ref> There is possibility of future optional expansion packs to the core game, adding additional cards and providing greater diversity.<ref>'' High School Drama! Rules Booklet Drama!'', Expansion Packs, p. 11</ref>
==References==
{{reflist}}
==External links==
*[http://www.shiftingskies.com/games/index.php/drama Official site for ''High School Drama!'']
[[Category:Dedicated deck card games]]
2wmm1hp90i03z8503dal9vwllpvwuk5
Hoity Toity
0
2058
3944
2009-11-20T23:04:48Z
68.187.245.155
/* Game play */
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text/x-wiki
{{redirect|By Hook or Crook||By hook or by crook (disambiguation)}}
{{Infobox_Game|
image_link=[[Image:Adel verpflichtet 048.jpg|none|200px]]|
subject_name=Hoity Toity |
designer= [[Klaus Teuber]] |
publisher= [[Überplay]] |
players=2 to 6 |
ages=12 years and up |
setup_time=approx. 5 minutes |
playing_time=> 45 minutes |
complexity=Low |
strategy=Medium |
random_chance= [[Shuffling|Card shuffling]] |
skills=[[Bluff (poker)|Bluffing]]|
footnotes =
}}
{{wiktionarypar|hoity-toity}}
'''''Hoity Toity''''' is a [[multiplayer]] [[board game]] invented by [[Klaus Teuber]] and as of 2008 published in [[USA]] by [[Überplay]]. The original [[German language|German]] name is ''Adel Verpflichtet'' (meaning "[[Noblesse oblige]]"). It was also published in the USA under the name ''By Hook or Crook'', and in the UK under the name ''Fair Means or Foul''.
== Game play ==
The players in the game represent the members of the pretentious Antique Club. Their goal in life is to have a better collection of old stuff than every other member in the club. They have two options every turn, choosing where to go (the Auction House to bid on an antique, or a manor house to participate in a competitive exhibit) and what to do there. The outcome of the players' actions depends on the choices and card play of the other players in the same location. The game therefore includes a considerable bluffing component.
The winner is the player to move the farthest on the board, or whoever finishes the fastest.
==Awards==
'''1990'''
* [[Spiel des Jahres]]
* [[Deutscher Spiele Preis]]
==External links==
* Überplay's [http://uberplay.com/games/hoitytoity/ ''Hoity Toity'' homepage]
* {{bgg|120|''Hoity Toity''}}
* [http://www.spielbyweb.com/ SpielByWeb] : a play-by-web site offering several games including Hoity Toity / Adel Verpflichtet
{{start box}}
{{succession box
| before = [[Café International]]
| title = [[Spiel des Jahres]]
| years = 1990
| after = [[Drunter und Drüber]]
}}
{{end box}}
[[Category:Auction board games]]
[[Category:Economic simulation board games]]
[[Category:German games]]
[[Category:Spiel des Jahres winners]]
[[Category:Deutscher Spiele Preis winners]]
[[Category:Klaus Teuber games]]
[[de:Adel verpflichtet (Spiel)]]
[[fr:Adel verpflichtet]]
lu0ecsbqcf61f4r6hlfjo5bfceum0jg
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{{redirect|By Hook or Crook||By hook or by crook (disambiguation)}}
{{Infobox_Game|
image_link=[[Image:Adel verpflichtet 048.jpg|none|200px]]|
subject_name=Hoity Toity |
designer= [[Klaus Teuber]] |
publisher= [[Überplay]] |
players=2 to 6 |
ages=12 years and up |
setup_time=approx. 5 minutes |
playing_time=> 45 minutes |
complexity=Low |
strategy=Medium |
random_chance= [[Shuffling|Card shuffling]] |
skills=[[Bluff (poker)|Bluffing]]|
footnotes =
}}
{{wiktionarypar|hoity-toity}}
'''''Hoity Toity''''' is a [[multiplayer]] [[board game]] invented by [[Klaus Teuber]] and as of 2008 published in [[USA]] by [[Überplay]]. The original [[German language|German]] name is ''Adel Verpflichtet'' (meaning "[[Noblesse oblige]]"). It was also published in the USA under the name ''By Hook or Crook'', and in the UK under the name ''Fair Means or Foul''.
== Game play ==
The players in the game represent the members of the pretentious Antique Club. Their goal in life is to have a better collection of old stuff than every other member in the club. They have two options every turn, choosing where to go (the Auction House to bid on an antique, or a manor house to participate in a competitive exhibit) and what to do there. The outcome of the players' actions depends on the choices and card play of the other players in the same location. The game therefore includes a considerable bluffing component.
The winner is the player to move the farthest on the board, or whoever finishes the fastest.
==Awards==
'''1990'''
* [[Spiel des Jahres]]
* [[Deutscher Spiele Preis]]
==External links==
* Überplay's [http://uberplay.com/games/hoitytoity/ ''Hoity Toity'' homepage]
* {{bgg|120|''Hoity Toity''}}
* [http://www.spielbyweb.com/ SpielByWeb] : a play-by-web site offering several games including Hoity Toity / Adel Verpflichtet
{{start box}}
{{succession box
| before = [[Café International]]
| title = [[Spiel des Jahres]]
| years = 1990
| after = [[Drunter und Drüber]]
}}
{{end box}}
[[Category:Auction board games]]
[[Category:Economic simulation board games]]
[[Category:German games]]
[[Category:Spiel des Jahres winners]]
[[Category:Deutscher Spiele Preis winners]]
[[Category:Klaus Teuber games]]
[[de:Adel verpflichtet (Spiel)]]
[[fr:Adel verpflichtet]]
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Hotels (board game)
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{{Unreferenced|date=March 2007}}
{{Infobox Game
| title = Hotels
| subtitle =
| image_link =
| designer = Denys Fisher
| illustrator =
| publisher = [[Milton Bradley]]
| players = 2–4
| ages = 8 - adult
| complexity =
| setup_time =
| skills =
| random_chance =
| playing_time =
| strategy =
| footnotes =
| bggid = 1502
| bggxrefs =
}}
'''''Hotels''''' is a dimensional real estate game created by Milton Bradley in [[1987 in games|1987]]. It is similar to ''[[Square Mile (board game)|Square Mile]]'' and ''[[Prize Property (board game)|Prize Property]]''. In ''Hotels'' the players are building [[resort]] [[hotels]] and attempting to drive their competitors into [[bankruptcy]].
Players take turns moving around the board. Each square on the board is adjacent to one or two hotel properties. Most of the squares are either purchase squares or building squares.
Whenever a player lands on a purchase square which is adjacent to an unowned property they may buy that property by paying the purchase price. Once they own a property they may attempt to build on it whenever they land on a building square. A special die is rolled to determine if permission to build is granted or denied. If it is denied the player must wait for a later turn.
When permission is granted to build the player may add new buildings or facilities to their property. Each hotel has from one to five buildings and a set of recreational facilities. The main building must be built first, followed by the other buildings then the facilities. The cost of each addition is listed on the [[deed]] card for the property.
Once a player has at least one building on a property they may add entrances to their hotels. One entrance can be placed on each square of the board. If a player lands on an entrance for a hotel belonging to another player they must pay the owner to stay at that hotel. The cost of staying depends on the number of buildings and facilities in that hotel.
If the player cannot afford to stay at the hotel they must put their own properties up for [[auction]] to raise money. A player who loses all of their money and properties is out of the game. The last player remaining is the winner.
''Hotels'' shares many gameplay concepts with ''[[Monopoly (game)|Monopoly]]'', including the buying of property with a deed, improvement of the property and collecting a fee for landing on that property. Players also collect $2000/£2000 each time they round the board, akin to ''Monopoly'''s $200 for passing Go.
{{DEFAULTSORT:Hotels (Board Game)}}
[[Category:Roll-and-move board games]]
[[Category:Economic simulation board games]]
[[Category:Milton Bradley games]]
{{board-game-stub}}
[[de:Hotel (Spiel)]]
[[it:Hotel (gioco)]]
[[nl:Hotel (spel)]]
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{{Unreferenced|date=March 2007}}
{{Infobox Game
| title = Hotels
| subtitle =
| image_link =
| designer = Denys Fisher
| illustrator =
| publisher = [[Milton Bradley]]
| players = 2–4
| ages = 8 - adult
| complexity =
| setup_time =
| skills =
| random_chance =
| playing_time =
| strategy =
| footnotes =
| bggid = 1502
| bggxrefs =
}}
'''''Hotels''''' is a dimensional real estate game created by Milton Bradley in [[1987 in games|1987]]. It is similar to ''[[Square Mile (board game)|Square Mile]]'' and ''[[Prize Property (board game)|Prize Property]]''. In ''Hotels'' the players are building [[resort]] [[hotels]] and attempting to drive their competitors into [[bankruptcy]].
Players take turns moving around the board. Each square on the board is adjacent to one or two hotel properties. Most of the squares are either purchase squares or building squares.
Whenever a player lands on a purchase square which is adjacent to an unowned property they may buy that property by paying the purchase price. Once they own a property they may attempt to build on it whenever they land on a building square. A special die is rolled to determine if permission to build is granted or denied. If it is denied the player must wait for a later turn.
When permission is granted to build the player may add new buildings or facilities to their property. Each hotel has from one to five buildings and a set of recreational facilities. The main building must be built first, followed by the other buildings then the facilities. The cost of each addition is listed on the [[deed]] card for the property.
Once a player has at least one building on a property they may add entrances to their hotels. One entrance can be placed on each square of the board. If a player lands on an entrance for a hotel belonging to another player they must pay the owner to stay at that hotel. The cost of staying depends on the number of buildings and facilities in that hotel.
If the player cannot afford to stay at the hotel they must put their own properties up for [[auction]] to raise money. A player who loses all of their money and properties is out of the game. The last player remaining is the winner.
''Hotels'' shares many gameplay concepts with ''[[Monopoly (game)|Monopoly]]'', including the buying of property with a deed, improvement of the property and collecting a fee for landing on that property. Players also collect $2000/£2000 each time they round the board, akin to ''Monopoly'''s $200 for passing Go.
{{DEFAULTSORT:Hotels (Board Game)}}
[[Category:Roll-and-move board games]]
[[Category:Economic simulation board games]]
[[Category:Milton Bradley games]]
{{board-game-stub}}
[[de:Hotel (Spiel)]]
[[it:Hotel (gioco)]]
[[nl:Hotel (spel)]]
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Hue (wargame)
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{{Infobox Game
|title=Hue
|image_link=
|designer=[[John Hill (game designer)|John Hill]]
|publisher=[[Simulations Design Corporation]]<br>[[Mayfair Games]]
|players=2
|setup_time=
|playing_time=2 to 3 hours
|complexity=Medium
|strategy=High
|random_chance=Medium
|skills=Military tactics
|bggid=7609
}}
'''''Hue''''' is a [[board wargame]] first published in [[1973 in games|1973]] by [[Simulations Design Corporation]] in ''[[Conflict (magazine)|Conflict]]'' #6 and again in 1977 as ''Battle for Hue'', and subsequently published by [[Mayfair Games]] in 1982 under the one-word title.<ref>{{cite web
| author=Peter L. de Rosa
| year=2002
| title=Simulations Design Corporation
| work=Academic Gaming Review
| url=http://www.gis.net/~pldr/sdc.html
| accessdate=June 12, 2006
}}</ref>
It is a [[Vietnam War]]-era [[tactical wargames|tactical-level]] game set in [[Huế]], the capital of a [[Vietnam]]ese province.
In January and February 1968, the [[North Vietnamese Army]] (NVA) and the [[Viet Cong]] (VC) battled the 1st Division of the [[Army of the Republic of Vietnam]] (ARVN) and elements of the [[United States Marine Corps]] (USMC).
In the [[Tet Offensive#Hu.E1.BA.BF|battle for Huế]], a medieval city was attacked with modern weapons. The attackers were armed with fully-automatic weapons but still had to contend with moats and walls, making it "a combination of [[World War II]] [[urban warfare|street fighting]] and [[Middle Ages|medieval]] [[siege]] warfare", according to the game's introduction.
==References==
<references/>
==External links==
* {{bgg|7609|''Hue''}}
[[Category:Board wargames]]
[[Category:Vietnam War games]]
[[Category:Mayfair Games games]]
[[Category:United States Marine Corps in media]]
{{wargame-stub}}
{{board-game-stub}}
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{{Infobox Game
|title=Hue
|image_link=
|designer=[[John Hill (game designer)|John Hill]]
|publisher=[[Simulations Design Corporation]]<br>[[Mayfair Games]]
|players=2
|setup_time=
|playing_time=2 to 3 hours
|complexity=Medium
|strategy=High
|random_chance=Medium
|skills=Military tactics
|bggid=7609
}}
'''''Hue''''' is a [[board wargame]] first published in [[1973 in games|1973]] by [[Simulations Design Corporation]] in ''[[Conflict (magazine)|Conflict]]'' #6 and again in 1977 as ''Battle for Hue'', and subsequently published by [[Mayfair Games]] in 1982 under the one-word title.<ref>{{cite web
| author=Peter L. de Rosa
| year=2002
| title=Simulations Design Corporation
| work=Academic Gaming Review
| url=http://www.gis.net/~pldr/sdc.html
| accessdate=June 12, 2006
}}</ref>
It is a [[Vietnam War]]-era [[tactical wargames|tactical-level]] game set in [[Huế]], the capital of a [[Vietnam]]ese province.
In January and February 1968, the [[North Vietnamese Army]] (NVA) and the [[Viet Cong]] (VC) battled the 1st Division of the [[Army of the Republic of Vietnam]] (ARVN) and elements of the [[United States Marine Corps]] (USMC).
In the [[Tet Offensive#Hu.E1.BA.BF|battle for Huế]], a medieval city was attacked with modern weapons. The attackers were armed with fully-automatic weapons but still had to contend with moats and walls, making it "a combination of [[World War II]] [[urban warfare|street fighting]] and [[Middle Ages|medieval]] [[siege]] warfare", according to the game's introduction.
==References==
<references/>
==External links==
* {{bgg|7609|''Hue''}}
[[Category:Board wargames]]
[[Category:Vietnam War games]]
[[Category:Mayfair Games games]]
[[Category:United States Marine Corps in media]]
{{wargame-stub}}
{{board-game-stub}}
em9e60hzitb3zq63sb7ecdnz5s33l9s
Hyena chase
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{{Orphan|date=February 2009}}
'''Hyena chase''' is a simple race [[board game]] originating in [[north Africa]]. It features a spiral track, and players race their pieces along the spiral from the outside to the centre and back. The first player to finish wins the [[hyena]], which also travels along the spiral. On the return journey back to the outside, the hyena eats any of the players it passes.
== Play ==
The playing area is traditionally marked on the ground, but may be drawn on paper. It has a sequence of many circles arranged in a spiral, each representing a camp and the end of a day's journey. The first circle at the outside of the spiral is larger and represents a [[village]], and the final circle at the centre of the spiral represents a [[water well|well]] at an [[oasis]]. Thus the objective of the game is to travel from the village to the well and then be the first player to return.
Each player has a piece, representing a [[mother]]. There is also a piece to represent the hyena. The pieces start at the village. The players move their pieces according to the roll of a [[dice|die]] (traditionally pieces of stick were used).
A player must throw a six to get their mothers from the village onto the first circle. The player must also throw the exact number to reach the well; if the number they throw is higher than the number of days to the well they must try again on their next turn. Once they reach the well the mother [[laundry|washes her clothes]] until the player rolls a six again. Then the mother starts the return journey to the village.
The first player to get their mother back to the village (they do not need an exact throw) wins the game. For added entertainment, the winner is allowed to play the hyena. Again, a six must be thrown to release it from the village. The well must be reached by an exact throw and can only be left when a six is thrown. However the hyena moves at twice the speed of the mothers (double the score of the die), and any mothers that the hyena passes on the return journey are eaten and removed from the board.
== See also ==
* [[Mehen]], a related game from ancient Egypt
== References ==
* ''The way to play'' by the Diagram Group (1975). ISBN 0 14 070046 3
* "[http://www.boardgamegeek.com/game/13726 Hyena]" at [[Board Game Geek]]
[[Category:Racing board games]]
[[Category:Roll-and-move board games]]
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{{Orphan|date=February 2009}}
'''Hyena chase''' is a simple race [[board game]] originating in [[north Africa]]. It features a spiral track, and players race their pieces along the spiral from the outside to the centre and back. The first player to finish wins the [[hyena]], which also travels along the spiral. On the return journey back to the outside, the hyena eats any of the players it passes.
== Play ==
The playing area is traditionally marked on the ground, but may be drawn on paper. It has a sequence of many circles arranged in a spiral, each representing a camp and the end of a day's journey. The first circle at the outside of the spiral is larger and represents a [[village]], and the final circle at the centre of the spiral represents a [[water well|well]] at an [[oasis]]. Thus the objective of the game is to travel from the village to the well and then be the first player to return.
Each player has a piece, representing a [[mother]]. There is also a piece to represent the hyena. The pieces start at the village. The players move their pieces according to the roll of a [[dice|die]] (traditionally pieces of stick were used).
A player must throw a six to get their mothers from the village onto the first circle. The player must also throw the exact number to reach the well; if the number they throw is higher than the number of days to the well they must try again on their next turn. Once they reach the well the mother [[laundry|washes her clothes]] until the player rolls a six again. Then the mother starts the return journey to the village.
The first player to get their mother back to the village (they do not need an exact throw) wins the game. For added entertainment, the winner is allowed to play the hyena. Again, a six must be thrown to release it from the village. The well must be reached by an exact throw and can only be left when a six is thrown. However the hyena moves at twice the speed of the mothers (double the score of the die), and any mothers that the hyena passes on the return journey are eaten and removed from the board.
== See also ==
* [[Mehen]], a related game from ancient Egypt
== References ==
* ''The way to play'' by the Diagram Group (1975). ISBN 0 14 070046 3
* "[http://www.boardgamegeek.com/game/13726 Hyena]" at [[Board Game Geek]]
[[Category:Racing board games]]
[[Category:Roll-and-move board games]]
2cmldi2nxjlusguowah3uj8tucn6khp
I'm the Boss!
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{{Infobox_Game
| subject_name = I'm the Boss!
| designer = [[Sid Sackson]]
| image_link =
| image_caption =
| players = 3-6
| ages = 12+
| setup_time =
| playing_time = 60 minutes +
| complexity =
| strategy =
| random_chance =
| skills = [[Negotiation]], [[Mathematics|Counting]]
}}
'''''I'm the Boss!''''' is a [[board game]] by American designer [[Sid Sackson]]. It is a negotiation game in which a group of players compete and cooperate to put together profitable business deals. The goal is to make the most money. ''I'm the Boss'' is currently published by Face2Face Games. It was previously published as ''Kohle, Kies & Knete''.
==Equipment==
* A game board with a circular track of sixteen spaces, each depicting share volume and investors of a potential deal.
* Fifteen tiles showing the share prices of deals, numbered 1 to 15.
* A supply of light cardstock play [[Banknote|money]].
* One [[dollar sign]] shaped marker.
* One [[Dice|die]].
* Six cards representing investors.
* A custom deck of 98 [[Playing cards|cards]].
==Rules==
The money is sorted into denominations. Each players is randomly issued investor cards (usually one), with remainders placed face up near the board. The player with the first investor alphabetically will play first; the player to his right chooses which board space to place the dollar marker upon. The deck is shuffled and each player is dealt five cards. The tiles are sorted in order and placed on the board.
Players act in turn. On each game turn, the acting player may either leave the marker in place or roll the die and advance the marker. If he does the latter, he may either play the new space or draw three cards from the deck.
If a player does not draw cards, he may attempt to make a deal based on the current board position. Notations on the board dictate which investors must be involved to close the deal, as well as the number of shares that will pay out. The tile indicates the share price. Most spaces offer choices as to which investors to involve, while some do not.
In order for a deal to occur, players who control the required investors must agree to the terms proposed by the acting player. Terms may only specify which investors will be involved and how the total proceeds of the deal will be distributed: no other offer of consideration is legal play. Players need not control an investor involved in the deal in order to be included in its terms. In particular, the acting player may propose a deal where he draws proceeds merely for the service of allowing the deal to go through.
If an agreement is reached, the proceeds (share price × number of shares) are distributed as agreed. The current tile is placed over the current board space, indicating that the deal was done. Such spaces are skipped in future board movement. If the acting player cannot bring negotiations to a satisfactory conclusion, he may end his turn. No proceeds are generated and the current tile and board space remain as before.
At any time during negotiations, cards may be played. These can have a variety of effects under different circumstances, including:
* Bringing a temporary proxy for one of the investors (a "Clan card") into play for the duration of the deal.
* Rendering an investor (or proxy) ineligible for the current deal.
* Taking ownership of an investor from another player, or from the face-up pool.
* Taking over the role of the current player ("The Boss"), both in approving the terms of the deal and in subsequent passing of the turn order.
* Cancelling the effect of another card play.
The game ends after the conclusion of one of the last few deals on the tile stack. From the tenth tile onward, there is an increasing probability (marked on the reverse of the tile) for a die roll to immediately end the game. The game ends automatically after the fifteenth tile, if it is reached.
The player with the most money is the winner.
==References==
* Sackson, Sid. ''I'm The Boss!'' Rules Manual, 2003.
==External links==
* {{bgg|115|''I'm The Boss!''}}
[[Category:Economic simulation board games]]
[[Category:Negotiation tabletop games]]
[[Category:Sid Sackson games]]
pj8wsvvxdqd6k680634rqu2u0co8hwc
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{{Infobox_Game
| subject_name = I'm the Boss!
| designer = [[Sid Sackson]]
| image_link =
| image_caption =
| players = 3-6
| ages = 12+
| setup_time =
| playing_time = 60 minutes +
| complexity =
| strategy =
| random_chance =
| skills = [[Negotiation]], [[Mathematics|Counting]]
}}
'''''I'm the Boss!''''' is a [[board game]] by American designer [[Sid Sackson]]. It is a negotiation game in which a group of players compete and cooperate to put together profitable business deals. The goal is to make the most money. ''I'm the Boss'' is currently published by Face2Face Games. It was previously published as ''Kohle, Kies & Knete''.
==Equipment==
* A game board with a circular track of sixteen spaces, each depicting share volume and investors of a potential deal.
* Fifteen tiles showing the share prices of deals, numbered 1 to 15.
* A supply of light cardstock play [[Banknote|money]].
* One [[dollar sign]] shaped marker.
* One [[Dice|die]].
* Six cards representing investors.
* A custom deck of 98 [[Playing cards|cards]].
==Rules==
The money is sorted into denominations. Each players is randomly issued investor cards (usually one), with remainders placed face up near the board. The player with the first investor alphabetically will play first; the player to his right chooses which board space to place the dollar marker upon. The deck is shuffled and each player is dealt five cards. The tiles are sorted in order and placed on the board.
Players act in turn. On each game turn, the acting player may either leave the marker in place or roll the die and advance the marker. If he does the latter, he may either play the new space or draw three cards from the deck.
If a player does not draw cards, he may attempt to make a deal based on the current board position. Notations on the board dictate which investors must be involved to close the deal, as well as the number of shares that will pay out. The tile indicates the share price. Most spaces offer choices as to which investors to involve, while some do not.
In order for a deal to occur, players who control the required investors must agree to the terms proposed by the acting player. Terms may only specify which investors will be involved and how the total proceeds of the deal will be distributed: no other offer of consideration is legal play. Players need not control an investor involved in the deal in order to be included in its terms. In particular, the acting player may propose a deal where he draws proceeds merely for the service of allowing the deal to go through.
If an agreement is reached, the proceeds (share price × number of shares) are distributed as agreed. The current tile is placed over the current board space, indicating that the deal was done. Such spaces are skipped in future board movement. If the acting player cannot bring negotiations to a satisfactory conclusion, he may end his turn. No proceeds are generated and the current tile and board space remain as before.
At any time during negotiations, cards may be played. These can have a variety of effects under different circumstances, including:
* Bringing a temporary proxy for one of the investors (a "Clan card") into play for the duration of the deal.
* Rendering an investor (or proxy) ineligible for the current deal.
* Taking ownership of an investor from another player, or from the face-up pool.
* Taking over the role of the current player ("The Boss"), both in approving the terms of the deal and in subsequent passing of the turn order.
* Cancelling the effect of another card play.
The game ends after the conclusion of one of the last few deals on the tile stack. From the tenth tile onward, there is an increasing probability (marked on the reverse of the tile) for a die roll to immediately end the game. The game ends automatically after the fifteenth tile, if it is reached.
The player with the most money is the winner.
==References==
* Sackson, Sid. ''I'm The Boss!'' Rules Manual, 2003.
==External links==
* {{bgg|115|''I'm The Boss!''}}
[[Category:Economic simulation board games]]
[[Category:Negotiation tabletop games]]
[[Category:Sid Sackson games]]
pj8wsvvxdqd6k680634rqu2u0co8hwc
Illuminati (game)
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Im>D'ohBot
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{{Infobox_Game|
subject_name=Illuminati |
image_link= [[Image:Illuminati2.jpg|200px]]|
image_caption=[[German language|German]] Illuminati game components|
designer=[[Steve Jackson (US)|Steve Jackson]]|
publisher=[[Steve Jackson Games]]|
players=2–8 |
ages=8 + |
setup_time= 1–5 minutes |
playing_time= 1 to 6 hours |
complexity=Medium |
strategy=Medium |
random_chance=Medium |
skills=[[Strategy|Strategic thought]], [[Negotiation|Deal Making]], [[Bluffing]] |
bggid=859|
bggxrefs=t|
footnotes =
}}
'''''Illuminati''''' is a standalone [[card game]] made by [[Steve Jackson Games]] (SJG), inspired by ''[[The Illuminatus! Trilogy]]'' by [[Robert Anton Wilson]] and [[Robert Shea]]. The game has ominous secret societies competing with each other to control the world through sinister means, including legal, illegal, and even mystical. It was designed as a "tongue-in-cheek rather than serious"<ref>{{cite web|title=Illuminati Designer Article|last=Jackson|first=Steve|publisher=[[Steve Jackson Games]]|url=http://www.sjgames.com/illuminati/designart.html|accessdate=2008-10-25}}</ref> take on [[conspiracy theory|conspiracy theories]]. It contains groups named similarly to real world organizations, such as the [[Society for Creative Anachronism|Society for Creative Anarchism]].<ref>{{cite web|last=Sarrett|first=Peter|title=Desert Island Games|url=http://www.gamereport.com/tgr5/dig.html|publisher=The Game Report}}</ref> It can be played by two to eight players. Depending on the number of players, a game can take between one and six hours.
==Genesis of game==
In September 1981, [[Steve Jackson (US)|Steve Jackson]] and his regular freelance cover artist Dave Martin discussed their mutual admiration of the [[Illuminatus! Trilogy]], and the latter suggested a game. Steve Jackson decided against adapting the novel because of the expense of game rights, and the difficulty of adapting a novel with such convoluted plots. He decided "a game about the ''secret-conspiracy idea'' behind ''Illuminatus!''" was doable. After doing research on the [[Illuminati]] and [[conspiracy theories]], and "extensive and enthusiastic playtesting" it went on the market in July 1982 in the [[Pocket Box]] format (a plastic box the size of a mass-market paperback) which was at the time the usual for SJG. Over the next few years, three expansions for the Pocket Box Illuminati game were published--the first two were substantially incorporated into the deluxe edition, while the third was an earlier version of what would become Illuminati: Brainwash.
Robert Shea provided a four-paragraph introduction to the rulebook for the Illuminati Expansion Set 1 (1983), in which he wrote, "Maybe the Illuminati are behind ''this game.'' They must be—they are, by definition, behind ''everything.''" Despite this initial involvement, Wilson later criticized some of these products for exploiting the ''Illuminatus!'' name without paying royalties (taking advantage of what he viewed as a legal loophole).<ref>[http://www.disinfo.com/archive/pages/article/id577/pg1/index.html Disinformation Website: ''In the RAW: Necessary Heresies'' originally published in REVelation magazine (#13, Autumn, 1995) pp. 36–40] "RAW recently criticised several games companies who have marketed products exploiting Illuminatus! and the Discordians, and are able to escape paying royalties through legal loop-holes." (URL accessed [[28 February]])</ref> Later commentators have attributed both the game and the Illuminatus! trilogy as using real conspiracies as "targets of ridicule."<ref>{{cite web|url=http://www.dailyemerald.com/home/index.cfm?event=displayArticlePrinterFriendly&uStory_id=608e4347-103d-47ab-8a4e-4a569f522fc8|first=Pat|last=Payne|publisher=''Oregon Daily Emerald''|date=2001-05-22|accessdate=2008-10-25|title=Illuminating paranoia}}</ref>
==Description==
[[Image:Illuminatigame.jpg|thumb|right|350px|A game of Illuminati in progress.]]
The game is played with a deck of special cards, money chips (representing millions of dollars in low-nominal unmarked banknotes) and two six-sided [[dice]]. There are three types of cards:
* Illuminati
* groups
* special cards
The players take role of [[Illuminati]] societies that struggle to take over the world. The Pocket Box edition depicted six Illuminati groups: The [[Bavarian Illuminati]], The [[Discordianism|Discordian Society]], The [[unidentified flying object|UFO]]s, The Servants of [[Cthulhu]], The [[Bermuda Triangle]], and The [[Gnomes of Zürich]]. The deluxe edition added the [[Hashshashin|Society of Assassins]] and [[Cybernetic revolt|The Network]], and the Illuminati Y2K expansion added the [[Church of the SubGenius|Church of The SubGenius]] and [[Shangri-La]].
The world is represented by group cards such as [[SMOF|Secret Masters of Fandom]], the [[CIA]], The International [[Communism|Communist]] Conspiracy, Evil Geniuses for a Better Tomorrow, [[California]], and many more – there are over 300 official cards available. Every group and Illuminati has some Power, Resistance and Income values; most of the world groups have an Alignment. The game is written with the usual SJG humor. The game uses a multitude of [[conspiracy theory]] in-jokes, with cards such as the [[Boy Scout|Boy Sprouts]] (where sinister youth leaders influence the world leaders of tomorrow), the Orbital Mind Control Lasers, the [[Mafia]], two headed Anti-Nuclear Activists, or [[Trekkie]]s.
Special cards represent unexpected phenomena and features, for example increasing Income or Resistance of a group.
The game is played in turns. The primary Illuminati (player) activity is taking control of groups. During an attack to control the attacker must overcome the Resistance of attacked groups with combined Power of his groups (affected by Alignment of attacker and attacked), money spent, and influence of special cards. The attacked group can be defended by spending money and special cards by other players (especially by the controlling Illuminati if the group is already controlled). After a successful attack to control the card is placed (along the special markers) next to Illuminati, or another already controlled group forming a ''power structure''.
Each group has its own money, best marked by placing each group's money counters on that group. Money is moved slowly, only one step at a time between groups once per turn. Money in the Illuminated group is accessible for defence of or attacks on all groups in the entire world. Money in the groups can only be used in attacks by or against that group, but gives double defense bonus when spent.
Other types of attacks are attacks to neutralize (a neutralized group is removed from attacked Illuminati power structure and returns to the table - to the world) and attack to destroy (destroyed groups are removed from the game).
Besides attacking groups and themselves the players can trade, form alliances, and many other activities. In one variant of the game, players are allowed to cheat, steal money from the table and do anything it takes to win.
The aim of the game is fulfilled when Illuminati build a power structure consisting of given number of cards (depending on number of players), or when Illuminati fulfill its ''special goal'', such as controlling at least one card of each alignment (the [[Bermuda Triangle]]), controlling a combined power of 35 (the [[Bavarian Illuminati]]) or hoarding 150 megabucks of money (the [[Gnomes of Zürich]]).
Although the game can support two players or seven players, a group of four or five is considered ideal. Some Illuminati might seem unbalanced, such as the extremely high-income Gnomes and the low-level Discordians, but sometimes their true value is not visible at first or valuable only in certain circumstances. Planning the power structure is important, since groups close to the Illuminated core have a defence bonus. Also, since groups can easily "block" each other's control arrows, through which groups control other groups. The flow of money is also important, as a large lump of it will boost defensive/offensive of the owning group when spent. Tactics such as playing off opponents at each other, backstabbing and concealing your true motives are encouraged in this game.
The game has attained cult status in some circles, been referenced in some geek media (like ''[[User Friendly]]'' comic strip). It is also mentioned in [[Dan Brown]]'s novel [[Angels & Demons]], which concerns an apparent attack by the revived Illuminati; the game is referred to as an online computer game, but references to Steve Jackson make clear that the reference is to this game.<ref>Dan Brown, Angels & Demons (paprback edition) (New York: Pocket Books, 2001), 99, 257-258.</ref>
==Expansions==
[[Image:Illuminatigamebox.jpg|thumb|right|250px|Illuminati: Deluxe Edition]]
Available expansion sets are:
* Illuminati Brainwash
* Illuminati Y2K
* Illuminati Bavarian Fire Drill
''Illuminati Y2K'' brought two new Illuminati groups to the deck ([[Shangri-La]] and The Church of the [[SubGenius]]), many non-Illuminated new groups, and a minor optional rule of canceling privilege status in attacks for control.
''Brainwash'' is a set of optional rules for [[brainwash]]ing (altering an alignment of one group), [[propaganda]] (represented by an included special gameboard - altering the power and Income of all groups of given Alignment), adding attributes to groups, and a few minor optional rules.
''[http://www.sjgames.com/illuminati/bfd/ Bavarian Fire Drill]'' adds 110 new cards, including artifacts (a new type of card) and several new groups.
In issue #72 of ''[[Space Gamer]]'', Bill Cassel presented an unofficial expansion entitled "[http://www.sjgames.com/illuminati/python.html The Pythonated Illuminati]", which added cards based on the television series "[[Monty Python's Flying Circus]]."
==Related games==
[[Steve Jackson Games]] also released a [[collectible card game]] version called ''[[Illuminati: New World Order]]''. SJG also developed some Illuminated role-playing game modules for its [[GURPS]] system, including [[GURPS Illuminati]], [[GURPS Illuminati University]] and GURPS [[Warehouse 23]].
SJG also released two related games. One is the recent ''Illuminati: Crime Lords'' where the players control mobs in attempt to take over a city. This is a separate game based on a similar rules set. The other one is ''[[Hacker (card game)|Hacker]]'' which is also similar to the original ''Illuminati'' (modulo terminology), but the players fight for the control of computer networks. It is more loose, and based primarily on interlocking access to different computer systems in the web. Players are not set directly towards each other, and several players can share access to a system.
Adventure Systems created a [[Play-by-mail game]] (PBM) version of Illuminati, based on and licensed from the Steve Jackson game, with many modifications. The game was eventually purchased, and is now run, by [[Flying Buffalo]]. The designer, Draper Kauffman, had been trying to develop a "global strategy game" for many years when he received a copy of Illuminati. Recalling the creation of the PBM version, Kauffman wrote, "It wasn't long before I found that every problem in my own game design had a suspiciously similar solution: 'Hey, how about if we just handle that like they did in '''''Illuminati'''?''"
==Awards==
*''Illuminati'' won the [[Origins Award]] for ''Best Science Fiction Boardgame of 1982''.
*''GURPS Illuminati'' won the [[Origins Award]] for ''Best Roleplaying Supplement of 1992''.
*''[[Illuminati: New World Order]]'' won the [[Origins Award]] for ''Best Card Game of 1994''.
*''Illuminati PBM'' won the [[Origins Award]] for ''Best Play-by-Mail Game of 1985'', 1990-1994, tied in 1995 with [[Middle-earth PBM]], and was then added to their Hall of Fame in 1997.
==References==
{{reflist}}
* Jackson, Steve (1982). "The Truth Behind ILLUMINATI" ''Adventure Gaming'' 2 (3): 11-13.
*Kauffman, Draper (1985). "Illuminati PBM Designer's Notes" ''[[The Space Gamer|Space Gamer]]'' 72:29.
* [http://aagad.originsgames.com/aagad/award-winners Award Winners - Origins International Game Expo]
==External links==
* [http://www.sjgames.com/illuminati/index.html The official ''Illuminati'' game home page]
* [http://www.flyingbuffalo.com/illumin.htm The official ''Illuminati PBM'' game home page]
*{{bgg|28|''Illuminati: Deluxe Edition''}}
[[Category:Dedicated deck card games]]
[[Category:Origins Award winners]]
[[Category:Multiplayer games]]
[[Category:Steve Jackson Games games]]
[[de:Illuminati (Kartenspiel)]]
[[fr:Illuminati (jeu)]]
[[it:Gioco di carte Illuminati]]
[[sv:Illuminati (spel)]]
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{{Infobox_Game|
subject_name=Illuminati |
image_link= [[Image:Illuminati2.jpg|200px]]|
image_caption=[[German language|German]] Illuminati game components|
designer=[[Steve Jackson (US)|Steve Jackson]]|
publisher=[[Steve Jackson Games]]|
players=2–8 |
ages=8 + |
setup_time= 1–5 minutes |
playing_time= 1 to 6 hours |
complexity=Medium |
strategy=Medium |
random_chance=Medium |
skills=[[Strategy|Strategic thought]], [[Negotiation|Deal Making]], [[Bluffing]] |
bggid=859|
bggxrefs=t|
footnotes =
}}
'''''Illuminati''''' is a standalone [[card game]] made by [[Steve Jackson Games]] (SJG), inspired by ''[[The Illuminatus! Trilogy]]'' by [[Robert Anton Wilson]] and [[Robert Shea]]. The game has ominous secret societies competing with each other to control the world through sinister means, including legal, illegal, and even mystical. It was designed as a "tongue-in-cheek rather than serious"<ref>{{cite web|title=Illuminati Designer Article|last=Jackson|first=Steve|publisher=[[Steve Jackson Games]]|url=http://www.sjgames.com/illuminati/designart.html|accessdate=2008-10-25}}</ref> take on [[conspiracy theory|conspiracy theories]]. It contains groups named similarly to real world organizations, such as the [[Society for Creative Anachronism|Society for Creative Anarchism]].<ref>{{cite web|last=Sarrett|first=Peter|title=Desert Island Games|url=http://www.gamereport.com/tgr5/dig.html|publisher=The Game Report}}</ref> It can be played by two to eight players. Depending on the number of players, a game can take between one and six hours.
==Genesis of game==
In September 1981, [[Steve Jackson (US)|Steve Jackson]] and his regular freelance cover artist Dave Martin discussed their mutual admiration of the [[Illuminatus! Trilogy]], and the latter suggested a game. Steve Jackson decided against adapting the novel because of the expense of game rights, and the difficulty of adapting a novel with such convoluted plots. He decided "a game about the ''secret-conspiracy idea'' behind ''Illuminatus!''" was doable. After doing research on the [[Illuminati]] and [[conspiracy theories]], and "extensive and enthusiastic playtesting" it went on the market in July 1982 in the [[Pocket Box]] format (a plastic box the size of a mass-market paperback) which was at the time the usual for SJG. Over the next few years, three expansions for the Pocket Box Illuminati game were published--the first two were substantially incorporated into the deluxe edition, while the third was an earlier version of what would become Illuminati: Brainwash.
Robert Shea provided a four-paragraph introduction to the rulebook for the Illuminati Expansion Set 1 (1983), in which he wrote, "Maybe the Illuminati are behind ''this game.'' They must be—they are, by definition, behind ''everything.''" Despite this initial involvement, Wilson later criticized some of these products for exploiting the ''Illuminatus!'' name without paying royalties (taking advantage of what he viewed as a legal loophole).<ref>[http://www.disinfo.com/archive/pages/article/id577/pg1/index.html Disinformation Website: ''In the RAW: Necessary Heresies'' originally published in REVelation magazine (#13, Autumn, 1995) pp. 36–40] "RAW recently criticised several games companies who have marketed products exploiting Illuminatus! and the Discordians, and are able to escape paying royalties through legal loop-holes." (URL accessed [[28 February]])</ref> Later commentators have attributed both the game and the Illuminatus! trilogy as using real conspiracies as "targets of ridicule."<ref>{{cite web|url=http://www.dailyemerald.com/home/index.cfm?event=displayArticlePrinterFriendly&uStory_id=608e4347-103d-47ab-8a4e-4a569f522fc8|first=Pat|last=Payne|publisher=''Oregon Daily Emerald''|date=2001-05-22|accessdate=2008-10-25|title=Illuminating paranoia}}</ref>
==Description==
[[Image:Illuminatigame.jpg|thumb|right|350px|A game of Illuminati in progress.]]
The game is played with a deck of special cards, money chips (representing millions of dollars in low-nominal unmarked banknotes) and two six-sided [[dice]]. There are three types of cards:
* Illuminati
* groups
* special cards
The players take role of [[Illuminati]] societies that struggle to take over the world. The Pocket Box edition depicted six Illuminati groups: The [[Bavarian Illuminati]], The [[Discordianism|Discordian Society]], The [[unidentified flying object|UFO]]s, The Servants of [[Cthulhu]], The [[Bermuda Triangle]], and The [[Gnomes of Zürich]]. The deluxe edition added the [[Hashshashin|Society of Assassins]] and [[Cybernetic revolt|The Network]], and the Illuminati Y2K expansion added the [[Church of the SubGenius|Church of The SubGenius]] and [[Shangri-La]].
The world is represented by group cards such as [[SMOF|Secret Masters of Fandom]], the [[CIA]], The International [[Communism|Communist]] Conspiracy, Evil Geniuses for a Better Tomorrow, [[California]], and many more – there are over 300 official cards available. Every group and Illuminati has some Power, Resistance and Income values; most of the world groups have an Alignment. The game is written with the usual SJG humor. The game uses a multitude of [[conspiracy theory]] in-jokes, with cards such as the [[Boy Scout|Boy Sprouts]] (where sinister youth leaders influence the world leaders of tomorrow), the Orbital Mind Control Lasers, the [[Mafia]], two headed Anti-Nuclear Activists, or [[Trekkie]]s.
Special cards represent unexpected phenomena and features, for example increasing Income or Resistance of a group.
The game is played in turns. The primary Illuminati (player) activity is taking control of groups. During an attack to control the attacker must overcome the Resistance of attacked groups with combined Power of his groups (affected by Alignment of attacker and attacked), money spent, and influence of special cards. The attacked group can be defended by spending money and special cards by other players (especially by the controlling Illuminati if the group is already controlled). After a successful attack to control the card is placed (along the special markers) next to Illuminati, or another already controlled group forming a ''power structure''.
Each group has its own money, best marked by placing each group's money counters on that group. Money is moved slowly, only one step at a time between groups once per turn. Money in the Illuminated group is accessible for defence of or attacks on all groups in the entire world. Money in the groups can only be used in attacks by or against that group, but gives double defense bonus when spent.
Other types of attacks are attacks to neutralize (a neutralized group is removed from attacked Illuminati power structure and returns to the table - to the world) and attack to destroy (destroyed groups are removed from the game).
Besides attacking groups and themselves the players can trade, form alliances, and many other activities. In one variant of the game, players are allowed to cheat, steal money from the table and do anything it takes to win.
The aim of the game is fulfilled when Illuminati build a power structure consisting of given number of cards (depending on number of players), or when Illuminati fulfill its ''special goal'', such as controlling at least one card of each alignment (the [[Bermuda Triangle]]), controlling a combined power of 35 (the [[Bavarian Illuminati]]) or hoarding 150 megabucks of money (the [[Gnomes of Zürich]]).
Although the game can support two players or seven players, a group of four or five is considered ideal. Some Illuminati might seem unbalanced, such as the extremely high-income Gnomes and the low-level Discordians, but sometimes their true value is not visible at first or valuable only in certain circumstances. Planning the power structure is important, since groups close to the Illuminated core have a defence bonus. Also, since groups can easily "block" each other's control arrows, through which groups control other groups. The flow of money is also important, as a large lump of it will boost defensive/offensive of the owning group when spent. Tactics such as playing off opponents at each other, backstabbing and concealing your true motives are encouraged in this game.
The game has attained cult status in some circles, been referenced in some geek media (like ''[[User Friendly]]'' comic strip). It is also mentioned in [[Dan Brown]]'s novel [[Angels & Demons]], which concerns an apparent attack by the revived Illuminati; the game is referred to as an online computer game, but references to Steve Jackson make clear that the reference is to this game.<ref>Dan Brown, Angels & Demons (paprback edition) (New York: Pocket Books, 2001), 99, 257-258.</ref>
==Expansions==
[[Image:Illuminatigamebox.jpg|thumb|right|250px|Illuminati: Deluxe Edition]]
Available expansion sets are:
* Illuminati Brainwash
* Illuminati Y2K
* Illuminati Bavarian Fire Drill
''Illuminati Y2K'' brought two new Illuminati groups to the deck ([[Shangri-La]] and The Church of the [[SubGenius]]), many non-Illuminated new groups, and a minor optional rule of canceling privilege status in attacks for control.
''Brainwash'' is a set of optional rules for [[brainwash]]ing (altering an alignment of one group), [[propaganda]] (represented by an included special gameboard - altering the power and Income of all groups of given Alignment), adding attributes to groups, and a few minor optional rules.
''[http://www.sjgames.com/illuminati/bfd/ Bavarian Fire Drill]'' adds 110 new cards, including artifacts (a new type of card) and several new groups.
In issue #72 of ''[[Space Gamer]]'', Bill Cassel presented an unofficial expansion entitled "[http://www.sjgames.com/illuminati/python.html The Pythonated Illuminati]", which added cards based on the television series "[[Monty Python's Flying Circus]]."
==Related games==
[[Steve Jackson Games]] also released a [[collectible card game]] version called ''[[Illuminati: New World Order]]''. SJG also developed some Illuminated role-playing game modules for its [[GURPS]] system, including [[GURPS Illuminati]], [[GURPS Illuminati University]] and GURPS [[Warehouse 23]].
SJG also released two related games. One is the recent ''Illuminati: Crime Lords'' where the players control mobs in attempt to take over a city. This is a separate game based on a similar rules set. The other one is ''[[Hacker (card game)|Hacker]]'' which is also similar to the original ''Illuminati'' (modulo terminology), but the players fight for the control of computer networks. It is more loose, and based primarily on interlocking access to different computer systems in the web. Players are not set directly towards each other, and several players can share access to a system.
Adventure Systems created a [[Play-by-mail game]] (PBM) version of Illuminati, based on and licensed from the Steve Jackson game, with many modifications. The game was eventually purchased, and is now run, by [[Flying Buffalo]]. The designer, Draper Kauffman, had been trying to develop a "global strategy game" for many years when he received a copy of Illuminati. Recalling the creation of the PBM version, Kauffman wrote, "It wasn't long before I found that every problem in my own game design had a suspiciously similar solution: 'Hey, how about if we just handle that like they did in '''''Illuminati'''?''"
==Awards==
*''Illuminati'' won the [[Origins Award]] for ''Best Science Fiction Boardgame of 1982''.
*''GURPS Illuminati'' won the [[Origins Award]] for ''Best Roleplaying Supplement of 1992''.
*''[[Illuminati: New World Order]]'' won the [[Origins Award]] for ''Best Card Game of 1994''.
*''Illuminati PBM'' won the [[Origins Award]] for ''Best Play-by-Mail Game of 1985'', 1990-1994, tied in 1995 with [[Middle-earth PBM]], and was then added to their Hall of Fame in 1997.
==References==
{{reflist}}
* Jackson, Steve (1982). "The Truth Behind ILLUMINATI" ''Adventure Gaming'' 2 (3): 11-13.
*Kauffman, Draper (1985). "Illuminati PBM Designer's Notes" ''[[The Space Gamer|Space Gamer]]'' 72:29.
* [http://aagad.originsgames.com/aagad/award-winners Award Winners - Origins International Game Expo]
==External links==
* [http://www.sjgames.com/illuminati/index.html The official ''Illuminati'' game home page]
* [http://www.flyingbuffalo.com/illumin.htm The official ''Illuminati PBM'' game home page]
*{{bgg|28|''Illuminati: Deluxe Edition''}}
[[Category:Dedicated deck card games]]
[[Category:Origins Award winners]]
[[Category:Multiplayer games]]
[[Category:Steve Jackson Games games]]
[[de:Illuminati (Kartenspiel)]]
[[fr:Illuminati (jeu)]]
[[it:Gioco di carte Illuminati]]
[[sv:Illuminati (spel)]]
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Imperial (board game)
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/* Recognized variants */
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{{Infobox_Game
|subject_name=Imperial
|image_link= [[Image:Rondel.jpg| Imperial |250px]]|
|image_caption=The ''Imperial'' [[rondel]]. Players start on a field of their choice and move clockwise.
|designer=[[Mac Gerdts]]
|publisher=[[Rio Grande Games]]<br/>[[PD-Games]]<br/>[[Eggert-Spiele]]
|players=2–6
|ages=12 and up
|setup_time= 10 minutes
|playing_time= 120 minutes
|complexity=Medium
|strategy=Medium
|random_chance=None
|skills=[[Strategy|Strategic thought]]
|bggid=24181
|bggxrefs=
|footnotes=
}}
'''''Imperial''''' is a [[German-style board game]] designed by [[Mac Gerdts]] in which the object is to accumulate wealth in the form of bond holdings in successful countries and cash. Players take on the role of international [[financier]]s who purchase [[government bond]]s in the six pre-[[World War I]] [[empire]]s of [[Austria-Hungary]], [[France]], [[Germany]], [[United Kingdom of Great Britain and Ireland|Britain]], [[Italy]], and [[Russia]]. The principal bondholder of a nation gains control of its government and can order importation or production of armaments and ships; maneuvering of military units; construction of factories; and taxation. During play, an investor card is passed around which allows the purchase of additional bonds. A [[rondel]] – a wheel-shaped game mechanism with eight different options – is used to determine the options available to a country. The game box states that it is for 2–6 players, but a developer-supported variant allows play with seven.<ref name="Seven">*Gerdts, Mac: [http://www.boardgamegeek.com/article/1351618 First time SEVEN player session], Feb. 20, 2007.</ref>
==History and development==
''Imperial'' was first published in [[2006 in games|2006]] in Germany. It was then translated into English and exported to the United States. It is frequently seen at [[board game convention]]s and [[board game club]]s that specialize in Eurogames and is popular at tournaments.{{Fact|date=September 2007}} In [[2007]], ''Imperial'' was nominated as a Spiel des Jahres recommended game.<ref>[http://www.funagain.com/control/productaward/~award_year=2007/~award_type=SDJ/~VIEW_SIZE=10/~VIEW_INDEX=1/ 2007 Spiel des Jahres winners], Funagain games.</ref>
==Gameplay==
===Cash flow===
[[Image:Imperial bank notes.jpg|thumb|225px|right|[[Bank note]]s.]]
Players gain money by (1) earning success bonuses from countries they control, (2) earning 2,000,000 when the investor card they hold is activated, and (3) reaping dividends from their bonds. Treasuries gain money from taxation and when players buy bonds. So, gaining money can be a two-step process – one must first enrich a country's treasury and then get that money out of the country and into their own pocket by passing or landing on the Investor field. A country only spends money on two things – importing military units (1M apiece) and building factories (5M apiece) – so most money put into a treasury becomes available to pay back to investors. Money left in a country's treasury at the end of the game does not count toward helping any player win.
In the taxation phase, a country's treasury receives 2M for each unoccupied factory, plus 1M for each tax chip, minus 1M for each military unit. The country's octagonal game piece is moved to the appropriate number on the power chart, and if the country has moved up on the tax chart, a success bonus is paid to the player who holds that country's flag. When a country reaches 25 points on the counting chart, the game ends.
===Military units===
[[Image:Imperial pieces.jpg|thumb|225px|right|''Imperial'' pieces. Shown here are the turn marker, an octagonal game piece, an army, a fleet, a tax chip, a shipyard, and an armaments facility.]]
Military units move in a similar manner as in ''[[Diplomacy (board game)|Diplomacy]]''. Armies can be transported over bodies of water by convoys. Fleets and armies destroy each other in a one-to-one ratio. Fleets are always moved first; then armies. Each imperial power has a [[railroad]] network within its borders by which its armies can rapidly deploy to the battlefield. For example, in one turn, Germany can move a fleet into the North Sea, and then move an army from Munich to Norway by (1) traveling from Munich to Hamburg by railroad, and then (2) traveling from Hamburg to Norway by convoy. In Germany's next turn, that army can make the return trip by the same means. Chains of fleets in contiguous ocean territories can transport armies over long distances in one turn, but each fleet can only carry one army per turn.
Armies traveling through other empires can be either passive or hostile. A hostile army is placed upright and a passive army is placed on its side. Hostile armies shut down the occupied province's factories and railroads and prevent imports and factory construction in that province. The rules do not allow opponents to occupy (or destroy) all of a country's factories, though. If a country is down to its last operating factory, then other countries' armies entering that province must be placed on their side as passive armies.<ref>[http://www.boardgamegeek.com/thread/308191 Rule against shutting down/destroying all of a country's factories | Imperial | BoardGameGeek<!-- Bot generated title -->]</ref>
Three armies can destroy a factory (and themselves at the same time), but this is rarely done.<ref>Lawrence, J.C.: [http://www.boardgamegeek.com/thread/181697 Who Destroy Factories?], [[Boardgamegeek]] thread started July 16, 2007.</ref> A reason is that a player with three armies at his disposal has the alternative of shutting down three factories, which can immediately severely hamper an opponent's ability to raise funds and military units needed for a counterattack. To get back to full industrial capacity, the opponent must expend turns and armies destroying the occupying armies. Another disadvantage of destroying factories is that the three invading armies are lost, and therefore are unavailable to be recalled to defend the home country. An offer to withdraw occupying armies can be used as a bargaining chip to get a country to take a certain action. But when a factory has been destroyed, the invader has no way to undo the damage, and therefore has nothing to offer in bargaining (and is also three armies shorter).
Austria-Hungary gets two more armies than the other empires, and Great Britain gets two more fleets.
===Game board===
[[Image:Imperial board.jpg|thumb|225px|right|The ''Imperial'' board.]]
Each great power has five home provinces where factories can be built. There are fifteen other land regions and nine ocean regions. The regions that can be occupied are:
*Provinces: [[Dublin]], [[Edinburgh]], [[Liverpool]], [[Sheffield]], [[London]]; [[Brest, France|Brest]], [[Paris]], [[Dijon]], [[Bordeaux]], [[Marseille]]; [[Hamburg]], [[Berlin]], [[Danzig]], [[Cologne]], [[Munich]]; [[St. Petersburg]], [[Moscow]], [[Warsaw]], [[Kiev]], [[Odessa]]; [[Prague]], [[Lemberg]], [[Vienna]], [[Budapest]], [[Trieste]]; [[Genoa]], [[Venice]], [[Florence]], [[Rome]], and [[Naples]].
*Land regions: [[Spain]], [[Portugal]], [[Morocco]], [[Algeria]], [[Tunis]], [[Belgium]], [[Holland]], [[Denmark]], [[Norway]], [[Sweden]], West [[Balkans|Balkan]], [[Greece]], [[Romania]], [[Bulgaria]], and [[Turkey]].
*Ocean regions: [[Baltic Sea]], [[North Sea]], [[North Atlantic]], [[English Channel]], [[Bay of Biscay]], Western [[Mediterranean Sea]], [[Ionian Sea]], Eastern Mediterranean Sea, and [[Black Sea]].
[[Switzerland]] is a [[neutral country]] that cannot be occupied. Along the right side of the board is the power chart. Along the bottom is the counting chart. Once any country reaches 25 points on the counting chart, the game ends. This is the mechanism by which game time is intended to be limited to approximately 2–3 hours.{{Fact|date=September 2007}}
===Bonds===
[[Image:Uk bond.jpg|thumb|225px|right|The lower-value bonds have higher [[rate of return|rates of return]].]]
Each country has eight bonds. The bond values are as follows:
{| class="wikitable"
|- bgcolor="#ececec" valign=top
!'''Value'''
!'''Cost'''
!'''Payout'''
|----
|1
|2,000,000
|1,000,000 (50%)
|----
|2
|4,000,000
|2,000,000 (50%)
|----
|3
|6,000,000
|3,000,000 (50%)
|----
|4
|9,000,000
|4,000,000 (44%)
|----
|5
|12,000,000
|5,000,000 (42%)
|----
|6
|16,000,000
|6,000,000 (38%)
|----
|7
|20,000,000
|7,000,000 (35%)
|----
|8
|25,000,000
|8,000,000 (32%)
|}
===Winning===
At the end of the game, [[victory point]]s are tallied up to determine the winner. The formula is 1 victory point for each million in cash in hand plus the interest (the big number at the top of the bond certificate) for each bond held multiplied by the credit factor shown for that country on the counting chart. There are [[tiebreaker]]s in the event two players have the same number of victory points.
===Strategy===
{{Refimprove|date=September 2007}}
Players need to balance the desire to gain more territories with the need to defend existing colonies and the homeland. As neighboring countries build up their militaries, it becomes necessary to anticipate their actions. For instance, if Germany has several armies within striking distance of French territory, France may wish to take note of the Germany leader's bond holdings. A player without any French bonds will be much more likely to attack France than a player heavily invested in France.
It is also important to take note of where other countries are on the rondel. A country whose next logical move would be to tax, invest, build a factory, or do some other innocuous activity is likely not an immediate military threat. On the other hand, if an opponent's country is about to move to taxation and end the game, it may be desirable to shut down its factories or otherwise reduce its tax base. Similarly, if all the pieces on the rondel have just passed investor, and every player has a country, one can make his move without fear of his own country immediately being bought out by someone else, because it will be awhile before anyone has another chance to invest.
A popular strategy is to gain control over two neighboring countries (e.g. Germany and Russia) so that each has a front covered and can launch offensives without worrying about an attack from that direction.
Players' bond holdings are open to public scrutiny, but they are allowed to keep their cash on hand secret. It is usually wise to avoid divulging this information because opponents can use it to gauge whether a [[hostile takeover]] is likely.
Sometimes players will buy out a country that has undergone expansion just as it is about to land on Taxation, in order to reap the success bonus. To prevent this from happening, a player on the Maneuver space next to the Investor space may pay the extra 4M to move ahead to Taxation. A player wanting to get rid of a country can begin building up its military, increasing its tax and factory bases, accumulating cash, and in general acting in ways that make other investors want to buy it in order to neutralize it as a threat and/or cash in on its profitability.<ref>[http://www.boardgamegeek.com/thread/304043 How to put lipstick a pig (and sell or eat it). | Imperial | BoardGameGeek<!-- Bot generated title -->]</ref>
===Recognized variants===
[[Image:Investor.jpg|thumb|225px|right|Eliminating the investor card removes one opportunity for getting money from the bank.]]
The game went through decades of [[play-testing]] before it was commercially released.{{Fact|date=September 2007}} Many variants were created during this period.
One popular variant, mentioned in the rule book, removes the investor card. The rule book notes that this creates a somewhat less exciting but more strategic game. It tends to prevent [[hostile takeover]]s before a country's first turn.<ref>http://files.boardgamegeek.com/geekfile_view.php?fileid=22053</ref>
A [[house rule]] promulgated by the designer allows a player who controls no countries to collect $1M from the bank if he chooses not to invest when the investor card is activated.<ref name="Seven"/> This may be particularly useful in 7-player games. It may also be a way to prevent less experienced players from getting "stuck" when they find themselves with no flag and little money.<ref>[http://www.boardgamegeek.com/thread/143044 No money no flag? | Imperial | BoardGameGeek<!-- Bot generated title -->]</ref>
The designer also suggested a "[[negotiation]]" variant in which a country's decisions are made by a vote of its bondholders, with players holding more/higher bonds having greater influence. Specifically, each bond value point (the big numeral on the upper right corner of the bond certificate) counts as one vote. Players can lend and give one another money, but the bank and treasuries still cannot give or lend money in any way. Because a nation can go onto the Investor field against the will of the holder of the flag, the government is not forced to pay out every bond. Rather, the treasury pays as much interest as possible, beginning with the lowest (2M) bond and then up from there. In the event that the investor card is still used, it is unnecessary to allow extra investment by players who do not have a flag, since they are still able to participate in governance through voting. Gerdts notes, "You do not need a government to lead a country anymore. What you rather need is majorities for your ideas, and the right [[coalition]]-partners in critical situations! It's all about negotiation and backstabbing now..."<ref>Gerdts, Mac: [http://www.boardgamegeek.com/article/1243353 Imperial Negotiation], Dec. 26, 2006.</ref> The gameflow can be described as follows:
# Flag holder proposes rondel action.
# If others dissent, a vote is called for the action to be taken. Player's who hold the bonds of the country in question weighted votes based on their respective bond values. At least 51% of the held bond value is needed to hinder the government from an action. If no alternative gets more than 50%, the government's decision is upheld.
# Players are allowed to trade and negotiate anything at any time except the transfer of bonds.
The Swiss Bank variant, designed to benefit players who lose their last government, makes it possible to force a nation in which the owner of the Swiss bank holds bonds to stop on the investor field on the rondel. The blank cardboard tile included with the game indicates ownership of the Swiss bank. If the nation's treasury is not sufficient for all payouts, the nation cannot be forced to stop on Investor.<ref>Gerdts, Mac: [http://www.boardgamegeek.com/thread/203350 Swiss Bank variant], September 1, 2007.</ref>
The game has a regular and advanced set of rules for beginning the game. Under the regular rules, each player starts out with control of a given country and also acquires two bonds in other countries. The game is generally regarded as "broken" under this set of rules{{Fact|date=September 2007}} because a player can have his country bought out from under him in the first turn, and end up sidelined from the action before he has even had a chance to act: this is offset by the rule that states that any player bought off the rondel receives $1,000,000 from the buying player and then has the immediate opportunity to buy any available bond. Each time the investor space is passed, the player-without-country again has the chance to buy any available bond. This remains the case until the player-without-country has a majority share of any country. This is a strong position to hold because small bonds pay better percentages than large ones, so the frequent opportunity to buy means that the player would acquire many small bonds. The advanced rules call for a series of opportunities for each player in rotating order to purchase one bond of any available value from each country at the start of the game.
[[drinking game|Drinking variants]] typically involve a different drink for each country; e.g. [[beerenauslese]] for Austria; [[Strega (liqueur)|strega]] for Italy; [[Champagne (wine)|champagne]] for France; [[gin and tonic]] for the United Kingdom; [[Kölsch]] (or other German beer) for Germany; and [[vodka]] for Russia.<ref>[http://www.boardgamegeek.com/thread/157954 Drinking variant | Imperial | BoardGameGeek<!-- Bot generated title -->]</ref> Drinking can be required when certain events occur in the game, such as losing a flag or a territory.
Greg Berry created an Asia Expansion map that was approved by Mac Gerdts. The map is based on the [[Avalon Hill]] ''[[Colonial Diplomacy]]'' map, designed by Peter Hawes. The six imperial nations that appear on this map are China (Yellow), Japan (Green), French South East Asia Colonies (Blue), U.K. India colony (Red), Turkish Empire (Black) and Russian Empire (Purple). As in the regular version of Imperial, there are also territories and sea regions that can be taken over. There are certain neutral countries and sea regions that, like Switzerland in the regular version, cannot be taken over. The Java Sea and Timor Sea are passable but do not score for any country possessing them in the taxation phase.<ref>[http://www.boardgamegeek.com/file/info/29449 Imperial - Asia Expansion Map and Rules | File Info | Imperial | BoardGameGeek<!-- Bot generated title -->]</ref>
==References==
{{reflist|2}}
==External links==
*[http://www.eggertspiele.de/down/imperial/imperial_regel_e.pdf ''Imperial'' Rules]
*[http://files.boardgamegeek.com/viewfile.php3?fileid=22252 ''Imperial'' FAQ 1.0]
*[http://files.boardgamegeek.com/viewfile.php3?fileid=22053 ''Imperial'' Forum Summary of Answers by designer Mac Gerdts]
*[http://www.michas-spielmitmir.de/spieletests.php?id=imperial German review on Michas-Spielmitmir.de]
*{{bgg|24181|''Imperial''}}
[[Category:Spiel des Jahres winners]]
[[Category:Economic simulation board games]]
[[Category:Rio Grande Games games]]
[[da:Imperial (spil)]]
[[de:Imperial (Spiel)]]
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{{Infobox_Game
|subject_name=Imperial
|image_link= [[Image:Rondel.jpg| Imperial |250px]]|
|image_caption=The ''Imperial'' [[rondel]]. Players start on a field of their choice and move clockwise.
|designer=[[Mac Gerdts]]
|publisher=[[Rio Grande Games]]<br/>[[PD-Games]]<br/>[[Eggert-Spiele]]
|players=2–6
|ages=12 and up
|setup_time= 10 minutes
|playing_time= 120 minutes
|complexity=Medium
|strategy=Medium
|random_chance=None
|skills=[[Strategy|Strategic thought]]
|bggid=24181
|bggxrefs=
|footnotes=
}}
'''''Imperial''''' is a [[German-style board game]] designed by [[Mac Gerdts]] in which the object is to accumulate wealth in the form of bond holdings in successful countries and cash. Players take on the role of international [[financier]]s who purchase [[government bond]]s in the six pre-[[World War I]] [[empire]]s of [[Austria-Hungary]], [[France]], [[Germany]], [[United Kingdom of Great Britain and Ireland|Britain]], [[Italy]], and [[Russia]]. The principal bondholder of a nation gains control of its government and can order importation or production of armaments and ships; maneuvering of military units; construction of factories; and taxation. During play, an investor card is passed around which allows the purchase of additional bonds. A [[rondel]] – a wheel-shaped game mechanism with eight different options – is used to determine the options available to a country. The game box states that it is for 2–6 players, but a developer-supported variant allows play with seven.<ref name="Seven">*Gerdts, Mac: [http://www.boardgamegeek.com/article/1351618 First time SEVEN player session], Feb. 20, 2007.</ref>
==History and development==
''Imperial'' was first published in [[2006 in games|2006]] in Germany. It was then translated into English and exported to the United States. It is frequently seen at [[board game convention]]s and [[board game club]]s that specialize in Eurogames and is popular at tournaments.{{Fact|date=September 2007}} In [[2007]], ''Imperial'' was nominated as a Spiel des Jahres recommended game.<ref>[http://www.funagain.com/control/productaward/~award_year=2007/~award_type=SDJ/~VIEW_SIZE=10/~VIEW_INDEX=1/ 2007 Spiel des Jahres winners], Funagain games.</ref>
==Gameplay==
===Cash flow===
[[Image:Imperial bank notes.jpg|thumb|225px|right|[[Bank note]]s.]]
Players gain money by (1) earning success bonuses from countries they control, (2) earning 2,000,000 when the investor card they hold is activated, and (3) reaping dividends from their bonds. Treasuries gain money from taxation and when players buy bonds. So, gaining money can be a two-step process – one must first enrich a country's treasury and then get that money out of the country and into their own pocket by passing or landing on the Investor field. A country only spends money on two things – importing military units (1M apiece) and building factories (5M apiece) – so most money put into a treasury becomes available to pay back to investors. Money left in a country's treasury at the end of the game does not count toward helping any player win.
In the taxation phase, a country's treasury receives 2M for each unoccupied factory, plus 1M for each tax chip, minus 1M for each military unit. The country's octagonal game piece is moved to the appropriate number on the power chart, and if the country has moved up on the tax chart, a success bonus is paid to the player who holds that country's flag. When a country reaches 25 points on the counting chart, the game ends.
===Military units===
[[Image:Imperial pieces.jpg|thumb|225px|right|''Imperial'' pieces. Shown here are the turn marker, an octagonal game piece, an army, a fleet, a tax chip, a shipyard, and an armaments facility.]]
Military units move in a similar manner as in ''[[Diplomacy (board game)|Diplomacy]]''. Armies can be transported over bodies of water by convoys. Fleets and armies destroy each other in a one-to-one ratio. Fleets are always moved first; then armies. Each imperial power has a [[railroad]] network within its borders by which its armies can rapidly deploy to the battlefield. For example, in one turn, Germany can move a fleet into the North Sea, and then move an army from Munich to Norway by (1) traveling from Munich to Hamburg by railroad, and then (2) traveling from Hamburg to Norway by convoy. In Germany's next turn, that army can make the return trip by the same means. Chains of fleets in contiguous ocean territories can transport armies over long distances in one turn, but each fleet can only carry one army per turn.
Armies traveling through other empires can be either passive or hostile. A hostile army is placed upright and a passive army is placed on its side. Hostile armies shut down the occupied province's factories and railroads and prevent imports and factory construction in that province. The rules do not allow opponents to occupy (or destroy) all of a country's factories, though. If a country is down to its last operating factory, then other countries' armies entering that province must be placed on their side as passive armies.<ref>[http://www.boardgamegeek.com/thread/308191 Rule against shutting down/destroying all of a country's factories | Imperial | BoardGameGeek<!-- Bot generated title -->]</ref>
Three armies can destroy a factory (and themselves at the same time), but this is rarely done.<ref>Lawrence, J.C.: [http://www.boardgamegeek.com/thread/181697 Who Destroy Factories?], [[Boardgamegeek]] thread started July 16, 2007.</ref> A reason is that a player with three armies at his disposal has the alternative of shutting down three factories, which can immediately severely hamper an opponent's ability to raise funds and military units needed for a counterattack. To get back to full industrial capacity, the opponent must expend turns and armies destroying the occupying armies. Another disadvantage of destroying factories is that the three invading armies are lost, and therefore are unavailable to be recalled to defend the home country. An offer to withdraw occupying armies can be used as a bargaining chip to get a country to take a certain action. But when a factory has been destroyed, the invader has no way to undo the damage, and therefore has nothing to offer in bargaining (and is also three armies shorter).
Austria-Hungary gets two more armies than the other empires, and Great Britain gets two more fleets.
===Game board===
[[Image:Imperial board.jpg|thumb|225px|right|The ''Imperial'' board.]]
Each great power has five home provinces where factories can be built. There are fifteen other land regions and nine ocean regions. The regions that can be occupied are:
*Provinces: [[Dublin]], [[Edinburgh]], [[Liverpool]], [[Sheffield]], [[London]]; [[Brest, France|Brest]], [[Paris]], [[Dijon]], [[Bordeaux]], [[Marseille]]; [[Hamburg]], [[Berlin]], [[Danzig]], [[Cologne]], [[Munich]]; [[St. Petersburg]], [[Moscow]], [[Warsaw]], [[Kiev]], [[Odessa]]; [[Prague]], [[Lemberg]], [[Vienna]], [[Budapest]], [[Trieste]]; [[Genoa]], [[Venice]], [[Florence]], [[Rome]], and [[Naples]].
*Land regions: [[Spain]], [[Portugal]], [[Morocco]], [[Algeria]], [[Tunis]], [[Belgium]], [[Holland]], [[Denmark]], [[Norway]], [[Sweden]], West [[Balkans|Balkan]], [[Greece]], [[Romania]], [[Bulgaria]], and [[Turkey]].
*Ocean regions: [[Baltic Sea]], [[North Sea]], [[North Atlantic]], [[English Channel]], [[Bay of Biscay]], Western [[Mediterranean Sea]], [[Ionian Sea]], Eastern Mediterranean Sea, and [[Black Sea]].
[[Switzerland]] is a [[neutral country]] that cannot be occupied. Along the right side of the board is the power chart. Along the bottom is the counting chart. Once any country reaches 25 points on the counting chart, the game ends. This is the mechanism by which game time is intended to be limited to approximately 2–3 hours.{{Fact|date=September 2007}}
===Bonds===
[[Image:Uk bond.jpg|thumb|225px|right|The lower-value bonds have higher [[rate of return|rates of return]].]]
Each country has eight bonds. The bond values are as follows:
{| class="wikitable"
|- bgcolor="#ececec" valign=top
!'''Value'''
!'''Cost'''
!'''Payout'''
|----
|1
|2,000,000
|1,000,000 (50%)
|----
|2
|4,000,000
|2,000,000 (50%)
|----
|3
|6,000,000
|3,000,000 (50%)
|----
|4
|9,000,000
|4,000,000 (44%)
|----
|5
|12,000,000
|5,000,000 (42%)
|----
|6
|16,000,000
|6,000,000 (38%)
|----
|7
|20,000,000
|7,000,000 (35%)
|----
|8
|25,000,000
|8,000,000 (32%)
|}
===Winning===
At the end of the game, [[victory point]]s are tallied up to determine the winner. The formula is 1 victory point for each million in cash in hand plus the interest (the big number at the top of the bond certificate) for each bond held multiplied by the credit factor shown for that country on the counting chart. There are [[tiebreaker]]s in the event two players have the same number of victory points.
===Strategy===
{{Refimprove|date=September 2007}}
Players need to balance the desire to gain more territories with the need to defend existing colonies and the homeland. As neighboring countries build up their militaries, it becomes necessary to anticipate their actions. For instance, if Germany has several armies within striking distance of French territory, France may wish to take note of the Germany leader's bond holdings. A player without any French bonds will be much more likely to attack France than a player heavily invested in France.
It is also important to take note of where other countries are on the rondel. A country whose next logical move would be to tax, invest, build a factory, or do some other innocuous activity is likely not an immediate military threat. On the other hand, if an opponent's country is about to move to taxation and end the game, it may be desirable to shut down its factories or otherwise reduce its tax base. Similarly, if all the pieces on the rondel have just passed investor, and every player has a country, one can make his move without fear of his own country immediately being bought out by someone else, because it will be awhile before anyone has another chance to invest.
A popular strategy is to gain control over two neighboring countries (e.g. Germany and Russia) so that each has a front covered and can launch offensives without worrying about an attack from that direction.
Players' bond holdings are open to public scrutiny, but they are allowed to keep their cash on hand secret. It is usually wise to avoid divulging this information because opponents can use it to gauge whether a [[hostile takeover]] is likely.
Sometimes players will buy out a country that has undergone expansion just as it is about to land on Taxation, in order to reap the success bonus. To prevent this from happening, a player on the Maneuver space next to the Investor space may pay the extra 4M to move ahead to Taxation. A player wanting to get rid of a country can begin building up its military, increasing its tax and factory bases, accumulating cash, and in general acting in ways that make other investors want to buy it in order to neutralize it as a threat and/or cash in on its profitability.<ref>[http://www.boardgamegeek.com/thread/304043 How to put lipstick a pig (and sell or eat it). | Imperial | BoardGameGeek<!-- Bot generated title -->]</ref>
===Recognized variants===
[[Image:Investor.jpg|thumb|225px|right|Eliminating the investor card removes one opportunity for getting money from the bank.]]
The game went through decades of [[play-testing]] before it was commercially released.{{Fact|date=September 2007}} Many variants were created during this period.
One popular variant, mentioned in the rule book, removes the investor card. The rule book notes that this creates a somewhat less exciting but more strategic game. It tends to prevent [[hostile takeover]]s before a country's first turn.<ref>http://files.boardgamegeek.com/geekfile_view.php?fileid=22053</ref>
A [[house rule]] promulgated by the designer allows a player who controls no countries to collect $1M from the bank if he chooses not to invest when the investor card is activated.<ref name="Seven"/> This may be particularly useful in 7-player games. It may also be a way to prevent less experienced players from getting "stuck" when they find themselves with no flag and little money.<ref>[http://www.boardgamegeek.com/thread/143044 No money no flag? | Imperial | BoardGameGeek<!-- Bot generated title -->]</ref>
The designer also suggested a "[[negotiation]]" variant in which a country's decisions are made by a vote of its bondholders, with players holding more/higher bonds having greater influence. Specifically, each bond value point (the big numeral on the upper right corner of the bond certificate) counts as one vote. Players can lend and give one another money, but the bank and treasuries still cannot give or lend money in any way. Because a nation can go onto the Investor field against the will of the holder of the flag, the government is not forced to pay out every bond. Rather, the treasury pays as much interest as possible, beginning with the lowest (2M) bond and then up from there. In the event that the investor card is still used, it is unnecessary to allow extra investment by players who do not have a flag, since they are still able to participate in governance through voting. Gerdts notes, "You do not need a government to lead a country anymore. What you rather need is majorities for your ideas, and the right [[coalition]]-partners in critical situations! It's all about negotiation and backstabbing now..."<ref>Gerdts, Mac: [http://www.boardgamegeek.com/article/1243353 Imperial Negotiation], Dec. 26, 2006.</ref> The gameflow can be described as follows:
# Flag holder proposes rondel action.
# If others dissent, a vote is called for the action to be taken. Player's who hold the bonds of the country in question weighted votes based on their respective bond values. At least 51% of the held bond value is needed to hinder the government from an action. If no alternative gets more than 50%, the government's decision is upheld.
# Players are allowed to trade and negotiate anything at any time except the transfer of bonds.
The Swiss Bank variant, designed to benefit players who lose their last government, makes it possible to force a nation in which the owner of the Swiss bank holds bonds to stop on the investor field on the rondel. The blank cardboard tile included with the game indicates ownership of the Swiss bank. If the nation's treasury is not sufficient for all payouts, the nation cannot be forced to stop on Investor.<ref>Gerdts, Mac: [http://www.boardgamegeek.com/thread/203350 Swiss Bank variant], September 1, 2007.</ref>
The game has a regular and advanced set of rules for beginning the game. Under the regular rules, each player starts out with control of a given country and also acquires two bonds in other countries. The game is generally regarded as "broken" under this set of rules{{Fact|date=September 2007}} because a player can have his country bought out from under him in the first turn, and end up sidelined from the action before he has even had a chance to act: this is offset by the rule that states that any player bought off the rondel receives $1,000,000 from the buying player and then has the immediate opportunity to buy any available bond. Each time the investor space is passed, the player-without-country again has the chance to buy any available bond. This remains the case until the player-without-country has a majority share of any country. This is a strong position to hold because small bonds pay better percentages than large ones, so the frequent opportunity to buy means that the player would acquire many small bonds. The advanced rules call for a series of opportunities for each player in rotating order to purchase one bond of any available value from each country at the start of the game.
[[drinking game|Drinking variants]] typically involve a different drink for each country; e.g. [[beerenauslese]] for Austria; [[Strega (liqueur)|strega]] for Italy; [[Champagne (wine)|champagne]] for France; [[gin and tonic]] for the United Kingdom; [[Kölsch]] (or other German beer) for Germany; and [[vodka]] for Russia.<ref>[http://www.boardgamegeek.com/thread/157954 Drinking variant | Imperial | BoardGameGeek<!-- Bot generated title -->]</ref> Drinking can be required when certain events occur in the game, such as losing a flag or a territory.
Greg Berry created an Asia Expansion map that was approved by Mac Gerdts. The map is based on the [[Avalon Hill]] ''[[Colonial Diplomacy]]'' map, designed by Peter Hawes. The six imperial nations that appear on this map are China (Yellow), Japan (Green), French South East Asia Colonies (Blue), U.K. India colony (Red), Turkish Empire (Black) and Russian Empire (Purple). As in the regular version of Imperial, there are also territories and sea regions that can be taken over. There are certain neutral countries and sea regions that, like Switzerland in the regular version, cannot be taken over. The Java Sea and Timor Sea are passable but do not score for any country possessing them in the taxation phase.<ref>[http://www.boardgamegeek.com/file/info/29449 Imperial - Asia Expansion Map and Rules | File Info | Imperial | BoardGameGeek<!-- Bot generated title -->]</ref>
==References==
{{reflist|2}}
==External links==
*[http://www.eggertspiele.de/down/imperial/imperial_regel_e.pdf ''Imperial'' Rules]
*[http://files.boardgamegeek.com/viewfile.php3?fileid=22252 ''Imperial'' FAQ 1.0]
*[http://files.boardgamegeek.com/viewfile.php3?fileid=22053 ''Imperial'' Forum Summary of Answers by designer Mac Gerdts]
*[http://www.michas-spielmitmir.de/spieletests.php?id=imperial German review on Michas-Spielmitmir.de]
*{{bgg|24181|''Imperial''}}
[[Category:Spiel des Jahres winners]]
[[Category:Economic simulation board games]]
[[Category:Rio Grande Games games]]
[[da:Imperial (spil)]]
[[de:Imperial (Spiel)]]
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In a Pickle (card game)
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{{orphan|date=August 2009}}
{{Infobox game
| title = In a Pickle
| subtitle = The What's in a Word Game
| image_link =
| image_caption =
| designer = Colleen McCarthy-Evans and Joyce Johnson
| illustrator = David Semple
| publisher = Gamewright
| players = 2 to 6
| ages = 10 and up
| setup_time = less than 1 minute
| playing_time = 30 minutes
| random_chance = some
| skills = creative thinking
| footnotes =
| bggid =
| bggxrefs =
}}
'''In a Pickle''' is a card game for two to six players. It was published by Gamewright in 2004. The game is sometimes compared to the more popular game of [[Apples to Apples]].
==Gameplay==
"In a Pickle" contains 320 cards, each displaying a noun. To start the game, each player is dealt five cards, and four cards are placed face up in the shape of a "plus" sign in the center of the table. On his turn, a player may take a card from his hand and place it under or on top of one of the four piles in the center of the table. If the player places his card on ''top'' of the pile, the object represented by the noun on his card must be ''larger'' than the card it is placed over (for example, "oven" may be placed on top of "pie."). If he places his card ''beneath'' the pile, the object on his card must ''fit inside'' the object it is placed under (for example, "person" may be placed beneath "car"). A card may '''not''' be placed between two cards, as it must be placed either on top of the entire pile or underneath the entire pile. After placing a card on top of or underneath a pile, the player then draws a card from the stack of unused cards to replenish his hand. The rule book encourages players to be creative when placing cards; one possible creative play is to place "universe" beneath "dictionary", as the word "universe" can be found in a dictionary. If a player cannot or chooses not to play a card, he may exchange up to three cards from his hand for the same number of cards from the pile of unused cards before ending his turn.
==Pickle Round==
Once the fourth card is placed in any of the four stacks, a "pickle round" begins. Starting with the player to the left of the player who placed the fourth card and going clockwise, each player gets one chance to play a card on top of the stack in question. Cards may not be played beneath this stack, and cards may not be played on or under any stack other than the stack with four cards. The player who has played the last card on the stack once the pickle round ends "wins" the stack and places it next to himself. Once a player wins a certain number of stacks, he wins the game. The number of stacks required to win the game is as follows:
{| class="wikitable"
|-
! Number of Players
! Number of Stacks to Win
|-
| 2 players
| 5 stacks
|-
| 3 or 4 players
| 4 stacks
|-
| 5 or 6 players
| 3 stacks
|}
After the pickle round ends, a card is drawn from the stack of unused cards to start a new stack, ensuring that there are always four playable stacks. The player to the left of the player who started the pickle round takes the next turn to resume normal play.
==Alternate game play==
Under normal rules, each card played is only required to relate to the card that it touches. However, when playing with alternate rules, which are recommended when playing with only two players, each card must relate to '''all''' the cards in the stack. As an example, normal rules would allow the sequence Lawyer-Pickle-Jar, because a lawyer could be in a pickle (in a manner of speaking) and a pickle can fit in a jar, but the alternate rules would not allow this because a lawyer cannot fit in a jar.
==References==
*[http://www.gamewright.com/gamewright/pdfs/Rules/InaPickle-RULES.pdf Official Rules (PDF)]
*[http://boardgamegeek.com/game/12205 BoardGameGeek entry]
{{DEFAULTSORT:In A Pickle (Card Game)}}
[[Category:Word games]]
[[Category:Dedicated deck card games]]
i2nxebq3v371at4u9uwyfjiob8fp3mg
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{{orphan|date=August 2009}}
{{Infobox game
| title = In a Pickle
| subtitle = The What's in a Word Game
| image_link =
| image_caption =
| designer = Colleen McCarthy-Evans and Joyce Johnson
| illustrator = David Semple
| publisher = Gamewright
| players = 2 to 6
| ages = 10 and up
| setup_time = less than 1 minute
| playing_time = 30 minutes
| random_chance = some
| skills = creative thinking
| footnotes =
| bggid =
| bggxrefs =
}}
'''In a Pickle''' is a card game for two to six players. It was published by Gamewright in 2004. The game is sometimes compared to the more popular game of [[Apples to Apples]].
==Gameplay==
"In a Pickle" contains 320 cards, each displaying a noun. To start the game, each player is dealt five cards, and four cards are placed face up in the shape of a "plus" sign in the center of the table. On his turn, a player may take a card from his hand and place it under or on top of one of the four piles in the center of the table. If the player places his card on ''top'' of the pile, the object represented by the noun on his card must be ''larger'' than the card it is placed over (for example, "oven" may be placed on top of "pie."). If he places his card ''beneath'' the pile, the object on his card must ''fit inside'' the object it is placed under (for example, "person" may be placed beneath "car"). A card may '''not''' be placed between two cards, as it must be placed either on top of the entire pile or underneath the entire pile. After placing a card on top of or underneath a pile, the player then draws a card from the stack of unused cards to replenish his hand. The rule book encourages players to be creative when placing cards; one possible creative play is to place "universe" beneath "dictionary", as the word "universe" can be found in a dictionary. If a player cannot or chooses not to play a card, he may exchange up to three cards from his hand for the same number of cards from the pile of unused cards before ending his turn.
==Pickle Round==
Once the fourth card is placed in any of the four stacks, a "pickle round" begins. Starting with the player to the left of the player who placed the fourth card and going clockwise, each player gets one chance to play a card on top of the stack in question. Cards may not be played beneath this stack, and cards may not be played on or under any stack other than the stack with four cards. The player who has played the last card on the stack once the pickle round ends "wins" the stack and places it next to himself. Once a player wins a certain number of stacks, he wins the game. The number of stacks required to win the game is as follows:
{| class="wikitable"
|-
! Number of Players
! Number of Stacks to Win
|-
| 2 players
| 5 stacks
|-
| 3 or 4 players
| 4 stacks
|-
| 5 or 6 players
| 3 stacks
|}
After the pickle round ends, a card is drawn from the stack of unused cards to start a new stack, ensuring that there are always four playable stacks. The player to the left of the player who started the pickle round takes the next turn to resume normal play.
==Alternate game play==
Under normal rules, each card played is only required to relate to the card that it touches. However, when playing with alternate rules, which are recommended when playing with only two players, each card must relate to '''all''' the cards in the stack. As an example, normal rules would allow the sequence Lawyer-Pickle-Jar, because a lawyer could be in a pickle (in a manner of speaking) and a pickle can fit in a jar, but the alternate rules would not allow this because a lawyer cannot fit in a jar.
==References==
*[http://www.gamewright.com/gamewright/pdfs/Rules/InaPickle-RULES.pdf Official Rules (PDF)]
*[http://boardgamegeek.com/game/12205 BoardGameGeek entry]
{{DEFAULTSORT:In A Pickle (Card Game)}}
[[Category:Word games]]
[[Category:Dedicated deck card games]]
i2nxebq3v371at4u9uwyfjiob8fp3mg
Infinite Armies
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2008-02-23T12:28:43Z
Craw-daddy
867405
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text/x-wiki
{{Infobox Game | subject_name= Infinite Armies
| image_link=[[Image:Iacover.gif]]
| image_caption =
| designer= [[Greg Porter]]
| publisher= [[Blacksburg Tactical Research Center]]
| players= Two
| recommened age= 11 and up
| setup_time= < 3 minutes<sup>1</sup>
| playing_time= ~ 20 minutes
| complexity= Medium
| strategy= High
| random_chance= Low
| skills= [[Collectible card game|Card playing]]
| bggid=19294
| footnotes= <sup>1</sup> Game setup may take much longer when players first develop their cards.
}}
'''''Infinite Armies''''' is a customizable [[card game]] for two players. It was created by Greg Porter, and published in [[2005 in games|2005]] by [[Blacksburg Tactical Research Center]]. It follows on the success of the [[collectible card game]] genre, but establishes its own niche by focusing more on card and deck customization. It breaks from the traditional collectible card games by allowing players to fully design and customize their own cards. Players do not even buy cards, but print their own. Whether this is a viable business concept is still being tested, as most card games rely heavily on sales of cards and the continued publication of new cards.
The heart of the game is a [[PDF]] file called ''iArmy Builder'', which uses the functions of the [[Adobe Acrobat]] program to allow players to create and print their own cards using any graphics files they like. The first versions focused on traditional modern armies, with [[tank]]s, [[infantry]], [[Military aircraft|airpower]], etc. But in theory, a player may base their cards on any idea they like, such as [[spacecraft]], [[fantasy]], [[cartoon|cartoon characters]], or even photos of friends and family.
==Awards==
* 2006: [[Origins Awards|Origins Vanguard Award]] for new gaming concept. It is the first PDF-only game ever to win an Origins award.<ref>{{cite web| url=http://www.originsgamefair.com/awards/2005| title=Origins Award Winners (2005)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2008-02-23}}</ref>
==References==
<references/>
==External links==
*[http://www.btrc.net/html/iarmies.html ''Infinite Armies''] at Blacksburg Tactical Research Center website
*[http://e23.sjgames.com/item.html?id=BTR1501 Review by Steve Jackson Games]
[[Category:Dedicated deck card games]]
[[Category: Origins Award winners]]
{{card-game-stub}}
si1xabcrttr5kfnxwbb1pjf8wihsx0y
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Kingstonlee
1735031
1 revision
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text/x-wiki
{{Infobox Game | subject_name= Infinite Armies
| image_link=[[Image:Iacover.gif]]
| image_caption =
| designer= [[Greg Porter]]
| publisher= [[Blacksburg Tactical Research Center]]
| players= Two
| recommened age= 11 and up
| setup_time= < 3 minutes<sup>1</sup>
| playing_time= ~ 20 minutes
| complexity= Medium
| strategy= High
| random_chance= Low
| skills= [[Collectible card game|Card playing]]
| bggid=19294
| footnotes= <sup>1</sup> Game setup may take much longer when players first develop their cards.
}}
'''''Infinite Armies''''' is a customizable [[card game]] for two players. It was created by Greg Porter, and published in [[2005 in games|2005]] by [[Blacksburg Tactical Research Center]]. It follows on the success of the [[collectible card game]] genre, but establishes its own niche by focusing more on card and deck customization. It breaks from the traditional collectible card games by allowing players to fully design and customize their own cards. Players do not even buy cards, but print their own. Whether this is a viable business concept is still being tested, as most card games rely heavily on sales of cards and the continued publication of new cards.
The heart of the game is a [[PDF]] file called ''iArmy Builder'', which uses the functions of the [[Adobe Acrobat]] program to allow players to create and print their own cards using any graphics files they like. The first versions focused on traditional modern armies, with [[tank]]s, [[infantry]], [[Military aircraft|airpower]], etc. But in theory, a player may base their cards on any idea they like, such as [[spacecraft]], [[fantasy]], [[cartoon|cartoon characters]], or even photos of friends and family.
==Awards==
* 2006: [[Origins Awards|Origins Vanguard Award]] for new gaming concept. It is the first PDF-only game ever to win an Origins award.<ref>{{cite web| url=http://www.originsgamefair.com/awards/2005| title=Origins Award Winners (2005)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2008-02-23}}</ref>
==References==
<references/>
==External links==
*[http://www.btrc.net/html/iarmies.html ''Infinite Armies''] at Blacksburg Tactical Research Center website
*[http://e23.sjgames.com/item.html?id=BTR1501 Review by Steve Jackson Games]
[[Category:Dedicated deck card games]]
[[Category: Origins Award winners]]
{{card-game-stub}}
si1xabcrttr5kfnxwbb1pjf8wihsx0y
Iron Dragon (board game)
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2009-09-06T23:02:37Z
Mythobeast
220576
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text/x-wiki
{{Infobox_Game
| subject_name = Iron Dragon
| image_link = <!-- Deleted image removed: [[Image:Iron Dragon.jpg|250px|''Iron Dragon'']] -->
| image_caption = Box Art.
| designer = Tom Wham & Darwin Bromley
| publisher = [[Mayfair Games]] {{flagicon|UK}}{{flagicon|USA}}
| players = 2 to 6
| ages = 12 years and up
| setup_time = approx. 10 minutes
| playing_time = 120 to 600 minutes
| complexity = Medium
| strategy = Medium
| random_chance = Medium
| skills = [[strategic planning]], [[rail building]]
| bggid = 13
| bggxrefs = t
| footnotes =
}}
'''''Iron Dragon''''' is a [[Crayon rails]] board game by [[Mayfair Games]]. There is also a Windows computer version of the game, called ''[[Rail Empires: Iron Dragon]]'', but the company that created it cannot sell it because they no longer maintain the license from Mayfair Games.
==Gameplay==
The basic goal of Iron Dragon is to connect cities by buying/building rails, and by this infrastructure to deliver goods such as dragons, wands, spells, pipe weed, gems, wine and ale to where there is a demand. The world is set in a roughly fantasy world, but with the presence of dragon-based locomotives.
==External links==
*{{bgg|130|''Iron Dragon''}}
*[http://www.irondragon.org/ Eden's ''Rail Empires: Iron Dragon'' Homepage] (no longer available for purchase)
[[Category:Railroad board games]]
[[Category:Tom Wham games]]
[[Category:Mayfair Games games]]
9p15aiwx7z9ypu6bs98cknqapsebite
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Kingstonlee
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text/x-wiki
{{Infobox_Game
| subject_name = Iron Dragon
| image_link = <!-- Deleted image removed: [[Image:Iron Dragon.jpg|250px|''Iron Dragon'']] -->
| image_caption = Box Art.
| designer = Tom Wham & Darwin Bromley
| publisher = [[Mayfair Games]] {{flagicon|UK}}{{flagicon|USA}}
| players = 2 to 6
| ages = 12 years and up
| setup_time = approx. 10 minutes
| playing_time = 120 to 600 minutes
| complexity = Medium
| strategy = Medium
| random_chance = Medium
| skills = [[strategic planning]], [[rail building]]
| bggid = 13
| bggxrefs = t
| footnotes =
}}
'''''Iron Dragon''''' is a [[Crayon rails]] board game by [[Mayfair Games]]. There is also a Windows computer version of the game, called ''[[Rail Empires: Iron Dragon]]'', but the company that created it cannot sell it because they no longer maintain the license from Mayfair Games.
==Gameplay==
The basic goal of Iron Dragon is to connect cities by buying/building rails, and by this infrastructure to deliver goods such as dragons, wands, spells, pipe weed, gems, wine and ale to where there is a demand. The world is set in a roughly fantasy world, but with the presence of dragon-based locomotives.
==External links==
*{{bgg|130|''Iron Dragon''}}
*[http://www.irondragon.org/ Eden's ''Rail Empires: Iron Dragon'' Homepage] (no longer available for purchase)
[[Category:Railroad board games]]
[[Category:Tom Wham games]]
[[Category:Mayfair Games games]]
9p15aiwx7z9ypu6bs98cknqapsebite
It's Alive! (card game)
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2009-05-08T14:08:24Z
Im>Shade Jon
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text/x-wiki
{{Infobox_Game|
subject_name=It's Alive!|
image_link= [[Image:ItsAliveGame.jpg|150px]]|
image_caption= Game in progress|
designer=[[Yehuda Berlinger]]|
publisher=[[Reiver Games]]|
players=2 to 5 |
ages= 12 and up|
setup_time= 5 minutes |
playing_time= 20–45 minutes |
complexity=Low |
strategy=Medium |
random_chance=Medium
}}
'''''It's Alive!''''' is a light set collection and auction [[board game]] designed by [[Yehuda Berlinger]] published in 2007 by [[Reiver Games]] in [[English language|English]]. A second edition, also by Reiver Games, with both English and [[German language|German]] rules was published in 2008. Players assume the roles of mad scientists racing to create a monster from body parts and bring it to life.
''It's Alive!'' can be played by two to five players and takes around 20 to 45 minutes to play.
== Gameplay ==
Players take turns to choose a card and then play it. The game ends when one player cries out ''It's Alive!'' after collecting the eight body parts needed to bring their monster to life.
First a player must choose a card by either:
* Turning over the top card of the deck, for free;
* or, buying the top card out of a player's discard pile (known as their ''graveyard'').
Once a card has been chosen players then have three options:
* Buy that card at its face value, by paying money from their stockpile of cash to the bank;
* Sell that card to the bank, adding it to the top of their ''graveyard'' and taking half the value of the card from the bank;
* Or auction it to the other players, saying what they are prepared to pay, and giving each player one chance to out-bid them.
In addition, there are two special cards: the coffin, which is treated like a wild card, and can be used instead of any body part card, and a ''villagers' uprising'' which represents irate villagers who need to be appeased by paying them off.
==Strategy==
Strategically, ''It's Alive!'' requires the players to manage their limited funds to get as many body parts as possible while denying their opponents cheap access to body parts that they need. Because buying an auctioned part from another player provides them with income, paying over the face value leads to another player gaining more benefit than the purchaser.
Since a player can only gain funds during their turn (by selling or auctioning a card), spending money during your turn can be a dangerous tactic, potentially leaving you unable to take part in auctions until your next turn.
Also, player's need to be aware that drawing the ''villagers' uprising'' can be very expensive if provisions haven't been made to meet their price.
==External links==
* [http://www.reivergames.co.uk/ItsAlive/index.html ''It's Alive!'' homepage] at Reiver Games
* {{bgg|28396|''It's Alive!''}}
[[Category:Dedicated deck card games]]
2gl0qe95n1m47mwyr1c6wmh75oi0jh8
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Kingstonlee
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{{Infobox_Game|
subject_name=It's Alive!|
image_link= [[Image:ItsAliveGame.jpg|150px]]|
image_caption= Game in progress|
designer=[[Yehuda Berlinger]]|
publisher=[[Reiver Games]]|
players=2 to 5 |
ages= 12 and up|
setup_time= 5 minutes |
playing_time= 20–45 minutes |
complexity=Low |
strategy=Medium |
random_chance=Medium
}}
'''''It's Alive!''''' is a light set collection and auction [[board game]] designed by [[Yehuda Berlinger]] published in 2007 by [[Reiver Games]] in [[English language|English]]. A second edition, also by Reiver Games, with both English and [[German language|German]] rules was published in 2008. Players assume the roles of mad scientists racing to create a monster from body parts and bring it to life.
''It's Alive!'' can be played by two to five players and takes around 20 to 45 minutes to play.
== Gameplay ==
Players take turns to choose a card and then play it. The game ends when one player cries out ''It's Alive!'' after collecting the eight body parts needed to bring their monster to life.
First a player must choose a card by either:
* Turning over the top card of the deck, for free;
* or, buying the top card out of a player's discard pile (known as their ''graveyard'').
Once a card has been chosen players then have three options:
* Buy that card at its face value, by paying money from their stockpile of cash to the bank;
* Sell that card to the bank, adding it to the top of their ''graveyard'' and taking half the value of the card from the bank;
* Or auction it to the other players, saying what they are prepared to pay, and giving each player one chance to out-bid them.
In addition, there are two special cards: the coffin, which is treated like a wild card, and can be used instead of any body part card, and a ''villagers' uprising'' which represents irate villagers who need to be appeased by paying them off.
==Strategy==
Strategically, ''It's Alive!'' requires the players to manage their limited funds to get as many body parts as possible while denying their opponents cheap access to body parts that they need. Because buying an auctioned part from another player provides them with income, paying over the face value leads to another player gaining more benefit than the purchaser.
Since a player can only gain funds during their turn (by selling or auctioning a card), spending money during your turn can be a dangerous tactic, potentially leaving you unable to take part in auctions until your next turn.
Also, player's need to be aware that drawing the ''villagers' uprising'' can be very expensive if provisions haven't been made to meet their price.
==External links==
* [http://www.reivergames.co.uk/ItsAlive/index.html ''It's Alive!'' homepage] at Reiver Games
* {{bgg|28396|''It's Alive!''}}
[[Category:Dedicated deck card games]]
2gl0qe95n1m47mwyr1c6wmh75oi0jh8
Jasmine: The Battle for the Mid-Realm
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2009-02-19T02:40:48Z
Addbot
4990712
[[User:Addbot|Bot:]] Adding Orphan Tag ([[Wikipedia_talk:WikiProject_Orphanage|Questions]]) ([[User_Talk:Addbot|Report Errors]])
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text/x-wiki
{{Orphan|date=February 2009}}
{{Unreferenced|date=July 2008}}
'''Jasmine: The Battle for the Mid-Realm''' is a fantasy-themed [[card game]], designed and introduced in 1982 by Jasmine Publications' founder Darlene Pekul. It was based on the ''Story of Jasmine'' illustrated adventure published in [[Dragon (magazine)|Dragon Magazine]] from issue #37 through #48.
Each game was sold as a complete limited-edition set of 112 cards, along with a rules fold-out. Each set was numbered and signed by the designer. Two to four players could play the game, and each was assigned a faction in the story. The object is to either be the first to collect three magic items inside that player's Castle or to have the last standing Castle in the game. Although it has some similarities to modern [[collectible card games]] - with game features like turn, play, event, combat and discard - players cannot customize their own deck. Each player always plays the same set of cards.
The game won the Strategist's Club Award in 1982 as "Most Outstanding Game". Jasmine was reviewed in the January 1983 issue Dragon Magazine.
[[Category:Dedicated deck card games]]
{{card-game-stub}}
89cr7vg4niycejdmcd9ndpoikso74j1
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4256
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Kingstonlee
1735031
1 revision
4257
wikitext
text/x-wiki
{{Orphan|date=February 2009}}
{{Unreferenced|date=July 2008}}
'''Jasmine: The Battle for the Mid-Realm''' is a fantasy-themed [[card game]], designed and introduced in 1982 by Jasmine Publications' founder Darlene Pekul. It was based on the ''Story of Jasmine'' illustrated adventure published in [[Dragon (magazine)|Dragon Magazine]] from issue #37 through #48.
Each game was sold as a complete limited-edition set of 112 cards, along with a rules fold-out. Each set was numbered and signed by the designer. Two to four players could play the game, and each was assigned a faction in the story. The object is to either be the first to collect three magic items inside that player's Castle or to have the last standing Castle in the game. Although it has some similarities to modern [[collectible card games]] - with game features like turn, play, event, combat and discard - players cannot customize their own deck. Each player always plays the same set of cards.
The game won the Strategist's Club Award in 1982 as "Most Outstanding Game". Jasmine was reviewed in the January 1983 issue Dragon Magazine.
[[Category:Dedicated deck card games]]
{{card-game-stub}}
89cr7vg4niycejdmcd9ndpoikso74j1
Java (board game)
0
2060
3948
2009-07-09T15:47:57Z
Im>BenzolBot
0
robot Adding: [[de:Java (Spiel)]]
3948
wikitext
text/x-wiki
{{about|the [[board game]]|more meanings of '''Java'''|Java (disambiguation)}}
{{Infobox_Game|
subject_name=Java |
image_link=[[File:Deskohraní 08s4 117 - Java.jpg|220px|Java]] |
image_caption= |
players=2–4 |
ages=12 + |
setup_time= 10 minutes |
playing_time= 90 minutes |
complexity=High |
strategy=High |
random_chance=Low |
skills=[[Strategy|Strategic thought]] |
footnotes =
}}
'''''Java''''' is a [[German-style board game]] designed by [[Wolfgang Kramer]] and [[Michael Kiesling]] and published in 2000 by [[Ravensburger]] in [[German (laguage)|German]] and by [[Rio Grande Games]] in English. It is illustrated by [[Franz Vohwinkel]].
''Java'' won the [[Deutscher Spiele Preis]] 9th place in 2001 and the [[Games (magazine)|Games Magazine]] Best Advanced Strategy Game in 2002. It is the second game in the [[Mask Trilogy]], following ''[[Tikal (board game)|Tikal]]'' and followed by ''[[Mexica (board game)|Mexica]]''.
The game provides the atmosphere of the [[island]] of [[Java (island)|Java]] on a [[hex map|hexagonal board]]. Players build the island and score by setting up [[palace]] [[festival]]s at opportune moments. When players run out of hexagons to build the island, the game is over. A final scoring phase now takes place and a winner is declared.
== External links ==
* {{bgg|855|''Java''}}
* {{bgg wiki|Mask_Trilogy|Mask Trilogy}}
[[Category:Board games using action points]]
[[Category:Economic simulation board games]]
[[Category:Wolfgang Kramer games]]
[[Category:Ravensburger games]]
[[Category:Rio Grande Games games]]
{{board-game-stub}}
[[da:Java (spil)]]
[[de:Java (Spiel)]]
[[fr:Java (jeu)]]
[[it:Java (gioco da tavolo)]]
r6re0x7jeiwzzbfxm5goyj8xu23p3ol
3949
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2009-12-09T23:29:55Z
Kingstonlee
1735031
1 revision
3949
wikitext
text/x-wiki
{{about|the [[board game]]|more meanings of '''Java'''|Java (disambiguation)}}
{{Infobox_Game|
subject_name=Java |
image_link=[[File:Deskohraní 08s4 117 - Java.jpg|220px|Java]] |
image_caption= |
players=2–4 |
ages=12 + |
setup_time= 10 minutes |
playing_time= 90 minutes |
complexity=High |
strategy=High |
random_chance=Low |
skills=[[Strategy|Strategic thought]] |
footnotes =
}}
'''''Java''''' is a [[German-style board game]] designed by [[Wolfgang Kramer]] and [[Michael Kiesling]] and published in 2000 by [[Ravensburger]] in [[German (laguage)|German]] and by [[Rio Grande Games]] in English. It is illustrated by [[Franz Vohwinkel]].
''Java'' won the [[Deutscher Spiele Preis]] 9th place in 2001 and the [[Games (magazine)|Games Magazine]] Best Advanced Strategy Game in 2002. It is the second game in the [[Mask Trilogy]], following ''[[Tikal (board game)|Tikal]]'' and followed by ''[[Mexica (board game)|Mexica]]''.
The game provides the atmosphere of the [[island]] of [[Java (island)|Java]] on a [[hex map|hexagonal board]]. Players build the island and score by setting up [[palace]] [[festival]]s at opportune moments. When players run out of hexagons to build the island, the game is over. A final scoring phase now takes place and a winner is declared.
== External links ==
* {{bgg|855|''Java''}}
* {{bgg wiki|Mask_Trilogy|Mask Trilogy}}
[[Category:Board games using action points]]
[[Category:Economic simulation board games]]
[[Category:Wolfgang Kramer games]]
[[Category:Ravensburger games]]
[[Category:Rio Grande Games games]]
{{board-game-stub}}
[[da:Java (spil)]]
[[de:Java (Spiel)]]
[[fr:Java (jeu)]]
[[it:Java (gioco da tavolo)]]
r6re0x7jeiwzzbfxm5goyj8xu23p3ol
Jinsei Game
0
2110
4050
2009-03-04T00:05:29Z
24.143.226.138
4050
wikitext
text/x-wiki
{{Unreferenced|date=October 2008}}
[[File:Jinsei Game kodomo.jpg|thumb|Kids playing the Jinsei Game.]]{{nihongo|'''''Jinsei Game'''''|人生ゲーム}} is the Japanese version of the board game that is called [[The Game of Life]] in [[North America]]. Unlike ''The Game of Life'', the player starts in his [[toddler]] years and has to go to [[elementary school]], [[Middle school|junior high school]], and [[high school]] before being allowed to either go to [[university]] or start his [[career]]. However, the board game has been updated numerous times like its North American counterpart. It was released in 1967 by a [[toy]] company called ''[[Takara]]''. It has been enjoyed by Japanese boys and girls for generations.
The game has been adapted for the [[Nintendo Entertainment System|Famicom]], the [[Super Nintendo Entertainment System|Super Famicom]], the [[Nintendo 64]] and the [[PlayStation]]. Most of them are considered to be electronic [[board game]]s while ''RPG Jinsei Game'' functions more like a [[role playing game]] with a [[post-industrial]] theme.
==Famicom Adaptations==
*Bakushou!! Jinsei Gekijou (1988)
*Bakushou!! Jinsei Gekijou 2 (1991)
*Bakushou!! Jinsei Gekijou 3 (1991)
*[[Aa Yakyū Jinsei Icchokusen]] (1992)
*[[RPG Jinsei Game]] (1993)
==Super Famicom Adaptations==
*Daibakushou Jinsei Gekijou - Dokidoki Seishun (1993)
*Daibakushou Jinsei Gekijou - Ooedo Nikki (1994)
*Super Jinsei Game (1994)
*Super Jinsei Game 2 (1995)
*Super Jinsei Game 3 (1996)
==Nintendo 64 Adaptations==
*[[Bakushō Jinsei 64: Mezase! Resort Ō]] (1998)
*[[Jinsei Game 64]] (1999)
==See also==
* [[Bakushou!! Jinsei Gekijou|Bakushou!! Jinsei Gekijou series]]
* [[Super Jinsei Game (series)|Super Jinsei Game series]]
[[Category:Roll-and-move board games]]
[[Category:Japanese games]]
{{board-game-stub}}
5j07yush139cidzf4qv9a3aj9w46nxq
4051
4050
2009-12-09T23:30:09Z
Kingstonlee
1735031
1 revision
4051
wikitext
text/x-wiki
{{Unreferenced|date=October 2008}}
[[File:Jinsei Game kodomo.jpg|thumb|Kids playing the Jinsei Game.]]{{nihongo|'''''Jinsei Game'''''|人生ゲーム}} is the Japanese version of the board game that is called [[The Game of Life]] in [[North America]]. Unlike ''The Game of Life'', the player starts in his [[toddler]] years and has to go to [[elementary school]], [[Middle school|junior high school]], and [[high school]] before being allowed to either go to [[university]] or start his [[career]]. However, the board game has been updated numerous times like its North American counterpart. It was released in 1967 by a [[toy]] company called ''[[Takara]]''. It has been enjoyed by Japanese boys and girls for generations.
The game has been adapted for the [[Nintendo Entertainment System|Famicom]], the [[Super Nintendo Entertainment System|Super Famicom]], the [[Nintendo 64]] and the [[PlayStation]]. Most of them are considered to be electronic [[board game]]s while ''RPG Jinsei Game'' functions more like a [[role playing game]] with a [[post-industrial]] theme.
==Famicom Adaptations==
*Bakushou!! Jinsei Gekijou (1988)
*Bakushou!! Jinsei Gekijou 2 (1991)
*Bakushou!! Jinsei Gekijou 3 (1991)
*[[Aa Yakyū Jinsei Icchokusen]] (1992)
*[[RPG Jinsei Game]] (1993)
==Super Famicom Adaptations==
*Daibakushou Jinsei Gekijou - Dokidoki Seishun (1993)
*Daibakushou Jinsei Gekijou - Ooedo Nikki (1994)
*Super Jinsei Game (1994)
*Super Jinsei Game 2 (1995)
*Super Jinsei Game 3 (1996)
==Nintendo 64 Adaptations==
*[[Bakushō Jinsei 64: Mezase! Resort Ō]] (1998)
*[[Jinsei Game 64]] (1999)
==See also==
* [[Bakushou!! Jinsei Gekijou|Bakushou!! Jinsei Gekijou series]]
* [[Super Jinsei Game (series)|Super Jinsei Game series]]
[[Category:Roll-and-move board games]]
[[Category:Japanese games]]
{{board-game-stub}}
5j07yush139cidzf4qv9a3aj9w46nxq
Karuta
0
2161
4154
2009-11-26T16:23:44Z
69.226.120.247
kill -
4154
wikitext
text/x-wiki
{{nihongo|'''Karuta'''|かるた|Karuta|loaned from the [[Portuguese language|Portuguese]] word meaning "card", ''carta''}}<ref>http://www.asahi-net.or.jp/~XS3D-BULL/essays/karuta/karuta.html</ref> is a [[Japan]]ese [[card game]].
[[Image:Obake Karuta 4-07.jpg|thumb|right|Card from the Japanese game obake karuta (monster cards), c. early 19th century. Each card features a monster from Japanese mythology and a character from the hiragana syllabary.]]
The basic idea of any karuta game is to be able to quickly determine which card out of an array of cards is required and then to grab the card before it is grabbed by an opponent. There are various types of cards which can be used to play karuta. It is also possible to play this game using two standard decks of [[playing card]]s.
There are two kinds of cards used in karuta. One kind is yomifuda (読札) or "reading cards", and the other is torifuda (取り札) or "grabbing cards." As they were denoted, the words in the yomifuda are read and players will have to find its associated torifuda before anybody else does.
The two types of karuta cards that are most often seen are the "uta-garuta" and "iroha-garuta".
In "[[uta-garuta]]", players try to find the last two lines of a [[Tanka (poetry)|tanka]] given the first three lines. It is often possible to identify a poem by its first one or two syllables. The poems for this game are taken from the [[Hyakunin Isshū|Hyakunin Isshu]] and are traditionally played on New Year's Day.
Anyone who can read [[hiragana]] can play "iroha-garuta" (いろはがるた). In this type, a typical torifuda features a drawing with a [[kana]] at one corner of the card. Its corresponding yomifuda features a [[proverb]] connected to the picture with the first syllable being the kana displayed on the torifuda.
Karuta is often played by children at elementary school and junior high-school level during class, as an educational exercise. Although several kinds of Karuta games are described below, in reality any kind of information that can be represented in card form can be used including shapes, colours, words in English, small pictures and the like.
==Varieties of Karuta==
Usually, many localities will have their own version of karuta with local history and landmarks.
===Jomo Karuta===
''Jomo Karuta'' (Japanese: 上毛かるた, ''jōmō karuta'') is a variety of karuta which features history and famous locations in [[Gunma Prefecture]]. An English version has been produced and is sold in bookstores across Gunma.{{Fact|date=June 2007}}
===[[Uta-garuta]] and [[Hyakunin Isshu]]===
''Uta Garuta'' (Japanese: 歌ガルタ, lit. ''song cards'') is a card game in which 100 [[Waka (poetry)|waka]] poems are written on two sets of cards that make up one full deck. Players have to quickly match the cards to complete a poem and recite it. The "Ogura Hyakunin Isshu" is the most popular subgenre for the ''uta garuta'' called ''Hyakunin Isshu'' (Japanese: 百人一首, lit. ''100 people, 1 poem''). Compiled in the early 1200s by the poet [[Fujiwara no Teika]], this game contains one poem each made by each of a 100 recognized famous poets.
===Hanafuda===
''[[Hanafuda]]'' (Japanese: 花札, lit. ''flower cards'') were Japanese cards with flower designs. Beginning in the early 1800s, they are still in use today with a deck of 48 cards having different pictures representing each of the 12 months.
===Iroha Garuta===
Iroha Garuta (Japanese: いろはがるた) is an easier-to-understand card for children. Representing the 47 [[syllables]] of the ''iroha'' syllabary and adds ''kyo'' (京, "capital") for the 48th (since the syllable ''-n'' ん can never start any word or phrase). A set consists of 48 [[proverb]]s each starting with a different syllable and another set of cards expressing a proverb as shown in the picture.
===Obake karuta===
[[Image:Obake Karuta 1-11.jpg|thumb|right|150px|Reproduction of a card from a deck of the late 19th century]]
'''''Obake karuta''''' is a [[Japan]]ese [[card game]]. The game was created in the [[Edo period]] and remained popular through the 1910s or 1920s.<ref name="Pflugfelder">Pflugfelder, Gregory M. "Display Case 8: Monster Merchandise (II)". Godzilla Conquers the Globe: Japanese Movie Monsters in International Film Art. Accessed 11 March 2006.</ref> Each [[playing card]] in the deck features a character from the [[hiragana]] syllabary and a creature from [[Japanese mythology]]; in fact, ''[[obake]] karuta'' means ''ghost cards'' or ''monster cards''.<ref name="Pflugfelder"/> Success requires knowledge of Japanese mythology and folklore as players attempt to collect cards that match clues read by a referee. The player who accumulates the most cards by the end of the game wins.
''Obake karuta'' is an early example of the common Japanese fascination with classifying monsters and creating new ones. The game is one of the earliest attempts by Japanese companies to categorize legendary creatures, label them, define them, and subsequently market them. As such, it is a precursor to the ''[[Godzilla]]'' films of the 1950s and later. Even more closely, ''obake karuta'' resembles the ''[[Yu-Gi-Oh! Trading Card Game|Yu-Gi-Oh!]]'' or ''[[Pokémon Trading Card Game]]'', which also involves [[collectible card game|collecting cards]] that represent fabulous creatures. In fact, many Pokémon were designed specifically after creatures from Japanese mythology.<ref name="Pflugfelder"/>
==See also==
{{commonscat|Obake karuta}}
* [[Uta-garuta]]
* [[Hanafuda]]
==References and Notes==
{{reflist}}
==External links==
*[http://a_pollett.tripod.com/cards9a.htm Andy's Playing Cards: Japanese playing cards]: An in-depth look at cards used in karuta.
*[http://www.asahi-net.or.jp/~xs3d-bull/essays/karuta/karuta.html Karuta: Sports or Culture]: A detailed essay about the game.
*[http://www.genkienglish.net/Karuta.htm Karuta at GenkiEnglish]: a variation of the game using picture cards.
*http://www.pingmag.jp/2007/01/09/karuta-japanese-card-games/
*[http://tengudo.jp/english OoishiTengudo/Karuta and Hanafuda]: Shop of old standing in Kyoto.
[[Category:Dedicated deck card games]]
[[Category:Japanese games]]
[[Category:Japanese card games]]
[[de:Karuta]]
[[fr:Karuta]]
[[id:Karuta]]
[[it:Garuta]]
[[ja:かるた]]
[[fi:Karuta]]
5ikm75f83qmnh9x4bq2tk3aewpjoy8f
4155
4154
2009-12-09T23:30:26Z
Kingstonlee
1735031
1 revision
4155
wikitext
text/x-wiki
{{nihongo|'''Karuta'''|かるた|Karuta|loaned from the [[Portuguese language|Portuguese]] word meaning "card", ''carta''}}<ref>http://www.asahi-net.or.jp/~XS3D-BULL/essays/karuta/karuta.html</ref> is a [[Japan]]ese [[card game]].
[[Image:Obake Karuta 4-07.jpg|thumb|right|Card from the Japanese game obake karuta (monster cards), c. early 19th century. Each card features a monster from Japanese mythology and a character from the hiragana syllabary.]]
The basic idea of any karuta game is to be able to quickly determine which card out of an array of cards is required and then to grab the card before it is grabbed by an opponent. There are various types of cards which can be used to play karuta. It is also possible to play this game using two standard decks of [[playing card]]s.
There are two kinds of cards used in karuta. One kind is yomifuda (読札) or "reading cards", and the other is torifuda (取り札) or "grabbing cards." As they were denoted, the words in the yomifuda are read and players will have to find its associated torifuda before anybody else does.
The two types of karuta cards that are most often seen are the "uta-garuta" and "iroha-garuta".
In "[[uta-garuta]]", players try to find the last two lines of a [[Tanka (poetry)|tanka]] given the first three lines. It is often possible to identify a poem by its first one or two syllables. The poems for this game are taken from the [[Hyakunin Isshū|Hyakunin Isshu]] and are traditionally played on New Year's Day.
Anyone who can read [[hiragana]] can play "iroha-garuta" (いろはがるた). In this type, a typical torifuda features a drawing with a [[kana]] at one corner of the card. Its corresponding yomifuda features a [[proverb]] connected to the picture with the first syllable being the kana displayed on the torifuda.
Karuta is often played by children at elementary school and junior high-school level during class, as an educational exercise. Although several kinds of Karuta games are described below, in reality any kind of information that can be represented in card form can be used including shapes, colours, words in English, small pictures and the like.
==Varieties of Karuta==
Usually, many localities will have their own version of karuta with local history and landmarks.
===Jomo Karuta===
''Jomo Karuta'' (Japanese: 上毛かるた, ''jōmō karuta'') is a variety of karuta which features history and famous locations in [[Gunma Prefecture]]. An English version has been produced and is sold in bookstores across Gunma.{{Fact|date=June 2007}}
===[[Uta-garuta]] and [[Hyakunin Isshu]]===
''Uta Garuta'' (Japanese: 歌ガルタ, lit. ''song cards'') is a card game in which 100 [[Waka (poetry)|waka]] poems are written on two sets of cards that make up one full deck. Players have to quickly match the cards to complete a poem and recite it. The "Ogura Hyakunin Isshu" is the most popular subgenre for the ''uta garuta'' called ''Hyakunin Isshu'' (Japanese: 百人一首, lit. ''100 people, 1 poem''). Compiled in the early 1200s by the poet [[Fujiwara no Teika]], this game contains one poem each made by each of a 100 recognized famous poets.
===Hanafuda===
''[[Hanafuda]]'' (Japanese: 花札, lit. ''flower cards'') were Japanese cards with flower designs. Beginning in the early 1800s, they are still in use today with a deck of 48 cards having different pictures representing each of the 12 months.
===Iroha Garuta===
Iroha Garuta (Japanese: いろはがるた) is an easier-to-understand card for children. Representing the 47 [[syllables]] of the ''iroha'' syllabary and adds ''kyo'' (京, "capital") for the 48th (since the syllable ''-n'' ん can never start any word or phrase). A set consists of 48 [[proverb]]s each starting with a different syllable and another set of cards expressing a proverb as shown in the picture.
===Obake karuta===
[[Image:Obake Karuta 1-11.jpg|thumb|right|150px|Reproduction of a card from a deck of the late 19th century]]
'''''Obake karuta''''' is a [[Japan]]ese [[card game]]. The game was created in the [[Edo period]] and remained popular through the 1910s or 1920s.<ref name="Pflugfelder">Pflugfelder, Gregory M. "Display Case 8: Monster Merchandise (II)". Godzilla Conquers the Globe: Japanese Movie Monsters in International Film Art. Accessed 11 March 2006.</ref> Each [[playing card]] in the deck features a character from the [[hiragana]] syllabary and a creature from [[Japanese mythology]]; in fact, ''[[obake]] karuta'' means ''ghost cards'' or ''monster cards''.<ref name="Pflugfelder"/> Success requires knowledge of Japanese mythology and folklore as players attempt to collect cards that match clues read by a referee. The player who accumulates the most cards by the end of the game wins.
''Obake karuta'' is an early example of the common Japanese fascination with classifying monsters and creating new ones. The game is one of the earliest attempts by Japanese companies to categorize legendary creatures, label them, define them, and subsequently market them. As such, it is a precursor to the ''[[Godzilla]]'' films of the 1950s and later. Even more closely, ''obake karuta'' resembles the ''[[Yu-Gi-Oh! Trading Card Game|Yu-Gi-Oh!]]'' or ''[[Pokémon Trading Card Game]]'', which also involves [[collectible card game|collecting cards]] that represent fabulous creatures. In fact, many Pokémon were designed specifically after creatures from Japanese mythology.<ref name="Pflugfelder"/>
==See also==
{{commonscat|Obake karuta}}
* [[Uta-garuta]]
* [[Hanafuda]]
==References and Notes==
{{reflist}}
==External links==
*[http://a_pollett.tripod.com/cards9a.htm Andy's Playing Cards: Japanese playing cards]: An in-depth look at cards used in karuta.
*[http://www.asahi-net.or.jp/~xs3d-bull/essays/karuta/karuta.html Karuta: Sports or Culture]: A detailed essay about the game.
*[http://www.genkienglish.net/Karuta.htm Karuta at GenkiEnglish]: a variation of the game using picture cards.
*http://www.pingmag.jp/2007/01/09/karuta-japanese-card-games/
*[http://tengudo.jp/english OoishiTengudo/Karuta and Hanafuda]: Shop of old standing in Kyoto.
[[Category:Dedicated deck card games]]
[[Category:Japanese games]]
[[Category:Japanese card games]]
[[de:Karuta]]
[[fr:Karuta]]
[[id:Karuta]]
[[it:Garuta]]
[[ja:かるた]]
[[fi:Karuta]]
5ikm75f83qmnh9x4bq2tk3aewpjoy8f
Killer Bunnies and the Quest for the Magic Carrot
0
2151
4134
2009-11-20T11:00:55Z
Im>Anna Lincoln
0
Reverted edits by [[Special:Contributions/98.211.90.66|98.211.90.66]] to last revision by Davis080 ([[WP:HG|HG]])
4134
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text/x-wiki
{{Infobox_Game|
subject_name='''Killer Bunnies<br/><span style="font-size:75%">and the Quest for the Magic Carrot</span>'''|
image_link= |
image_caption= |
designer= [[Jeff Bellinger]] |
publisher= [[Playroom Entertainment]] |
players=2–8 |
ages=12+ |
setup_time= 15 minutes |
playing_time= 60-90 minutes |
random_chance=High |
skills= Hand Management|
footnotes =
}}
{{Unreferenced article|date=June 2009}}
'''''Killer Bunnies and the Quest for the Magic Carrot''''' is a noncollectible [[card game]] created by [[Jeff Bellinger]] and published by [[Playroom Entertainment]].
== Gameplay ==
The primary object of ''Killer Bunnies'' is to acquire [[carrot]] cards, one of which is revealed to be the winning "magic carrot" at the end of the game. This is done primarily through the use of [[bunny|bunnies]], which allow the use of many in-game actions. Thus, the game revolves around playing bunnies and eliminating opposing bunnies through various means (some comical and some violent, but the game art never shows blood or gore).
Each player maintains a hand of five cards and a run cycle of two cards. In each turn, players may play one card. They are given the opportunity to purchase Cards from the market, use very special cards that are in their hand, or target weapons or cards at another player. Then the player's hand is replenished, and the player flips over the top card (which is a Run card) so that the card is face up and visible to all players. Then the player slides a face-down card up to where all the new cards are revealed. Then, the player draws a card to replenish their hand to five cards, and places a card face down on the playing surface.
Cards may be one of different varieties: "Run" cards are the basic type of cards, while "Special" cards are those that may be either played normally, or may be saved for later use when put through the run cycle. "Very Special" cards are similar, except that the player may choose to play the card out of turn, immediately from their hand. There are also the "Play Immediately" cards, which are played whenever they are drawn. Finally, "Kaballa Dolla" cards represent the monetary currency in the game, which may be used to purchase various items at the start of the player's turn.
The game continues until every Carrot card has been acquired by the players. At the end of the game, a stack of smaller carrot cards, each of which corresponds to a large Carrot card, is turned over one card at a time. The last carrot card drawn is the Magic Carrot, and its owner is named the winner. A player, however, requires a bunny in play in order to win the game - if a player is without bunnies at this phase, their Carrot cards are given to other players.
== Expansions ==
''Killer Bunnies'' consists of a 110-card [[starter deck]], as well as Cabbage and Water cards, and 6 twelve-sided dice. [[Booster pack|Booster set]]s containing 55 additional cards and other equipment have been released, adding to the complexity of the game. As of the Epsilon revision of the game, ''Killer Bunnies'' includes the first booster set. Due to its nature as a noncollectible card game, each expansion relies on gameplay elements found in previous expansions, prompting players to own every previous booster set before acquiring the next one. Some have criticized the piecemeal release, although it is not atypical of [[collectible card game]]s, in which ''Killer Bunnies'' retains a passing resemblance. However, it should be noted that ''Killer Bunnies'' and its booster decks were originally designed together, with certain components referencing or referring to mechanics found in later booster decks. There are a total of 10 booster decks:
* The '''Blue''' set is the starter deck, and contains eight Carrots.
* The '''Yellow''' booster deck adds four additional Carrots to the game, and, as of the Epsilon edition, is included with the Blue starter deck.
* The '''Red''' booster deck (2003) adds Red Bunnies, which are bunnies that have built-in abilities that additionally benefit the player. This booster also adds four additional Carrots to the game.
* The '''Violet''' booster deck (2003) adds Specialty Bunnies, which are uncolored bunnies which may only be matched with each other to form Bunny Triplets. This booster adds the last four Carrots to the game and the twenty-sided dice.
* The '''Orange''' booster deck (2004) adds Pawns to the game, which allow certain dice to be re-rolled when a player has them in its possession, as well as allowing certain cards to be played twice before discarding. You can also make a bunny triplet with a pawn of any color and two bunnies of that same color.
* The '''Green''' booster deck (2004) adds Zodiac cards to the game. Players collect Zodiac cards similarly to Carrots, and at the end of the game, but before the Magic Carrot is revealed, one Zodiac card is revealed to be the winning Zodiac symbol, which grants the holder of the respective Zodiac card greater chances of obtaining the Magic Carrot. Half-color bunnies have also been added, where these bunnies may be treated as either of two different colors.
* The '''Twilight White''' booster deck (2005) adds The White Stuff, whose holder is granted the exclusive use of a white die which may be substituted for any unfavorable die roll.
* The '''Stainless Steel''' booster deck (2005) adds Super Bunnies, which are more powerful but incur additional consequences if they are removed from play.
* The '''Perfectly Pink''' booster deck (2006) adds Pink Bunnies, which are similar to Red Bunnies, but are more powerful. It also adds Ranks which may be assigned to bunnies, allowing the player owning the highest-ranked Bunny a special privilege.
* The '''Wacky Khaki''' booster deck (2006) adds additional Ranks into the game.
* The '''Ominous Onyx''' booster deck (2007) adds Mysterious Places to the game. Players can play Mysterious Place cards, and during the game, the last player to draw one is granted the privilege of deciding the destiny of cards with a yellow ball with a red stripe in the picture. At the end of the game before the Winning Zodiac is revealed, the small Mysterious Place deck is inspected, and the player holding the Mysterious Place which matches the one at the bottom of the deck may take all Zodiacs of one color/type from any opponents.
In addition, "Bunny Blanks" are also available, which allow players to create their own cards. Limited edition "Omega series" cards have also been released, providing a collectible aspect to the game. The "Psi series" cards, included with the Bunny Blanks, are also a second series of collectible ''Killer Bunnies'' cards.
==Kids Game==
In 2004, the kids version of ''Killer Bunnies'', ''Kinder Bunnies: Their First Adventure'', was released. It is a very simplified and largely nonviolent game, created for children as young as 5-years-old. The Sky Blue Starter Deck has very little reading and just a series of basic cards. The Sunshine Yellow Booster Deck (included in the same box as the Starter Deck) requires more reading and may not be suitable for the younger kids. There are no other booster decks available for this game. However the Kinder Bunnies cards can also be added to the Killer Bunnies cards as an eleventh booster deck.
== Criticism ==
The most common criticism of ''Killer Bunnies'' is that the game is ultimately a [[lottery]], with the winner being determined by the random choosing of the Magic Carrot, which is set at the start of the game. Because of this, a player consistently outclassed through the game can still win as long as a single bunny and a single carrot card is retained. Fans of ''Killer Bunnies'' contend that this random element keeps the game exciting even when one player's early card draws leave him in a poor position. It also allows less skilled or serious players to enjoy a game against more experienced players. Others have complained about the complexity of ''Killer Bunnies'', especially with the booster packs added to the game.
There are, however, alternate rules that allow for a non-random endgame. Points are assigned for each Carrot that a player has acquired, and the "Magic Carrot" is worth a slightly higher point value. This way, a player with only the Magic Carrot can still be beaten by a player that has dominated the game with collecting many Carrots.
== Sequel ==
A sequel to the original ''Killer Bunnies'' game has been released. [[Killer Bunnies and the Journey to Jupiter]] was released in October of 2008. There will be a third game in the series by the name of New Orleans Odyssey, although the name has not been confirmed.
== External links ==
*[http://www.killerbunnies.com/ Official ''Killer Bunnies'' website]
*[http://www.PlayroomEnt.com/ Official ''Playroom Entertainment'' website]
*[http://magiccarrot.proboards.com/index.cgi ''Magic Carrot'' Message Board]
*{{bgg|3699|''Killer Bunnies''}}
[[Category:Dedicated deck card games]]
0xkzs5wo36zhpm4plyyou2px91boojp
4135
4134
2009-12-09T23:30:24Z
Kingstonlee
1735031
1 revision
4135
wikitext
text/x-wiki
{{Infobox_Game|
subject_name='''Killer Bunnies<br/><span style="font-size:75%">and the Quest for the Magic Carrot</span>'''|
image_link= |
image_caption= |
designer= [[Jeff Bellinger]] |
publisher= [[Playroom Entertainment]] |
players=2–8 |
ages=12+ |
setup_time= 15 minutes |
playing_time= 60-90 minutes |
random_chance=High |
skills= Hand Management|
footnotes =
}}
{{Unreferenced article|date=June 2009}}
'''''Killer Bunnies and the Quest for the Magic Carrot''''' is a noncollectible [[card game]] created by [[Jeff Bellinger]] and published by [[Playroom Entertainment]].
== Gameplay ==
The primary object of ''Killer Bunnies'' is to acquire [[carrot]] cards, one of which is revealed to be the winning "magic carrot" at the end of the game. This is done primarily through the use of [[bunny|bunnies]], which allow the use of many in-game actions. Thus, the game revolves around playing bunnies and eliminating opposing bunnies through various means (some comical and some violent, but the game art never shows blood or gore).
Each player maintains a hand of five cards and a run cycle of two cards. In each turn, players may play one card. They are given the opportunity to purchase Cards from the market, use very special cards that are in their hand, or target weapons or cards at another player. Then the player's hand is replenished, and the player flips over the top card (which is a Run card) so that the card is face up and visible to all players. Then the player slides a face-down card up to where all the new cards are revealed. Then, the player draws a card to replenish their hand to five cards, and places a card face down on the playing surface.
Cards may be one of different varieties: "Run" cards are the basic type of cards, while "Special" cards are those that may be either played normally, or may be saved for later use when put through the run cycle. "Very Special" cards are similar, except that the player may choose to play the card out of turn, immediately from their hand. There are also the "Play Immediately" cards, which are played whenever they are drawn. Finally, "Kaballa Dolla" cards represent the monetary currency in the game, which may be used to purchase various items at the start of the player's turn.
The game continues until every Carrot card has been acquired by the players. At the end of the game, a stack of smaller carrot cards, each of which corresponds to a large Carrot card, is turned over one card at a time. The last carrot card drawn is the Magic Carrot, and its owner is named the winner. A player, however, requires a bunny in play in order to win the game - if a player is without bunnies at this phase, their Carrot cards are given to other players.
== Expansions ==
''Killer Bunnies'' consists of a 110-card [[starter deck]], as well as Cabbage and Water cards, and 6 twelve-sided dice. [[Booster pack|Booster set]]s containing 55 additional cards and other equipment have been released, adding to the complexity of the game. As of the Epsilon revision of the game, ''Killer Bunnies'' includes the first booster set. Due to its nature as a noncollectible card game, each expansion relies on gameplay elements found in previous expansions, prompting players to own every previous booster set before acquiring the next one. Some have criticized the piecemeal release, although it is not atypical of [[collectible card game]]s, in which ''Killer Bunnies'' retains a passing resemblance. However, it should be noted that ''Killer Bunnies'' and its booster decks were originally designed together, with certain components referencing or referring to mechanics found in later booster decks. There are a total of 10 booster decks:
* The '''Blue''' set is the starter deck, and contains eight Carrots.
* The '''Yellow''' booster deck adds four additional Carrots to the game, and, as of the Epsilon edition, is included with the Blue starter deck.
* The '''Red''' booster deck (2003) adds Red Bunnies, which are bunnies that have built-in abilities that additionally benefit the player. This booster also adds four additional Carrots to the game.
* The '''Violet''' booster deck (2003) adds Specialty Bunnies, which are uncolored bunnies which may only be matched with each other to form Bunny Triplets. This booster adds the last four Carrots to the game and the twenty-sided dice.
* The '''Orange''' booster deck (2004) adds Pawns to the game, which allow certain dice to be re-rolled when a player has them in its possession, as well as allowing certain cards to be played twice before discarding. You can also make a bunny triplet with a pawn of any color and two bunnies of that same color.
* The '''Green''' booster deck (2004) adds Zodiac cards to the game. Players collect Zodiac cards similarly to Carrots, and at the end of the game, but before the Magic Carrot is revealed, one Zodiac card is revealed to be the winning Zodiac symbol, which grants the holder of the respective Zodiac card greater chances of obtaining the Magic Carrot. Half-color bunnies have also been added, where these bunnies may be treated as either of two different colors.
* The '''Twilight White''' booster deck (2005) adds The White Stuff, whose holder is granted the exclusive use of a white die which may be substituted for any unfavorable die roll.
* The '''Stainless Steel''' booster deck (2005) adds Super Bunnies, which are more powerful but incur additional consequences if they are removed from play.
* The '''Perfectly Pink''' booster deck (2006) adds Pink Bunnies, which are similar to Red Bunnies, but are more powerful. It also adds Ranks which may be assigned to bunnies, allowing the player owning the highest-ranked Bunny a special privilege.
* The '''Wacky Khaki''' booster deck (2006) adds additional Ranks into the game.
* The '''Ominous Onyx''' booster deck (2007) adds Mysterious Places to the game. Players can play Mysterious Place cards, and during the game, the last player to draw one is granted the privilege of deciding the destiny of cards with a yellow ball with a red stripe in the picture. At the end of the game before the Winning Zodiac is revealed, the small Mysterious Place deck is inspected, and the player holding the Mysterious Place which matches the one at the bottom of the deck may take all Zodiacs of one color/type from any opponents.
In addition, "Bunny Blanks" are also available, which allow players to create their own cards. Limited edition "Omega series" cards have also been released, providing a collectible aspect to the game. The "Psi series" cards, included with the Bunny Blanks, are also a second series of collectible ''Killer Bunnies'' cards.
==Kids Game==
In 2004, the kids version of ''Killer Bunnies'', ''Kinder Bunnies: Their First Adventure'', was released. It is a very simplified and largely nonviolent game, created for children as young as 5-years-old. The Sky Blue Starter Deck has very little reading and just a series of basic cards. The Sunshine Yellow Booster Deck (included in the same box as the Starter Deck) requires more reading and may not be suitable for the younger kids. There are no other booster decks available for this game. However the Kinder Bunnies cards can also be added to the Killer Bunnies cards as an eleventh booster deck.
== Criticism ==
The most common criticism of ''Killer Bunnies'' is that the game is ultimately a [[lottery]], with the winner being determined by the random choosing of the Magic Carrot, which is set at the start of the game. Because of this, a player consistently outclassed through the game can still win as long as a single bunny and a single carrot card is retained. Fans of ''Killer Bunnies'' contend that this random element keeps the game exciting even when one player's early card draws leave him in a poor position. It also allows less skilled or serious players to enjoy a game against more experienced players. Others have complained about the complexity of ''Killer Bunnies'', especially with the booster packs added to the game.
There are, however, alternate rules that allow for a non-random endgame. Points are assigned for each Carrot that a player has acquired, and the "Magic Carrot" is worth a slightly higher point value. This way, a player with only the Magic Carrot can still be beaten by a player that has dominated the game with collecting many Carrots.
== Sequel ==
A sequel to the original ''Killer Bunnies'' game has been released. [[Killer Bunnies and the Journey to Jupiter]] was released in October of 2008. There will be a third game in the series by the name of New Orleans Odyssey, although the name has not been confirmed.
== External links ==
*[http://www.killerbunnies.com/ Official ''Killer Bunnies'' website]
*[http://www.PlayroomEnt.com/ Official ''Playroom Entertainment'' website]
*[http://magiccarrot.proboards.com/index.cgi ''Magic Carrot'' Message Board]
*{{bgg|3699|''Killer Bunnies''}}
[[Category:Dedicated deck card games]]
0xkzs5wo36zhpm4plyyou2px91boojp
King Oil
0
2059
3946
2009-08-28T23:04:22Z
170.123.4.230
fixed usage of latter vs. last
3946
wikitext
text/x-wiki
[[Image:King oil boardgame.jpg|thumb|right|300px|''King Oil'' by Milton Bradley]]
'''''King Oil''''' is a [[board game]] by [[Milton Bradley Company|Milton Bradley]], created in [[1974 in games|1974]] and now long out-of-print. The game requires players to [[Oil well|drill for oil]] on a three-dimensional board, acquiring property and wealth.
The board is "randomized" using three rotating discs, hidden inside the plastic frame of the game and containing varying hole locations; one player turns at least one of the discs before play begins. There are 1,728 (12³, or 12x12x12) permutations of oil wells.
The rotating discs determine the depth of the wells that players will drill, with four possibilities:
*shallow depth (the "driller" passes through no holes, showing all three colors)
*medium depth (passes through one hole, showing two colors)
*deep depth (passes through two holes, showing one color)
*dry hole (passes through all three holes, showing no colors)
At least two color schemes are used for the driller (depending on the edition), using red, yellow, and blue, in either order.
A player pays $2,000, $4,000, or $6,000 to drill each well, depending on depth; the last amount also applies to "dry" holes.
Before drilling, players must buy property. (Each player choose one of 18 properties on the board to begin the game.) Pipelines can be bought once there are four producing oil wells on a property. The pipelines span into adjacent properties, enabling the pipeline owner to siphon royalties from the adjacent property owner every turn. This game mechanic accelerates bankruptcy of opposing players, keeping total playing time within reasonable limits.
The goal of the game is to push all opponents into [[bankruptcy]]; the last remaining player is the winner. The game can also end if the bank runs out of money; in this case, the remaining players total up their assets and the player with the highest net worth is the winner.
The game is played by two to four players. The game includes one playing surface, one oil well "driller", 84 [[derrick]]s, 128 well caps, 24 tool sheds, 36 [[Pipeline transport|pipelines]] (each of these items are in four different colors, one for each player), 1 money pack (50 of each bill: $500, $1000, $5000, and $10,000) and 32 "King Oil"* turn cards (some editions of the game label the turn cards "Wildcat").
== Wildcat Cards ==
The 32 Wildcat Cards come in three types - Fire Damage, Oil Depletion, and Production. The distribution is as follows:
*2 Fire Damage Cards: The player must cap some of their wells depending on the total number of wells owned.
*5 Oil Depletion Cards: The player receives a $500 oil depletion allowance regardless of the number of wells owned. The player may drill one well and no property is available for purchase.
*25 Production Cards: The card specifies three things: how much money is earned for each well owned – $500, $1000, $2000, $3000, or $4000; how many wells the player is allowed to drill - ranging from one to four; and finally, whether or not a property is available for purchase - 7 of the production cards have a property for sale.
The following table shows the distribution of production cards. The parenthesized number indicates how many of the production cards of a given type have a property available for sale.
{| class="wikitable" border="1"
|-
! colspan="6" | Production Card Distribution
|-
! rowspan="2" | #Wells<br />To Drill
! colspan="5" | Earnings Per Well
|-
! $500
! $1000
! $2000
! $3000
! $4000
|- style="text-align:center"
! 1
| -
| 1<small>''(1)''</small>
| 1<small>''(1)''</small>
| 1
| 1
|- style="text-align:center"
! 1-2
| 5<small>''(2)''</small>
| 1<small>''(1)''</small>
| 1
| 1
| 1
|- style="text-align:center"
! 1-3
| 1
| 1<small>''(1)''</small>
| 2
| 1
| 1
|- style="text-align:center"
! 1-4
| 2<small>''(1)''</small>
| -
| 2
| 1
| 1
|}
==Properties==
The board has 18 properties ranging in price from $8000 to $12000. The price of a property is $1000 per drilling site.
{| class="wikitable" border="1"
|-
|align="right"|Property
!1
!2
!3
!4
!5
!6
!7
!8
!9
!10
!11
!12
!13
!14
!15
!16
!17
!18
|-
|align="right"|Price
!<small>$12,000</small>
!<small>$8,000</small>
!<small>$9,000</small>
!<small>$11,000</small>
!<small>$9,000</small>
!<small>$9,000</small>
!<small>$8,000</small>
!<small>$8,000</small>
!<small>$10,000</small>
!<small>$10,000</small>
!<small>$9,000</small>
!<small>$8,000</small>
!<small>$8,000</small>
!<small>$10,000</small>
!<small>$8,000</small>
!<small>$8,000</small>
!<small>$12,000</small>
!<small>$12,000</small>
|-
|align="right"|Sites
!12
!8
!9
!11
!9
!9
!8
!8
!10
!10
!9
!8
!8
!10
!8
!8
!12
!12
|}
==External links==
*[http://www.hasbro.com/common/instruct/KingOil.PDF ''King Oil'' rules] at Hasbro.com ([[Portable Document Format|PDF]])
*{{bgg|2608|''King Oil''}}
[[Category:Economic simulation board games]]
[[Category:Milton Bradley games]]
lgdt9dq8g0xxln5qurg310r0itdakeo
3947
3946
2009-12-09T23:29:55Z
Kingstonlee
1735031
1 revision
3947
wikitext
text/x-wiki
[[Image:King oil boardgame.jpg|thumb|right|300px|''King Oil'' by Milton Bradley]]
'''''King Oil''''' is a [[board game]] by [[Milton Bradley Company|Milton Bradley]], created in [[1974 in games|1974]] and now long out-of-print. The game requires players to [[Oil well|drill for oil]] on a three-dimensional board, acquiring property and wealth.
The board is "randomized" using three rotating discs, hidden inside the plastic frame of the game and containing varying hole locations; one player turns at least one of the discs before play begins. There are 1,728 (12³, or 12x12x12) permutations of oil wells.
The rotating discs determine the depth of the wells that players will drill, with four possibilities:
*shallow depth (the "driller" passes through no holes, showing all three colors)
*medium depth (passes through one hole, showing two colors)
*deep depth (passes through two holes, showing one color)
*dry hole (passes through all three holes, showing no colors)
At least two color schemes are used for the driller (depending on the edition), using red, yellow, and blue, in either order.
A player pays $2,000, $4,000, or $6,000 to drill each well, depending on depth; the last amount also applies to "dry" holes.
Before drilling, players must buy property. (Each player choose one of 18 properties on the board to begin the game.) Pipelines can be bought once there are four producing oil wells on a property. The pipelines span into adjacent properties, enabling the pipeline owner to siphon royalties from the adjacent property owner every turn. This game mechanic accelerates bankruptcy of opposing players, keeping total playing time within reasonable limits.
The goal of the game is to push all opponents into [[bankruptcy]]; the last remaining player is the winner. The game can also end if the bank runs out of money; in this case, the remaining players total up their assets and the player with the highest net worth is the winner.
The game is played by two to four players. The game includes one playing surface, one oil well "driller", 84 [[derrick]]s, 128 well caps, 24 tool sheds, 36 [[Pipeline transport|pipelines]] (each of these items are in four different colors, one for each player), 1 money pack (50 of each bill: $500, $1000, $5000, and $10,000) and 32 "King Oil"* turn cards (some editions of the game label the turn cards "Wildcat").
== Wildcat Cards ==
The 32 Wildcat Cards come in three types - Fire Damage, Oil Depletion, and Production. The distribution is as follows:
*2 Fire Damage Cards: The player must cap some of their wells depending on the total number of wells owned.
*5 Oil Depletion Cards: The player receives a $500 oil depletion allowance regardless of the number of wells owned. The player may drill one well and no property is available for purchase.
*25 Production Cards: The card specifies three things: how much money is earned for each well owned – $500, $1000, $2000, $3000, or $4000; how many wells the player is allowed to drill - ranging from one to four; and finally, whether or not a property is available for purchase - 7 of the production cards have a property for sale.
The following table shows the distribution of production cards. The parenthesized number indicates how many of the production cards of a given type have a property available for sale.
{| class="wikitable" border="1"
|-
! colspan="6" | Production Card Distribution
|-
! rowspan="2" | #Wells<br />To Drill
! colspan="5" | Earnings Per Well
|-
! $500
! $1000
! $2000
! $3000
! $4000
|- style="text-align:center"
! 1
| -
| 1<small>''(1)''</small>
| 1<small>''(1)''</small>
| 1
| 1
|- style="text-align:center"
! 1-2
| 5<small>''(2)''</small>
| 1<small>''(1)''</small>
| 1
| 1
| 1
|- style="text-align:center"
! 1-3
| 1
| 1<small>''(1)''</small>
| 2
| 1
| 1
|- style="text-align:center"
! 1-4
| 2<small>''(1)''</small>
| -
| 2
| 1
| 1
|}
==Properties==
The board has 18 properties ranging in price from $8000 to $12000. The price of a property is $1000 per drilling site.
{| class="wikitable" border="1"
|-
|align="right"|Property
!1
!2
!3
!4
!5
!6
!7
!8
!9
!10
!11
!12
!13
!14
!15
!16
!17
!18
|-
|align="right"|Price
!<small>$12,000</small>
!<small>$8,000</small>
!<small>$9,000</small>
!<small>$11,000</small>
!<small>$9,000</small>
!<small>$9,000</small>
!<small>$8,000</small>
!<small>$8,000</small>
!<small>$10,000</small>
!<small>$10,000</small>
!<small>$9,000</small>
!<small>$8,000</small>
!<small>$8,000</small>
!<small>$10,000</small>
!<small>$8,000</small>
!<small>$8,000</small>
!<small>$12,000</small>
!<small>$12,000</small>
|-
|align="right"|Sites
!12
!8
!9
!11
!9
!9
!8
!8
!10
!10
!9
!8
!8
!10
!8
!8
!12
!12
|}
==External links==
*[http://www.hasbro.com/common/instruct/KingOil.PDF ''King Oil'' rules] at Hasbro.com ([[Portable Document Format|PDF]])
*{{bgg|2608|''King Oil''}}
[[Category:Economic simulation board games]]
[[Category:Milton Bradley games]]
lgdt9dq8g0xxln5qurg310r0itdakeo
Klondike (board game)
0
2116
4062
2008-03-15T17:26:28Z
Craw-daddy
867405
format
4062
wikitext
text/x-wiki
'''''Klondike''''' is a [[board game]] released in [[1975 in games|1975]] by Gamma Two Games based on the [[gold rush]] in the Canadian [[Yukon]]. Players' tokens are moved along a track according to the roll of the dice. The spaces on the track on two adjacent sides of the board represent the fields where [[prospecting]] ([[panning for gold]]) is done. Players landing on a prospecting space turn over the top card of one of 4 stacks representing 4 different creeks, to reveal the value of gold uncovered, if any, or else follow the instructions printed on the card that follow the description of some supposed (often humorous) situation that has befallen the player in his/her quest for gold. The other two sides of the board represents a town where players can invest in (buy up) the various services (hotels, supply stores, casinos, saloons, etc.), along the lines of [[Monopoly]], that will fleece the gold panners who subsequently land on these spaces. The winner is the player with the most cash on hand when the gold runs out (i.e. when all four card stacks are depleted). Any buildings and property on hand have no value at the end of the game as they are now considered to be part of a [[ghost town]]).
==External links==
* {{bgg|2209|''Klondike''}}
[[Category:Roll-and-move board games]]
{{board-game-stub}}
tcjehdgvxfonv4zgr7iu47mqv57zfcf
4063
4062
2009-12-09T23:30:11Z
Kingstonlee
1735031
1 revision
4063
wikitext
text/x-wiki
'''''Klondike''''' is a [[board game]] released in [[1975 in games|1975]] by Gamma Two Games based on the [[gold rush]] in the Canadian [[Yukon]]. Players' tokens are moved along a track according to the roll of the dice. The spaces on the track on two adjacent sides of the board represent the fields where [[prospecting]] ([[panning for gold]]) is done. Players landing on a prospecting space turn over the top card of one of 4 stacks representing 4 different creeks, to reveal the value of gold uncovered, if any, or else follow the instructions printed on the card that follow the description of some supposed (often humorous) situation that has befallen the player in his/her quest for gold. The other two sides of the board represents a town where players can invest in (buy up) the various services (hotels, supply stores, casinos, saloons, etc.), along the lines of [[Monopoly]], that will fleece the gold panners who subsequently land on these spaces. The winner is the player with the most cash on hand when the gold runs out (i.e. when all four card stacks are depleted). Any buildings and property on hand have no value at the end of the game as they are now considered to be part of a [[ghost town]]).
==External links==
* {{bgg|2209|''Klondike''}}
[[Category:Roll-and-move board games]]
{{board-game-stub}}
tcjehdgvxfonv4zgr7iu47mqv57zfcf
Krypto (game)
0
2207
4248
2009-09-15T19:12:57Z
Im>NarSakSasLee
0
[[WP:RBK|Reverted]] edits by [[Special:Contributions/66.41.100.237|66.41.100.237]] ([[User talk:66.41.100.237|talk]]) to last version by Maniactive
4248
wikitext
text/x-wiki
'''Krypto''' is a card game designed by [[Daniel Yovich]] in 1963 and published by [[Parker Brothers]] and [[MPH Games Co.]]. It is a mathematical game that promotes proficiency with basic [[arithmetic]] operations. More detailed analysis of the game can raise more complex [[statistical]] questions.
==Rules of Krypto==
===The Krypto Deck and Home Rules===
The Krypto deck consists of 56 cards: three each of numbers 1-6, 4 each of the numbers 7-10, two each of 11-17, one each of 18-25. Six cards are dealt: a common objective card at the top and five other cards below. Each player must use all five of the cards' numbers exactly once, using any combination of [[arithmetic]] operations (addition, subtraction, multiplication, and division), to form the objective card's number. The first player to come up with a correct formula is the winner.
===Krypto International Tournament Rules===
The official international rules for Krypto differ slightly from the house rules, and they involve a system of scorekeeping.
Five cards are dealt face up in the center of the game table. (Each player works with the same set of five cards, rather than a set exclusive to them.) Then a sixth card is dealt face up in the center of the table that becomes the Objective Card. Each player commences (mentally) to mathematically manipulate the numbers of each card so that the last solution equals the Objective Card number. Krypto International Rules specify the use of whole numbers only, using addition, subtraction, division, multiplication and/or any combination thereof ... fractions, negative numbers or square rooting are not permitted. Each of the five cards must be used once and only once. The first player to solve the problem declares "Krypto" and has 30 seconds to explain the answer. When a player
"Krypto's" and cannot relate the proper solution, a new hand is dealt and the hand is replayed. The player that errored receives a minus one point in the score box for that hand and is not eligible to play for a score for the replay of that hand.
Each hand must be solved within three minutes or a new hand is dealt.
Example of Play:
Cards: 2, 1, 2, 2, 3 = 24 (Objective Card)
2 x 1 = 2
2 x 2 = 4
4 x 2 = 8
8 x 3 = 24 (Krypto)
All five cards were used once and only once to equal the Objective Card.
Another Example:
Cards: 1, 3, 7, 1, 8= 1 (Objective Card)
3 - 1 = 2
7 + 2 = 9
9 / 1 = 9
9 - 8 = 1 (Krypto)
Here is a more difficult hand:
Cards: 24, 22, 23, 20, 21 = 1 (Objective Card)
24 + 22 = 46
46 / 23 = 2
2 + 20 = 22
22 - 21 = 1 (Krypto)
Score Keeping Rules:
Ten hands of Krypto equal one game. Players receive one point for
each "Krypto". Players receive double their previous hand score each
time they "Krypto" repetitively in sequence. A score returns to "1"
when sequence is broken. When players "Krypto" in error, they receive
a minus one (-1) in the score box for that hand. They are also
eliminated from play of that hand only and the hand is re-dealt for
the remaining players. All players are then eligible to score the
next hand unless another error in "Kryptoing" occurs.
Example of Score Keeping
|----------------------------------------------------------------------|
| Example: Krypto Score Pad (MPH logo) |
|----------------------------------------------------------------------|
| Players |Hand|Hand|Hand|Hand|Hand|Hand|Hand|Hand|Hand|Hand| Highest |
| | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |Score Wins|
|----------------------------------------------------------------------|
| Debbie | 1 | | | | | | 1 | | | | 2 |
|----------------------------------------------------------------------|
| Mike | | 1 | | | | | | | | | 1 |
|----------------------------------------------------------------------|
| Shelley | | | 1 | 2 | 4 | | | | | 1 | 8 |
| | | | | | | | | | | | Winner |
|----------------------------------------------------------------------|
| Kim | | | | | | 1 | | | | | 1 |
|----------------------------------------------------------------------|
| Mary | | | | | | | | 1 | 2 | | 3 |
|----------------------------------------------------------------------|
* Score ties are broken by playing additional hands
==Variations on the Game==
Although the numerical distribution of the official Krypto deck tends to provide for more balanced games, it is possible to play Krypto with any six numbers. Many programs exist on the [[internet]] that can generate six numbers and allow one to manipulate them with arithmetic operations. Because of the simple nature of the game, it is easy to program krypto on most [[scientific calculators]].
Versions of Krypto that only use a smaller range of numbers (such as 1-10) are better suited for beginners, while conversely, one could play a game of Krypto with a larger range of numbers that would be more difficult.
[[Fortune cookies]] often have six numbers on the back of their fortunes. Some believe that if one treats these six numbers as a game of Krypto and solves them, the fortune will come true.
==See also==
*[[24 Game]]
==References==
*http://www.boardgamegeek.com/game/7694#info
*http://www.math.niu.edu/~rusin/uses-math/games/krypto/
==External links==
[[Category:Mathematical games]]
[[Category:Dedicated deck card games]]
[[Category:Parker Brothers games]]
92mfau0bc3avysl720c31p3a5acczzz
4249
4248
2009-12-09T23:30:38Z
Kingstonlee
1735031
1 revision
4249
wikitext
text/x-wiki
'''Krypto''' is a card game designed by [[Daniel Yovich]] in 1963 and published by [[Parker Brothers]] and [[MPH Games Co.]]. It is a mathematical game that promotes proficiency with basic [[arithmetic]] operations. More detailed analysis of the game can raise more complex [[statistical]] questions.
==Rules of Krypto==
===The Krypto Deck and Home Rules===
The Krypto deck consists of 56 cards: three each of numbers 1-6, 4 each of the numbers 7-10, two each of 11-17, one each of 18-25. Six cards are dealt: a common objective card at the top and five other cards below. Each player must use all five of the cards' numbers exactly once, using any combination of [[arithmetic]] operations (addition, subtraction, multiplication, and division), to form the objective card's number. The first player to come up with a correct formula is the winner.
===Krypto International Tournament Rules===
The official international rules for Krypto differ slightly from the house rules, and they involve a system of scorekeeping.
Five cards are dealt face up in the center of the game table. (Each player works with the same set of five cards, rather than a set exclusive to them.) Then a sixth card is dealt face up in the center of the table that becomes the Objective Card. Each player commences (mentally) to mathematically manipulate the numbers of each card so that the last solution equals the Objective Card number. Krypto International Rules specify the use of whole numbers only, using addition, subtraction, division, multiplication and/or any combination thereof ... fractions, negative numbers or square rooting are not permitted. Each of the five cards must be used once and only once. The first player to solve the problem declares "Krypto" and has 30 seconds to explain the answer. When a player
"Krypto's" and cannot relate the proper solution, a new hand is dealt and the hand is replayed. The player that errored receives a minus one point in the score box for that hand and is not eligible to play for a score for the replay of that hand.
Each hand must be solved within three minutes or a new hand is dealt.
Example of Play:
Cards: 2, 1, 2, 2, 3 = 24 (Objective Card)
2 x 1 = 2
2 x 2 = 4
4 x 2 = 8
8 x 3 = 24 (Krypto)
All five cards were used once and only once to equal the Objective Card.
Another Example:
Cards: 1, 3, 7, 1, 8= 1 (Objective Card)
3 - 1 = 2
7 + 2 = 9
9 / 1 = 9
9 - 8 = 1 (Krypto)
Here is a more difficult hand:
Cards: 24, 22, 23, 20, 21 = 1 (Objective Card)
24 + 22 = 46
46 / 23 = 2
2 + 20 = 22
22 - 21 = 1 (Krypto)
Score Keeping Rules:
Ten hands of Krypto equal one game. Players receive one point for
each "Krypto". Players receive double their previous hand score each
time they "Krypto" repetitively in sequence. A score returns to "1"
when sequence is broken. When players "Krypto" in error, they receive
a minus one (-1) in the score box for that hand. They are also
eliminated from play of that hand only and the hand is re-dealt for
the remaining players. All players are then eligible to score the
next hand unless another error in "Kryptoing" occurs.
Example of Score Keeping
|----------------------------------------------------------------------|
| Example: Krypto Score Pad (MPH logo) |
|----------------------------------------------------------------------|
| Players |Hand|Hand|Hand|Hand|Hand|Hand|Hand|Hand|Hand|Hand| Highest |
| | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |Score Wins|
|----------------------------------------------------------------------|
| Debbie | 1 | | | | | | 1 | | | | 2 |
|----------------------------------------------------------------------|
| Mike | | 1 | | | | | | | | | 1 |
|----------------------------------------------------------------------|
| Shelley | | | 1 | 2 | 4 | | | | | 1 | 8 |
| | | | | | | | | | | | Winner |
|----------------------------------------------------------------------|
| Kim | | | | | | 1 | | | | | 1 |
|----------------------------------------------------------------------|
| Mary | | | | | | | | 1 | 2 | | 3 |
|----------------------------------------------------------------------|
* Score ties are broken by playing additional hands
==Variations on the Game==
Although the numerical distribution of the official Krypto deck tends to provide for more balanced games, it is possible to play Krypto with any six numbers. Many programs exist on the [[internet]] that can generate six numbers and allow one to manipulate them with arithmetic operations. Because of the simple nature of the game, it is easy to program krypto on most [[scientific calculators]].
Versions of Krypto that only use a smaller range of numbers (such as 1-10) are better suited for beginners, while conversely, one could play a game of Krypto with a larger range of numbers that would be more difficult.
[[Fortune cookies]] often have six numbers on the back of their fortunes. Some believe that if one treats these six numbers as a game of Krypto and solves them, the fortune will come true.
==See also==
*[[24 Game]]
==References==
*http://www.boardgamegeek.com/game/7694#info
*http://www.math.niu.edu/~rusin/uses-math/games/krypto/
==External links==
[[Category:Mathematical games]]
[[Category:Dedicated deck card games]]
[[Category:Parker Brothers games]]
92mfau0bc3avysl720c31p3a5acczzz
Kyogami
0
2069
3966
2009-02-19T09:18:40Z
Addbot
4990712
[[User:Addbot|Bot:]] Adding Orphan Tag ([[Wikipedia_talk:WikiProject_Orphanage|Questions]]) ([[User_Talk:Addbot|Report Errors]])
3966
wikitext
text/x-wiki
{{Orphan|date=February 2009}}
{{Unreferenced|date=May 2007}}
{{Infobox Game
| title = Kyogami
| designer = Michel Cruciani
| publisher = [[Winning Moves]]
| players = 2-6
| ages = 10-100
| setup_time=
| playing_time =
| random_chance =
| skills =
}}
'''''Kyogami''''' is a [[board game]] based around the issue of [[climate change]] and the [[Kyoto Protocol]], which considered reducing [[greenhouse gas]] emissions without hindering economic growth. The game was designed to raise awareness of this and most of the game components are made out of recyclable materials.
The basic aim of the game is for the players to expand their businesses without increasing emissions, by cleaning up their plants by trading [[carbon dioxide]] quotas and using 'flexible mechanisms' as outlined in the protocol, the winner being the first player to own four factories without chimneys.
==History==
The game was designed by Michel Cruciani, in [[France]], between [[2002]] and [[2005]], in order to explain the implications of the implementation of the [[Kyoto Protocol]] by the [[European Union]], specifically the Carbon Dioxide Quotas. The game was originally designed for businesses to give their staff an understanding of the protocol but its success led its creator to think about expansion into the general public.
The game was praised by many organisations, including the [[World Wide Fund for Nature|WWF]] in [[France]] and was first published by [[Winning Moves]] in French-speaking countries in [[February 2006]]. An English version is planned.
==Rules==
===Set-up===
At the beginning of the game, one player is designated the banker and all players are given two small plastic factories, each with 5 chimneys. Each player then places a quota on each of their chimneys.
The bank then distributes €80 million to each player, in banknotes as follows:
* 1 x €50 million
* 2 x €10 million
* 1 x €5 million
* 5 x €1 million
==Awards==
The final version of the game was presented at an exhibition during 'Green Week' in June [[2005]], as organised by the [[European Commission]], due to its focus on the issue of climate change.
[[Category:Economic simulation board games]]
[[Category:Winning Moves games]]
jeenzbtf7zvw3k0socptjywx1wc4xaz
3967
3966
2009-12-09T23:29:57Z
Kingstonlee
1735031
1 revision
3967
wikitext
text/x-wiki
{{Orphan|date=February 2009}}
{{Unreferenced|date=May 2007}}
{{Infobox Game
| title = Kyogami
| designer = Michel Cruciani
| publisher = [[Winning Moves]]
| players = 2-6
| ages = 10-100
| setup_time=
| playing_time =
| random_chance =
| skills =
}}
'''''Kyogami''''' is a [[board game]] based around the issue of [[climate change]] and the [[Kyoto Protocol]], which considered reducing [[greenhouse gas]] emissions without hindering economic growth. The game was designed to raise awareness of this and most of the game components are made out of recyclable materials.
The basic aim of the game is for the players to expand their businesses without increasing emissions, by cleaning up their plants by trading [[carbon dioxide]] quotas and using 'flexible mechanisms' as outlined in the protocol, the winner being the first player to own four factories without chimneys.
==History==
The game was designed by Michel Cruciani, in [[France]], between [[2002]] and [[2005]], in order to explain the implications of the implementation of the [[Kyoto Protocol]] by the [[European Union]], specifically the Carbon Dioxide Quotas. The game was originally designed for businesses to give their staff an understanding of the protocol but its success led its creator to think about expansion into the general public.
The game was praised by many organisations, including the [[World Wide Fund for Nature|WWF]] in [[France]] and was first published by [[Winning Moves]] in French-speaking countries in [[February 2006]]. An English version is planned.
==Rules==
===Set-up===
At the beginning of the game, one player is designated the banker and all players are given two small plastic factories, each with 5 chimneys. Each player then places a quota on each of their chimneys.
The bank then distributes €80 million to each player, in banknotes as follows:
* 1 x €50 million
* 2 x €10 million
* 1 x €5 million
* 5 x €1 million
==Awards==
The final version of the game was presented at an exhibition during 'Green Week' in June [[2005]], as organised by the [[European Commission]], due to its focus on the issue of climate change.
[[Category:Economic simulation board games]]
[[Category:Winning Moves games]]
jeenzbtf7zvw3k0socptjywx1wc4xaz
Königrufen
0
2250
4334
2009-10-11T21:05:44Z
Im>Krenakarore
0
source
4334
wikitext
text/x-wiki
{{Infobox card game
| title = Königrufen
| subtitle = A trick-taking game of the European [[Tarot]] card game family.
| image_link = [[Image:Tarockkarten in der Hand eines Spielers.jpg|250px|''Austrian-style 54-card Tarock hand''.]]
| image_caption =
| alt_names =
| type = [[Trick-taking]]
| players = 4
| ages = 12+
| num_cards = 54
| deck = [[Tarot]]
| play = Counter-clockwise
| card_rank = R D C V 10 9 8 7 6 5 4 3 2 1<br /> Trump suit 21-1
| origin = [[Austria]]
| related = [[French tarot]], [[Tarocchini]]
| playing_time = 30 min.
| random_chance = Moderate
| skills = Tactics, Strategy
| footnotes =
}}
'''Königrufen''' or '''Königsrufen''' ("The Calling of a King" Tarock) is a [[trick-taking]] [[card game]] four-player variant played in [[Austria]] and nearby areas in [[Central Europe]], especially in [[Slovenia]]. Also five players may play the game with the dealer sitting out.
Austrian Königrufen has a common core set of rules with considerable variation in the types of announcements and bonuses permitted, along with scoring, with most groups of players creating their own house rules. Although widely accepted tournament rules have been developed, such rules vary depending on the region where the game is played.
== History ==
Königrufen evolved from the older 18th century tarock games which borrowed their concepts of bidding from the card game [[Quadrille (card game)|Quadrille]], an [[Ombre|Hombre]] variant, to determine who played with whom. The earliest reference of the game appears in Wien, in a book written in 1840.<ref>Hugo Kastner, Gerald Kador Folkvord [http://books.google.com/books?id=lWqSVnyS8RIC&pg=RA1-PA217&dq=K%C3%B6nigrufen&lr=&hl=cs#v=onepage&q=K%C3%B6nigrufen&f=false Die große Humboldt-enzyklopädie der Kartenspiele] pg. 217 Humboldt (2005) ISBN 389994058X </ref> Its closest cousin is [[Tapp Tarock]], extensively played in Austria.<ref>Dictionary of Card Games, David Parlett, pg. 295 Oxford University Press (1996) ISBN 0-19-869173-4</ref>
== Description ==
The 54-card Tarock deck with combined value of 70 points is used. Each player receives 12 cards and 6 cards called the Talon are placed in the center. Players take turn in a counter-clockwise direction. After the exchange with the Talon, the player to the right of the dealer leads to the first trick. Like most trick-taking games, the winner of the last trick leads to the next until either all 12 tricks have been played, or a player has failed to achieve an announced goal.
== The cards==
The 54 cards are divided into two groups: 32 suit cards and 22 Tarocks (trumps).
The 32 suit cards consist of four courts: king, queen, knight and jack, along with four lower ranked cards, the pips of eight cards each in the four suits: hearts, diamonds, spades and clubs -. The cards rank as follows:
*In black suits: king, queen, knight and jack 10, 9, 8 and 7
*In red suits: king, queen, knight and jack, Ace, 2, 3 and 4.
The 22 Tarocks are ranked according to the Roman numbers displayed on the corner of these cards.
Six Tarocks are specially named as they play important roles in the game:
* I - ''Pagat''
* II - ''Uhu''
* III - ''Kakadu''
* IIII - ''Marabu''
* XXI - ''Mond'' (The Moon). It is derived from the French ''Monde'' (The World).
The 22nd Tarock is unnumbered and depicts a [[harlequin]] is often called the ''Sküs'', ''Gstieß'', or a number of other phonetic derivations of the French [[Tarot (game)|"Excuse"]]
The ''Sküs'', ''Mond'' and ''Pagat'' are called the ''Trull'' (derived from the French "tous les trois" or "all the three"). Tarocks II ,III , and IIII are called ''Vogel'' ("Birds").
==Game bonuses ==
== Vogel (The Birds) ==
The birds are the lowest Tarocks:
* I - Pagat (The Acrobat). Also: ''Spatz'' (Sparrow)
* II - ''Uhu'' ( Eagle Owl).
* III - ''Kakadu'' (Cockatoo). Also: ''Pelikan'' (Pelican), ''Kanari'' (Canary), ''Cohn'' (?), etc.
* IIII - ''Marabu'' (Marabu Stork). Also: ''Quapil'' (?), ''Lämmergeier'' (Bearded Vulture), ''Wildsau'' (Boar), etc.
The Pagat is a special "Bird" as it also belongs to the Trull
The birds count as bonuses, if they win the appropriate trick. The Pagat must be won in the last trick, the Uhu in the penultimate, the Kakadu in the third to the last, and the Marabu in the fourth to the last.
They must win the trick if they are to count as bonuses. Even if the taker's partner captures a bird Tarock, the bonus is lost and counts as negative. They are also lost if they are announced and not successfully achieved.
== King Ultimo ==
The King Ultimo bonus is scored, if the called king wins the last trick. The bonus is also scored if the taker's partner takes the called king in the last trick.
== Mondfang (capture of the XXI)==
Mondfang is scored if the second highest Tarock (the Mond or XXI) is taken by the highest (the Sküs).
==See also==
*[[Tarot card games]]
==References==
{{Reflist}}
==External links==
*http://www.ebepe.com/html/tarock_e.html introductory rules
*http://www.pagat.com/tarot/koenig.html pagat.com rules and strategy
{{Tarot, tarock and tarocchi games}}
{{DEFAULTSORT:Konigrufen}}
[[Category:Tarot card games]]
[[Category:Tarot]]
[[Category:Dedicated deck card games]]
[[de:Königrufen]]
7daomacpge9e8fomqv7o28nka2fcwsz
4335
4334
2009-12-09T23:30:46Z
Kingstonlee
1735031
1 revision
4335
wikitext
text/x-wiki
{{Infobox card game
| title = Königrufen
| subtitle = A trick-taking game of the European [[Tarot]] card game family.
| image_link = [[Image:Tarockkarten in der Hand eines Spielers.jpg|250px|''Austrian-style 54-card Tarock hand''.]]
| image_caption =
| alt_names =
| type = [[Trick-taking]]
| players = 4
| ages = 12+
| num_cards = 54
| deck = [[Tarot]]
| play = Counter-clockwise
| card_rank = R D C V 10 9 8 7 6 5 4 3 2 1<br /> Trump suit 21-1
| origin = [[Austria]]
| related = [[French tarot]], [[Tarocchini]]
| playing_time = 30 min.
| random_chance = Moderate
| skills = Tactics, Strategy
| footnotes =
}}
'''Königrufen''' or '''Königsrufen''' ("The Calling of a King" Tarock) is a [[trick-taking]] [[card game]] four-player variant played in [[Austria]] and nearby areas in [[Central Europe]], especially in [[Slovenia]]. Also five players may play the game with the dealer sitting out.
Austrian Königrufen has a common core set of rules with considerable variation in the types of announcements and bonuses permitted, along with scoring, with most groups of players creating their own house rules. Although widely accepted tournament rules have been developed, such rules vary depending on the region where the game is played.
== History ==
Königrufen evolved from the older 18th century tarock games which borrowed their concepts of bidding from the card game [[Quadrille (card game)|Quadrille]], an [[Ombre|Hombre]] variant, to determine who played with whom. The earliest reference of the game appears in Wien, in a book written in 1840.<ref>Hugo Kastner, Gerald Kador Folkvord [http://books.google.com/books?id=lWqSVnyS8RIC&pg=RA1-PA217&dq=K%C3%B6nigrufen&lr=&hl=cs#v=onepage&q=K%C3%B6nigrufen&f=false Die große Humboldt-enzyklopädie der Kartenspiele] pg. 217 Humboldt (2005) ISBN 389994058X </ref> Its closest cousin is [[Tapp Tarock]], extensively played in Austria.<ref>Dictionary of Card Games, David Parlett, pg. 295 Oxford University Press (1996) ISBN 0-19-869173-4</ref>
== Description ==
The 54-card Tarock deck with combined value of 70 points is used. Each player receives 12 cards and 6 cards called the Talon are placed in the center. Players take turn in a counter-clockwise direction. After the exchange with the Talon, the player to the right of the dealer leads to the first trick. Like most trick-taking games, the winner of the last trick leads to the next until either all 12 tricks have been played, or a player has failed to achieve an announced goal.
== The cards==
The 54 cards are divided into two groups: 32 suit cards and 22 Tarocks (trumps).
The 32 suit cards consist of four courts: king, queen, knight and jack, along with four lower ranked cards, the pips of eight cards each in the four suits: hearts, diamonds, spades and clubs -. The cards rank as follows:
*In black suits: king, queen, knight and jack 10, 9, 8 and 7
*In red suits: king, queen, knight and jack, Ace, 2, 3 and 4.
The 22 Tarocks are ranked according to the Roman numbers displayed on the corner of these cards.
Six Tarocks are specially named as they play important roles in the game:
* I - ''Pagat''
* II - ''Uhu''
* III - ''Kakadu''
* IIII - ''Marabu''
* XXI - ''Mond'' (The Moon). It is derived from the French ''Monde'' (The World).
The 22nd Tarock is unnumbered and depicts a [[harlequin]] is often called the ''Sküs'', ''Gstieß'', or a number of other phonetic derivations of the French [[Tarot (game)|"Excuse"]]
The ''Sküs'', ''Mond'' and ''Pagat'' are called the ''Trull'' (derived from the French "tous les trois" or "all the three"). Tarocks II ,III , and IIII are called ''Vogel'' ("Birds").
==Game bonuses ==
== Vogel (The Birds) ==
The birds are the lowest Tarocks:
* I - Pagat (The Acrobat). Also: ''Spatz'' (Sparrow)
* II - ''Uhu'' ( Eagle Owl).
* III - ''Kakadu'' (Cockatoo). Also: ''Pelikan'' (Pelican), ''Kanari'' (Canary), ''Cohn'' (?), etc.
* IIII - ''Marabu'' (Marabu Stork). Also: ''Quapil'' (?), ''Lämmergeier'' (Bearded Vulture), ''Wildsau'' (Boar), etc.
The Pagat is a special "Bird" as it also belongs to the Trull
The birds count as bonuses, if they win the appropriate trick. The Pagat must be won in the last trick, the Uhu in the penultimate, the Kakadu in the third to the last, and the Marabu in the fourth to the last.
They must win the trick if they are to count as bonuses. Even if the taker's partner captures a bird Tarock, the bonus is lost and counts as negative. They are also lost if they are announced and not successfully achieved.
== King Ultimo ==
The King Ultimo bonus is scored, if the called king wins the last trick. The bonus is also scored if the taker's partner takes the called king in the last trick.
== Mondfang (capture of the XXI)==
Mondfang is scored if the second highest Tarock (the Mond or XXI) is taken by the highest (the Sküs).
==See also==
*[[Tarot card games]]
==References==
{{Reflist}}
==External links==
*http://www.ebepe.com/html/tarock_e.html introductory rules
*http://www.pagat.com/tarot/koenig.html pagat.com rules and strategy
{{Tarot, tarock and tarocchi games}}
{{DEFAULTSORT:Konigrufen}}
[[Category:Tarot card games]]
[[Category:Tarot]]
[[Category:Dedicated deck card games]]
[[de:Königrufen]]
7daomacpge9e8fomqv7o28nka2fcwsz
LINQ (card game)
0
2226
4286
2009-11-28T02:21:00Z
Im>Rjwilmsi
0
/* References */accessyear {{cite web}} parameter cleanup using [[Project:AWB]]
4286
wikitext
text/x-wiki
: ''This article is about the card game. For the [[.NET Framework|.NET]]-related project, see [[Language Integrated Query]].''
'''LINQ''' is a word-based [[card game]] from [[Endless Games]], introduced at the American International Toy Fair in 2005.
Gameplay requires at least four [[Player (game)|player]]s, two of which are dealt cards with the same word, while the others receive blanks. The goal is to gain points by correctly naming the players with the word cards (the "linq") while preventing others from doing the same. Players take turns giving one-word clues, giving the "linq" a chance to identify one another while the others try to [[Bluff (poker)|bluff]] and confuse them.
==External links==
* [http://www.linqthegame.com/ LINQ], official site.
* [http://www.endlessgames.com/instr/linq.pdf LINQ instructions] in PDF format.
==References==
* {{cite web | title=Linq—New Bluffing Game | work=About | url=http://boardgames.about.com/b/a/156825.htm | accessdate=October 30, 2005 }}
[[Category:Dedicated deck card games]]
[[Category:Endless Games games]]
{{Card-game-stub}}
[[zh:LINQ (紙牌遊戲)]]
0mfambyjebkal6d1qj6ns3joe1gh0gm
4287
4286
2009-12-09T23:30:41Z
Kingstonlee
1735031
1 revision
4287
wikitext
text/x-wiki
: ''This article is about the card game. For the [[.NET Framework|.NET]]-related project, see [[Language Integrated Query]].''
'''LINQ''' is a word-based [[card game]] from [[Endless Games]], introduced at the American International Toy Fair in 2005.
Gameplay requires at least four [[Player (game)|player]]s, two of which are dealt cards with the same word, while the others receive blanks. The goal is to gain points by correctly naming the players with the word cards (the "linq") while preventing others from doing the same. Players take turns giving one-word clues, giving the "linq" a chance to identify one another while the others try to [[Bluff (poker)|bluff]] and confuse them.
==External links==
* [http://www.linqthegame.com/ LINQ], official site.
* [http://www.endlessgames.com/instr/linq.pdf LINQ instructions] in PDF format.
==References==
* {{cite web | title=Linq—New Bluffing Game | work=About | url=http://boardgames.about.com/b/a/156825.htm | accessdate=October 30, 2005 }}
[[Category:Dedicated deck card games]]
[[Category:Endless Games games]]
{{Card-game-stub}}
[[zh:LINQ (紙牌遊戲)]]
0mfambyjebkal6d1qj6ns3joe1gh0gm
Life
0
2049
3927
2009-12-09T05:17:03Z
Kingstonlee
1735031
moved [[Life]] to [[The Game of Life]]
3927
wikitext
text/x-wiki
#REDIRECT [[The Game of Life]]
9z84w3t625or7jjpz7zxxpmi9vq5ko2
Life as a BlackMan
0
2063
3954
2009-10-15T03:51:56Z
ClueBot
247081
Reverting possible vandalism by [[Special:Contributions/24.98.15.250|24.98.15.250]] to version by Quantockgoblin. False positive? [[User:ClueBot/FalsePositives|Report it]]. Thanks, [[User:ClueBot|ClueBot]]. (792387) (Bot)
3954
wikitext
text/x-wiki
'''''Life as a BlackMan''''' is a [[board game]] based on ''[[The Game of Life]]'' designed and marketed by [[Underground Games]], Inc., a black-owned game company chaired by C.E.O. Chuck Sawyer. The intent of ''Life as a BlackMan'' is to depict life's struggle to get ahead from the perspective of oppressed minorities in the United States. The game is promoted as a way to teach tolerance. However, critics of the game charge that ''Life as a BlackMan'', like ''[[Ghettopoly]]'', only reinforces negative [[stereotypes]] of black Americans.
==Object of the Game==
Players begin the game as an eighteen-year-old black male high school graduate who is ready to enter the world and build a career. After starting the game, players must make their way through a number of treacherous districts, each with its own hazards and diversions. Players start in a district based upon a roll of the dice. Some of the districts include '''Glamourwood''' (the entertainment industry), '''Black University''', '''Military''', '''Ghetto''', '''Corporate America''', and '''Prison'''. Players also choose what character type they will be based upon a roll of the dice. Some of the character types include '''creative''', '''intellectual''', and '''athletic'''. One player must be '''the Government.''' The Government pays all salaries, handles all automobile and legal transactions, and reads the cards for Prison. No mater what district or what character type, the police lurk everywhere and racism is always ready to thwart a player's ambitions. Throughout the game players are asked if they know good from evil. Individuals can choose the church or slip into a life of crime. Church provides strength and guidance. Crime has consequences, and while lucrative, it also leads to frequent encounters with police and ultimately prison. If a player has acquired enough money, he can pay for the '''Dream Team Attorney'''. If not, the overworked and often unreliable '''Public Defender''' is available. Cars also make a difference, and a player must choose his ride wisely. Options include the '''SUV''', '''Used Car''', '''Bucket''', or even '''no car at all'''. Choosing no car is risky because public transportation is unreliable and one needs a car to get around in '''Downtown'''. There are 360 '''Action Cards''' that provide diversions, roadblocks, and unexpected curves in all aspects of life. Building a pile of cash and getting rich is not the goal of this game. The one and only object of the game is to stop going around in endless circles, find a good career, and attain '''Freedom'''. The first person to reach Freedom wins.
==Equipment==
The equipment consists of 1 24" x 24" game board, 1 9" x 12" Prison Platform, 1 4-sided die, 1 6-sided die, 6 game pawns, 12 decks of Action Cards, (25 GlamourWood cards, 25 Black University cards, 25 Military cards, 30 Ghetto cards, 25 Corporate America cards, 20 Church cards, 25 Prison cards, 25 Life cards, 50 Career cards, 25 Racism cards, 25 Crime cards, and 25 Police cards). 18 Character Type Cards (6 Creative, 6 Intellectual, and 6 Athletic), 14 Transportation Cards (5 "No Car" cards, 3 "Bucket" cards, 2 "Used Mid-Size" cards, 2 "New Sub-Compact" cards, and 2 "New SUV" cards), 3 Debt cards and a pack of BlackMan money. There are 360 cards in total.
==Rules of Play==
{{Expand-section|date=January 2007}}
==External links==
* [http://www.blackmangame.com/ ''Life as a BlackMan'' Homepage] (homepage disabled)
* [http://www.npr.org/templates/story/story.php?storyId=1141840 NPR on ''Life as a BlackMan'']
* [http://www.foxnews.com/story/0,2933,47268,00.html Fox on Life as a BlackMan -- the Game?]
*{{bgg|3988|''Life as a BlackMan''}}
[[Category:Economic simulation board games]]
[[Category:African American culture]]
[[ja:ライフ・アズ・ア・ブラックマン]]
ljz1cwy72nu3du6glkh6qrx7u09odau
3955
3954
2009-12-09T23:29:56Z
Kingstonlee
1735031
1 revision
3955
wikitext
text/x-wiki
'''''Life as a BlackMan''''' is a [[board game]] based on ''[[The Game of Life]]'' designed and marketed by [[Underground Games]], Inc., a black-owned game company chaired by C.E.O. Chuck Sawyer. The intent of ''Life as a BlackMan'' is to depict life's struggle to get ahead from the perspective of oppressed minorities in the United States. The game is promoted as a way to teach tolerance. However, critics of the game charge that ''Life as a BlackMan'', like ''[[Ghettopoly]]'', only reinforces negative [[stereotypes]] of black Americans.
==Object of the Game==
Players begin the game as an eighteen-year-old black male high school graduate who is ready to enter the world and build a career. After starting the game, players must make their way through a number of treacherous districts, each with its own hazards and diversions. Players start in a district based upon a roll of the dice. Some of the districts include '''Glamourwood''' (the entertainment industry), '''Black University''', '''Military''', '''Ghetto''', '''Corporate America''', and '''Prison'''. Players also choose what character type they will be based upon a roll of the dice. Some of the character types include '''creative''', '''intellectual''', and '''athletic'''. One player must be '''the Government.''' The Government pays all salaries, handles all automobile and legal transactions, and reads the cards for Prison. No mater what district or what character type, the police lurk everywhere and racism is always ready to thwart a player's ambitions. Throughout the game players are asked if they know good from evil. Individuals can choose the church or slip into a life of crime. Church provides strength and guidance. Crime has consequences, and while lucrative, it also leads to frequent encounters with police and ultimately prison. If a player has acquired enough money, he can pay for the '''Dream Team Attorney'''. If not, the overworked and often unreliable '''Public Defender''' is available. Cars also make a difference, and a player must choose his ride wisely. Options include the '''SUV''', '''Used Car''', '''Bucket''', or even '''no car at all'''. Choosing no car is risky because public transportation is unreliable and one needs a car to get around in '''Downtown'''. There are 360 '''Action Cards''' that provide diversions, roadblocks, and unexpected curves in all aspects of life. Building a pile of cash and getting rich is not the goal of this game. The one and only object of the game is to stop going around in endless circles, find a good career, and attain '''Freedom'''. The first person to reach Freedom wins.
==Equipment==
The equipment consists of 1 24" x 24" game board, 1 9" x 12" Prison Platform, 1 4-sided die, 1 6-sided die, 6 game pawns, 12 decks of Action Cards, (25 GlamourWood cards, 25 Black University cards, 25 Military cards, 30 Ghetto cards, 25 Corporate America cards, 20 Church cards, 25 Prison cards, 25 Life cards, 50 Career cards, 25 Racism cards, 25 Crime cards, and 25 Police cards). 18 Character Type Cards (6 Creative, 6 Intellectual, and 6 Athletic), 14 Transportation Cards (5 "No Car" cards, 3 "Bucket" cards, 2 "Used Mid-Size" cards, 2 "New Sub-Compact" cards, and 2 "New SUV" cards), 3 Debt cards and a pack of BlackMan money. There are 360 cards in total.
==Rules of Play==
{{Expand-section|date=January 2007}}
==External links==
* [http://www.blackmangame.com/ ''Life as a BlackMan'' Homepage] (homepage disabled)
* [http://www.npr.org/templates/story/story.php?storyId=1141840 NPR on ''Life as a BlackMan'']
* [http://www.foxnews.com/story/0,2933,47268,00.html Fox on Life as a BlackMan -- the Game?]
*{{bgg|3988|''Life as a BlackMan''}}
[[Category:Economic simulation board games]]
[[Category:African American culture]]
[[ja:ライフ・アズ・ア・ブラックマン]]
ljz1cwy72nu3du6glkh6qrx7u09odau
Ligretto
0
2153
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2009-09-01T18:33:36Z
Melpoemene
1914389
/* External links */
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{{Infobox_Game
| subject_name = Ligretto
| image_link = [[Image:Ligretto card game box.jpg]]
| image_caption = Box of Ligretto 'Green Pack' playing cards
| players = 2-12
| ages = 5 and up
| setup_time = < 1 minute
| playing_time = Approximately 5-10 minutes per round
| complexity= Easy
| strategy = Medium
| random_chance = Medium
| skills = [[Hand-eye coordination]], speed, [[mathematics|counting]]
}}
'''''Ligretto''''' is a [[card game]] for two to twelve players. The aim of the game is to get rid of all your cards faster than all the other players by discarding them in the middle of the table. Instead of taking turns, all players play simultaneously. Play is fast and lively, and demands attention to the cards being played by others as well as one's own cards. It can be played and enjoyed equally by children from 8 years old to adult with youth being at no disadvantage.
The game is similar to ''[[Dutch Blitz]]'', which is based upon the original ''Ligretto''. <ref>[http://translate.google.com/translate?u=http%3A%2F%2Fde.wikipedia.org%2Fwiki%2FLigretto&hl=en&ie=UTF8&sl=de&tl=en Ligretto] History and origin. Google translate. Accessed may 2008</ref>
The was published in 1988 from Germany's Rosengarten Spiele (Rose Garden games) designed by Michael Michaels, but it was published in an earlier form in the early 1960s. The game has been published by [[Schmidt-Spiele]] of [[Berlin]], [[Germany]] since the year 2000. In 2009, Playroom Entertainment began publishing the game for North America and other English-speaking countries.
==Description==
The game uses a special deck of cards: each face is red, green, yellow, or blue, and is numbered from 1 to 10. Each player gets 40 cards (ten of each color) which have a distinctive design on the reverse unique to that player.
Before starting a game, the players shuffle their cards, and put ten cards into a "stack" face up on the table so that only the top card is visible. Three cards are laid out face up next to this stack; these are called the "row". The remaining cards are kept in the player's hand.
When the game starts, players simultaneously discard cards in the middle of the table, building colored piles in ascending numerical order according to color, and only starting new piles with a '1' card (placed anywhere near the middle of the table). New piles can be started anytime a '1' card becomes available to a player. Play is fast, and slow players will miss opportunities to place cards as faster players add to piles before others can react. Near-ties commonly occur among players discarding the same number card on a pile, but the person who was first is clearly the one whose card is underneath.
If players are unable to discard a card from the three "row" cards or from their "stack", they can look at every third card from the cards in their hand and play a card from the top of that pile if it goes on a pile on the table.
Once a player's hand has been completely passed through in this manner, it can be reshuffled by the player who then continues to play.
When one of the three "row" cards is placed in the middle, the space gets filled up with the top card from the "stack".
Play continues at a fast pace, with experienced players usually watching other players' rows and stacks as well as their own.
Once a player has discarded all cards from their "stack" pile, s/he calls out "Ligretto stop!" and ends the round.
==Scoring==
At the end of each round, all the cards on the table are turned over, returned to players and counted, using the distinctive marking on the reverse side unique to each player.
The players get double penalty-points for each of the cards remaining on their "stacks" and single bonus points for each card discarded in the middle during play. The player who ended the round does not necessarily achieve the highest score. It is also possible to score a negative value in a round.
After the score has been calculated, each player shuffles his 40 cards, and a new round can begin.
Play continues until a player scores 100 points and wins the game.
==Game packs==
''Ligretto'' comes in red, green, and blue packs. Each pack, containing cards for four players, has a different set of markings on the card backs. Buying all three packs allows up to 12 players to play at a time.
== See also ==
* [[Nertz]], a similar game played with face cards
* [[Dutch Blitz]], a similar game created by the Pennsylvania Dutch
==References==
{{Reflist}}
*[http://www.brettspielwelt.de/Spiele/Ligretto/ Game Description] and Online version at brettspielwelt.de. Accessed May 2007
*[http://www.spielen.info/2/21_10/0_fenster_4.asp?offset=220&sn=&vl=Schmidt%20Spiel%20&kt=&al=&pa=&at=&bild=FALSE&aktuell=&dpp=10&cd=&SysName=&gr= Ligretto] at the Austrian toy museum. Accessed May 2007
==External links==
*[http://www.PlayroomEnt.com/ Official ''Playroom Entertainment'' website]
*[http://www.schmidtspiele.de/index.php?spielsess=be6a5dfefc95c23d2427689f1064dd18&id=101&backpage=59&empf=1&aid=381&direkt=1 Ligretto] at Schmidt publishers website. Accessed May 2007
*[http://www.youtube.com/watch?v=FdvqhIJZY8I Ligetto!] Game in progress on YouTube.
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[bg:Лигрето]]
[[de:Ligretto]]
[[nl:Ligretto]]
[[no:Ligretto]]
j5a6de0bt44zbrp7hopvlp0zlzcv116
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Kingstonlee
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{{Infobox_Game
| subject_name = Ligretto
| image_link = [[Image:Ligretto card game box.jpg]]
| image_caption = Box of Ligretto 'Green Pack' playing cards
| players = 2-12
| ages = 5 and up
| setup_time = < 1 minute
| playing_time = Approximately 5-10 minutes per round
| complexity= Easy
| strategy = Medium
| random_chance = Medium
| skills = [[Hand-eye coordination]], speed, [[mathematics|counting]]
}}
'''''Ligretto''''' is a [[card game]] for two to twelve players. The aim of the game is to get rid of all your cards faster than all the other players by discarding them in the middle of the table. Instead of taking turns, all players play simultaneously. Play is fast and lively, and demands attention to the cards being played by others as well as one's own cards. It can be played and enjoyed equally by children from 8 years old to adult with youth being at no disadvantage.
The game is similar to ''[[Dutch Blitz]]'', which is based upon the original ''Ligretto''. <ref>[http://translate.google.com/translate?u=http%3A%2F%2Fde.wikipedia.org%2Fwiki%2FLigretto&hl=en&ie=UTF8&sl=de&tl=en Ligretto] History and origin. Google translate. Accessed may 2008</ref>
The was published in 1988 from Germany's Rosengarten Spiele (Rose Garden games) designed by Michael Michaels, but it was published in an earlier form in the early 1960s. The game has been published by [[Schmidt-Spiele]] of [[Berlin]], [[Germany]] since the year 2000. In 2009, Playroom Entertainment began publishing the game for North America and other English-speaking countries.
==Description==
The game uses a special deck of cards: each face is red, green, yellow, or blue, and is numbered from 1 to 10. Each player gets 40 cards (ten of each color) which have a distinctive design on the reverse unique to that player.
Before starting a game, the players shuffle their cards, and put ten cards into a "stack" face up on the table so that only the top card is visible. Three cards are laid out face up next to this stack; these are called the "row". The remaining cards are kept in the player's hand.
When the game starts, players simultaneously discard cards in the middle of the table, building colored piles in ascending numerical order according to color, and only starting new piles with a '1' card (placed anywhere near the middle of the table). New piles can be started anytime a '1' card becomes available to a player. Play is fast, and slow players will miss opportunities to place cards as faster players add to piles before others can react. Near-ties commonly occur among players discarding the same number card on a pile, but the person who was first is clearly the one whose card is underneath.
If players are unable to discard a card from the three "row" cards or from their "stack", they can look at every third card from the cards in their hand and play a card from the top of that pile if it goes on a pile on the table.
Once a player's hand has been completely passed through in this manner, it can be reshuffled by the player who then continues to play.
When one of the three "row" cards is placed in the middle, the space gets filled up with the top card from the "stack".
Play continues at a fast pace, with experienced players usually watching other players' rows and stacks as well as their own.
Once a player has discarded all cards from their "stack" pile, s/he calls out "Ligretto stop!" and ends the round.
==Scoring==
At the end of each round, all the cards on the table are turned over, returned to players and counted, using the distinctive marking on the reverse side unique to each player.
The players get double penalty-points for each of the cards remaining on their "stacks" and single bonus points for each card discarded in the middle during play. The player who ended the round does not necessarily achieve the highest score. It is also possible to score a negative value in a round.
After the score has been calculated, each player shuffles his 40 cards, and a new round can begin.
Play continues until a player scores 100 points and wins the game.
==Game packs==
''Ligretto'' comes in red, green, and blue packs. Each pack, containing cards for four players, has a different set of markings on the card backs. Buying all three packs allows up to 12 players to play at a time.
== See also ==
* [[Nertz]], a similar game played with face cards
* [[Dutch Blitz]], a similar game created by the Pennsylvania Dutch
==References==
{{Reflist}}
*[http://www.brettspielwelt.de/Spiele/Ligretto/ Game Description] and Online version at brettspielwelt.de. Accessed May 2007
*[http://www.spielen.info/2/21_10/0_fenster_4.asp?offset=220&sn=&vl=Schmidt%20Spiel%20&kt=&al=&pa=&at=&bild=FALSE&aktuell=&dpp=10&cd=&SysName=&gr= Ligretto] at the Austrian toy museum. Accessed May 2007
==External links==
*[http://www.PlayroomEnt.com/ Official ''Playroom Entertainment'' website]
*[http://www.schmidtspiele.de/index.php?spielsess=be6a5dfefc95c23d2427689f1064dd18&id=101&backpage=59&empf=1&aid=381&direkt=1 Ligretto] at Schmidt publishers website. Accessed May 2007
*[http://www.youtube.com/watch?v=FdvqhIJZY8I Ligetto!] Game in progress on YouTube.
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[bg:Лигрето]]
[[de:Ligretto]]
[[nl:Ligretto]]
[[no:Ligretto]]
j5a6de0bt44zbrp7hopvlp0zlzcv116
Lord of the Fries
0
2222
4278
2008-07-07T13:12:18Z
65.220.113.114
/* External links */ reinstated GameTable Online link - site is no longer commercial
4278
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text/x-wiki
[[Image:Coverpic.jpg|thumb|Front cover]]
<!-- [[Image:Backpic.jpg|thumb|Back cover]] -->
[[Image:Foods!.jpg|thumb|Ingredient cards]]
'''''Lord of the Fries''''' is a [[card game]] created by [[James Ernest]] and published by [[Cheapass Games]] and [[Steve Jackson Games]]. In 2008 Steve Jackson Games released a new edition with revised game components.
''Lord of the Fries'' takes place at [[Friedey's]]: The Fast Food Restaurant of the Damned. Other games that take place there include ''[[Give Me the Brain]]'' and ''Change!''.
== Game Play ==
''Lord of the Fries'' is set in the kitchen of Friedey's where your main task is to create meals using different food cards to earn points and get rid of cards.<ref>{{cite journal
| title=Pyramid Pick: Lord of the Fries
| url=http://www.sjgames.com/pyramid/login/article.html?id=290
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| publisher=[[Steve Jackson Games]]
| last=Haring
| first=Scott D.
| date=[[1998-09-11]]
| accessdate=2008-02-23}}</ref> The meals are taken from various different menus including those of Ratherbee's Steakhouse, Ghicciaroni's, Friedey's Restaurant, Friedey's Long Wok, Love's Labours Lunch, and the Holiday Menu. You combine meals with humorous names like Chickacheezabunga, Sheep wit' da Fishes, Lying Dead on the Floor, Manifest Destiny, Penne for Your Tots, Synaptic Relay Deteriorator, An Unbearable Likeness of Beans, Godfather, Bovine Spongiform Yum, Yum, Yum!, the enormous Magna Carta with a side of fries, and the Lord of the Fries.
== Awards ==
''Lord of the Fries'' was in the [[Games (magazine)| Games magazine]] [[Games 100]] list of 2003.
==References==
<references/>
== External links ==
* [http://www.cheapass.com/products/cardgames/cag526.html ''Lord of the Fries'' product page] at Cheapass Games
* [http://www.gametableonline.com/gameinfo.php?gid=3 Official online edition] at GameTable Online
* {{bgg|1536|''Lord of the Fries''}}
[[Category:Cheapass Games games]]
[[Category:Dedicated deck card games]]
{{card-game-stub}}
pmjxuljw97um2gisou0ndodrfi308n7
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Kingstonlee
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1 revision
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text/x-wiki
[[Image:Coverpic.jpg|thumb|Front cover]]
<!-- [[Image:Backpic.jpg|thumb|Back cover]] -->
[[Image:Foods!.jpg|thumb|Ingredient cards]]
'''''Lord of the Fries''''' is a [[card game]] created by [[James Ernest]] and published by [[Cheapass Games]] and [[Steve Jackson Games]]. In 2008 Steve Jackson Games released a new edition with revised game components.
''Lord of the Fries'' takes place at [[Friedey's]]: The Fast Food Restaurant of the Damned. Other games that take place there include ''[[Give Me the Brain]]'' and ''Change!''.
== Game Play ==
''Lord of the Fries'' is set in the kitchen of Friedey's where your main task is to create meals using different food cards to earn points and get rid of cards.<ref>{{cite journal
| title=Pyramid Pick: Lord of the Fries
| url=http://www.sjgames.com/pyramid/login/article.html?id=290
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| publisher=[[Steve Jackson Games]]
| last=Haring
| first=Scott D.
| date=[[1998-09-11]]
| accessdate=2008-02-23}}</ref> The meals are taken from various different menus including those of Ratherbee's Steakhouse, Ghicciaroni's, Friedey's Restaurant, Friedey's Long Wok, Love's Labours Lunch, and the Holiday Menu. You combine meals with humorous names like Chickacheezabunga, Sheep wit' da Fishes, Lying Dead on the Floor, Manifest Destiny, Penne for Your Tots, Synaptic Relay Deteriorator, An Unbearable Likeness of Beans, Godfather, Bovine Spongiform Yum, Yum, Yum!, the enormous Magna Carta with a side of fries, and the Lord of the Fries.
== Awards ==
''Lord of the Fries'' was in the [[Games (magazine)| Games magazine]] [[Games 100]] list of 2003.
==References==
<references/>
== External links ==
* [http://www.cheapass.com/products/cardgames/cag526.html ''Lord of the Fries'' product page] at Cheapass Games
* [http://www.gametableonline.com/gameinfo.php?gid=3 Official online edition] at GameTable Online
* {{bgg|1536|''Lord of the Fries''}}
[[Category:Cheapass Games games]]
[[Category:Dedicated deck card games]]
{{card-game-stub}}
pmjxuljw97um2gisou0ndodrfi308n7
Lost Cities
0
2167
4168
2009-10-30T21:29:10Z
Im>Garth M
0
/* Xbox Live Arcade */
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{{for|the archeological term|Lost city}}{{otheruses}}
{{Infobox_Game|
subject_name=Lost Cities |
image_link= [[Image:Lostcities250px.jpg]]|
image_caption= ''Lost Cities''|
designer=[[Reiner Knizia]]|
publisher=[[Kosmos (game publisher)|Kosmos]]<br>[[Rio Grande Games]]|
players=2 |
ages= 10 and up|
setup_time= 2 minutes |
playing_time= 30 minutes |
complexity=Low |
strategy=Medium |
random_chance=Medium |
skills=[[Strategy|Strategic thought]]|
footnotes=|
bggid=50
}}
'''''Lost Cities''''' is a 60-card [[card game]], designed in 1999 by game designer [[Reiner Knizia]] and published by several publishers. The objective of the game is to mount profitable expeditions to one or more of the five lost cities (the Himalayas, the Brazilian Rain Forest, the Desert Sands, the Ancient Volcanos and Neptune's Realm). The game was originally intended as a 2-player game, but rule variants have been contributed by fans to allow 1 or 2 further players, causing Reiner Knizia himself to later provide semi-official 4-player rules.<ref>{{cite web | url=http://freespace.virgin.net/chris.lawson/rk/lostcity/lostfour.htm | title=Lost Cities, 4 Player | last=Lawson | first=Chris | date=1999-12-12}}</ref>
== Summary ==
''Lost Cities'' is a rather fast-moving game, with players playing or discarding, and then replacing, a single card each turn. Cards represent progress on one of the five color-coded expeditions. Players must decide, during the course of the game, how many of these expeditions to actually embark upon. Card play rules are quite straightforward, but because players can only move forward on an expedition (by playing cards which are higher-numbered than those already played), making the right choice in a given game situation can be quite difficult. An expedition that has been started will earn points according to how much progress has been made when the game ends, and after three rounds, the player with the highest total score wins the game. Each expedition that is started but not thoroughly charted incurs a negative point penalty (investment costs).
Interaction between players is indirect, in that one cannot directly impact another player's expeditions. However, since players can draw from the common discard piles, they are free to make use of opposing discards. Additionally, since the available cards for a given expedition are finite, progress made by an opponent in a given color can lead to difficulty making progress in that same color.
The game's board, while well designed to supplement the theme, is essentially optional and consists only of simple marked areas where players place discards. If ''Lost Cities'' had four expeditions instead of five, it could be played with a standard deck of playing cards. When doing so, the [[face cards]] would represent investment cards, with numbered cards two through ten serving as the expedition progress cards.
== Awards ==
* Won the 1999 [[Meeples' Choice Award]].
* Won the 2000 [[International Gamers Award]].
* Won the [[Juego del año en España]] 2006.
== Xbox Live Arcade ==
{{main|Lost Cities (video game)}}
''Lost Cities'' was published by [[Sierra Online]] for the [[Xbox Live Arcade]] platform on [[April 23]], [[2008]] for 800 [[Microsoft Points]]. The title supports both online play against other humans and solo play against computer-controlled opponents.
It was delisted on 20 February 2009 for unexplained reasons. It is currently not available for purchase.
== Lost Cities: The Board Game ==
The 2008 game [[Keltis]] was re-themed and published in the USA as Lost Cities: The Board Game. The game supports up to four players.
== References ==
<div class="references-small" style="-moz-column-count:2; column-count:2;">
<references />
</div>
== External links ==
{{commonscat|Lost Cities}}
*{{bgg|50|''Lost Cities''}}
[[Category:Dedicated deck card games]]
[[Category:Reiner Knizia games]]
[[Category:Kosmos games]]
[[Category:Rio Grande Games games]]
[[ca:Lost Cities]]
[[de:Lost Cities]]
[[pl:Zaginione Miasta]]
kawvqlod8cq43sq2wvodz3odvlnlpox
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2009-12-09T23:30:28Z
Kingstonlee
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1 revision
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wikitext
text/x-wiki
{{for|the archeological term|Lost city}}{{otheruses}}
{{Infobox_Game|
subject_name=Lost Cities |
image_link= [[Image:Lostcities250px.jpg]]|
image_caption= ''Lost Cities''|
designer=[[Reiner Knizia]]|
publisher=[[Kosmos (game publisher)|Kosmos]]<br>[[Rio Grande Games]]|
players=2 |
ages= 10 and up|
setup_time= 2 minutes |
playing_time= 30 minutes |
complexity=Low |
strategy=Medium |
random_chance=Medium |
skills=[[Strategy|Strategic thought]]|
footnotes=|
bggid=50
}}
'''''Lost Cities''''' is a 60-card [[card game]], designed in 1999 by game designer [[Reiner Knizia]] and published by several publishers. The objective of the game is to mount profitable expeditions to one or more of the five lost cities (the Himalayas, the Brazilian Rain Forest, the Desert Sands, the Ancient Volcanos and Neptune's Realm). The game was originally intended as a 2-player game, but rule variants have been contributed by fans to allow 1 or 2 further players, causing Reiner Knizia himself to later provide semi-official 4-player rules.<ref>{{cite web | url=http://freespace.virgin.net/chris.lawson/rk/lostcity/lostfour.htm | title=Lost Cities, 4 Player | last=Lawson | first=Chris | date=1999-12-12}}</ref>
== Summary ==
''Lost Cities'' is a rather fast-moving game, with players playing or discarding, and then replacing, a single card each turn. Cards represent progress on one of the five color-coded expeditions. Players must decide, during the course of the game, how many of these expeditions to actually embark upon. Card play rules are quite straightforward, but because players can only move forward on an expedition (by playing cards which are higher-numbered than those already played), making the right choice in a given game situation can be quite difficult. An expedition that has been started will earn points according to how much progress has been made when the game ends, and after three rounds, the player with the highest total score wins the game. Each expedition that is started but not thoroughly charted incurs a negative point penalty (investment costs).
Interaction between players is indirect, in that one cannot directly impact another player's expeditions. However, since players can draw from the common discard piles, they are free to make use of opposing discards. Additionally, since the available cards for a given expedition are finite, progress made by an opponent in a given color can lead to difficulty making progress in that same color.
The game's board, while well designed to supplement the theme, is essentially optional and consists only of simple marked areas where players place discards. If ''Lost Cities'' had four expeditions instead of five, it could be played with a standard deck of playing cards. When doing so, the [[face cards]] would represent investment cards, with numbered cards two through ten serving as the expedition progress cards.
== Awards ==
* Won the 1999 [[Meeples' Choice Award]].
* Won the 2000 [[International Gamers Award]].
* Won the [[Juego del año en España]] 2006.
== Xbox Live Arcade ==
{{main|Lost Cities (video game)}}
''Lost Cities'' was published by [[Sierra Online]] for the [[Xbox Live Arcade]] platform on [[April 23]], [[2008]] for 800 [[Microsoft Points]]. The title supports both online play against other humans and solo play against computer-controlled opponents.
It was delisted on 20 February 2009 for unexplained reasons. It is currently not available for purchase.
== Lost Cities: The Board Game ==
The 2008 game [[Keltis]] was re-themed and published in the USA as Lost Cities: The Board Game. The game supports up to four players.
== References ==
<div class="references-small" style="-moz-column-count:2; column-count:2;">
<references />
</div>
== External links ==
{{commonscat|Lost Cities}}
*{{bgg|50|''Lost Cities''}}
[[Category:Dedicated deck card games]]
[[Category:Reiner Knizia games]]
[[Category:Kosmos games]]
[[Category:Rio Grande Games games]]
[[ca:Lost Cities]]
[[de:Lost Cities]]
[[pl:Zaginione Miasta]]
kawvqlod8cq43sq2wvodz3odvlnlpox
Lotería (board game)
0
2252
4338
2009-11-13T00:06:52Z
65.51.214.39
/* Cards and associated riddles */
4338
wikitext
text/x-wiki
{{Refimprove|date=December 2008}}
[[Image:Loteria how to win.gif|thumb|A ''Lotería'' board and traditional ways to win.]]
'''Lotería''' is a [[Mexico|Mexican]] [[game of chance]], similar to [[Bingo (US)|Bingo]], but using images on a deck of [[card]]s instead of plain numbers on [[ping pong]] balls. Every [[image]] has a name and an assigned number, but the number is usually ignored. Each [[player (game)|player]] has at least one ''tabla'', a board with a randomly created 4 x 4 grid of [[pictures]] with their corresponding name and number. Each player choose what ''tabla'' they want to play with, from a variety of previously created ''tablas''. Each one presents a different selection of images.
''Lotería'' is the Spanish word for ''lottery''. The deck is composed of a set of 54 different images, each one in a card. To start the game, the caller (''cantor'', or singer) [[random]]ly selects a card from the deck and announces it to the players by its name, sometimes using a [[riddle]] or [[humor]]ous [[patter]] instead of reading the card name. The players with a matching [[pictogram]] on their board mark it off with a chip or other kind of marker (many Mexican families traditionally use small rocks, [[soda]] [[Stopper (plug)|cork]]s or [[pinto bean]]s as markers). The first player with four chips in a [[horizontal]], [[vertical]] or [[diagonal]] row, squared pattern,any other previously specified pattern, or fills the tabla first shouts "¡Lotería!" (Lottery!) or "¡Buena!" (Good!) and is the winner.
==History==
[[Image:Loteria Mexicana.jpg|thumb|left|Iconic pictograms used in ''Lotería'']]
The origin of ''[[lottery]]'' can be traced far back in history. The first lottery games arrived to Mexico in the 18th century from [[Spain]]{{Fact|date=December 2008}}. In the beginning ''Lotería'' was a hobby of the upper classes{{Fact|date=December 2008}}, but eventually it became a tradition at Mexican [[fair]]s. At present, the ''Lotería'' has been adapted as a didactic tool, and several artists are using its pictograms as a base for their art projects{{Fact|date=December 2008}}.
The most famous maker of the card sets is ''Pasatiempos Gallo, S.A. de C.V.'', [[headquarters|headquartered]] in the city of [[Santiago de Querétaro]], (operating as Don Clemente, Inc. in the [[United States]]) which began publishing the game in [[1887]]. The current images have become [[secular icon|iconic]] in Mexican culture{{Fact|date=December 2008}}, as well as having "[[kitsch]]" value in the U.S. and some [[Europe|European countries]]{{Fact|date=December 2008}}.
==Cards and associated riddles==
[[Image:Loteria boards.jpg|thumb|''Tablas de Lotería'' (Lotería boards).]]
The following is a list of all the original 54 Lotería cards, traditionally and broadly recognized in all of Mexico. Below each card name and number, are the riddles (in [[Spanish language|Spanish]]) that are sometimes used to tell the players which card was drawn. However, there are several less traditional set of cards, depicting different objects or animals.
<table><tr valign="top"><td>
<table><tr valign="top"><td>
'''1 El gallo''' (The [[Rooster]])
:El que le cantó a San Pedro no le volverá a cantar.
'''2 El diablito''' (The Little [[Devil]])
:Pórtate bien cuatito, si no te lleva el coloradito.
'''3 La dama''' (The [[Lady]])
:Puliendo el paso, por toda la calle real.
'''4 El catrín''' (The [[Gentlemen]])
:Don Ferruco en la alameda, su bastón quería tirar.
'''5 El paraguas''' (The [[Umbrella]])
:Para el sol y para el agua.
'''6 La sirena''' (The [[Mermaid]])
:Con los cantos de sirena, no te vayas a marear.
'''7 La escalera''' (The [[Ladder]])
:Súbeme paso a pasito, no quieras pegar brinquitos.
'''8 La botella''' (The [[Bottle]])
:La herramienta del borracho.
'''9 El barril''' (The [[Barrel]])
:Tanto bebió el albañil, que quedó como barril.
'''10 El árbol''' (The [[Tree]])
:El que a buen árbol se arrima, buena sombra le cobija.
'''11 El melón''' (The [[Melon]])
:Me lo das o me lo quitas.
'''12 El valiente''' (The Brave One)
:Por qué le corres cobarde, trayendo tan buen puñal.
'''13 El gorrito''' (The [[Bonnet]])
:Ponle su gorrito al nene, no se nos vaya a resfriar.
'''14 La muerte''' (The [[Death]])
:La muerte tilica y flaca.
'''15 La pera''' (The [[Pear]])
:El que espera, desespera.
'''16 La bandera''' (The [[Flag]])
:Verde blanco y colorado, la bandera del soldado.
'''17 El bandolón''' (The [[Mandolin]])
:Tocando su bandolón, está el mariachi Simón.
'''18 El violoncello''' (The [[Cello]])
:Creciendo se fue hasta el cielo, y como no fue violín, tuvo que ser violoncello.
'''19 La garza''' (The [[Heron]])
:Al otro lado del río tengo mi banco de arena, donde se sienta mi chata pico de garza morena.
'''20 El pájaro''' (The [[Bird]])
:Tu me traes a puros brincos, como pájaro en la rama.
'''21 La mano''' (The [[Hand]])
:La mano de un criminal.
'''22 La bota''' (The [[Boot]])
:Una bota igual que la otra.
'''23 La luna''' (The [[Moon]])
:El farol de los enamorados.
'''24 El cotorro''' (The [[Parrot]])
:Cotorro cotorro saca la pata, y empiézame a platicar.
'''25 El borracho''' (The [[Drunk]])
:¡Ah, qué borracho tan necio, ya no lo puedo aguantar!
'''26 El negrito''' (The Little [[Black People|Black Man]])
:El que se comió el azúcar.
'''27 El corazón''' (The [[Heart]])
:No me extrañes corazón, que regreso en el camión.
</td>
<td>
'''28 La sandía''' (The [[Watermelon]])
:La barriga que Juan tenía, era empacho de sandía.
'''29 El tambor''' (The [[Drum]])
:No te arruges, cuero viejo, que te quiero pa'tambor.
'''30 El camarón''' (The [[Shrimp]])
:Camarón que se duerme, se lo lleva la corriente.
'''31 Las jaras''' (The [[Arrow]]s)
:Las jaras del indio Adán, donde pegan, dan.
'''32 El músico''' (The [[Musician]])
:El músico trompas de hule, ya no me quiere tocar.
'''33 La araña''' (The [[Spider]])
:Atarántamela a palos, no me la dejes llegar.
'''34 El soldado''' (The [[Soldier]])
:Uno, dos y tres, el soldado p'al cuartel.
'''35 La estrella''' (The [[Star]])
:La guía de los marineros.
'''36 El cazo''' (The [[Ladle]])
:El caso que te hago es poco.
'''37 El mundo''' (The [[World]])
:Este mundo es una bola, y nosotros un bolón.
'''38 El apache''' (The [[Apache]])
:¡Ah, Chihuahua! Cuánto apache con pantalón y huarache.
'''39 El nopal''' (The [[Cactus]])
:Al nopal lo van a ver, nomás cuando tiene tunas.
'''40 El alacrán''' (The [[Scorpion]])
:El que con la cola pica, le dan una paliza.
'''41 La rosa''' (The [[Rose]])
:Rosita, Rosaura, ven que te quiero ahora.
'''42 La calavera''' (The [[skull]])
:Al pasar por el panteón, me encontre un calaverón.
'''43 La campana''' (The [[Bell]])
:Tú con la campana y yo con tu hermana.
'''44 El cantarito''' (The Water Pitcher)
:Tanto va el cántaro al agua, que se quiebra y te moja las enaguas.
'''45 El venado''' (The [[Deer]])
:Saltando va buscando, pero no ve nada.
'''46 El sol''' (The [[Sun]])
:La cobija de los pobres.
'''47 La corona''' (The [[Crown (headgear)|Crown]])
:El sombrero de los reyes.
'''48 La chalupa''' (The [[Canoe]])
:Rema que rema Lupita, sentada en su chalupita.
'''49 El pino''' (The [[Pine]])
:Fresco y oloroso, en todo tiempo hermoso.
'''50 El pescado''' (The [[Fish]])
:El que por la boca muere, aunque mudo fuere.
'''51 La palma''' (The [[Palm tree|Palm]])</li>
:Palmero, sube a la palma y bájame un coco real.
'''52 La maceta''' (The [[Flowerpot]])
:El que nace pa'maceta, no sale del corredor.
'''53 El arpa''' (The [[Harp]])
:Arpa vieja de mi suegra, ya no sirves pa'tocar.
'''54 La rana''' (The [[Frog]])
:Al ver a la verde rana, qué brinco pegó tu hermana.
</td>
</tr></table>
</table>
==Sources==
Books
*''Playing Lotería: El Juego de La Lotería'', by René Colato Laínez
*''El Arte De La Suerte'', by Artes De Mexico Número 13, Otoño 1991, Nueva Época
==See also==
* [[Bingo (US)]]
* [[Lottery]]
==External links==
* [http://www.somethingsowrong.com/features/loteria/index.asp Lotería pictures (not the famous Pasatiempos Gallo version)]
* [http://gallery.elsewhere.org/v/loteria/ Scans of Lotería decks from multiple manufacturers]
* [http://www.lotmex.com/loteriareglas.htm Lotería rules]
* [http://www.lotmex.com Software to Print Lotería]
* [http://www.loteriagrill.com/ Lotería Grill] Lotería themed restaurants in California
[[Category:Dedicated deck card games]]
[[Category:Mexican games]]
[[Category:Mexican culture]]
[[Category:Bingo]]
[[Category:Mexican American culture]]
p4hablv21zmtqi46p83w8ya22hkrubj
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2009-12-09T23:30:46Z
Kingstonlee
1735031
1 revision
4339
wikitext
text/x-wiki
{{Refimprove|date=December 2008}}
[[Image:Loteria how to win.gif|thumb|A ''Lotería'' board and traditional ways to win.]]
'''Lotería''' is a [[Mexico|Mexican]] [[game of chance]], similar to [[Bingo (US)|Bingo]], but using images on a deck of [[card]]s instead of plain numbers on [[ping pong]] balls. Every [[image]] has a name and an assigned number, but the number is usually ignored. Each [[player (game)|player]] has at least one ''tabla'', a board with a randomly created 4 x 4 grid of [[pictures]] with their corresponding name and number. Each player choose what ''tabla'' they want to play with, from a variety of previously created ''tablas''. Each one presents a different selection of images.
''Lotería'' is the Spanish word for ''lottery''. The deck is composed of a set of 54 different images, each one in a card. To start the game, the caller (''cantor'', or singer) [[random]]ly selects a card from the deck and announces it to the players by its name, sometimes using a [[riddle]] or [[humor]]ous [[patter]] instead of reading the card name. The players with a matching [[pictogram]] on their board mark it off with a chip or other kind of marker (many Mexican families traditionally use small rocks, [[soda]] [[Stopper (plug)|cork]]s or [[pinto bean]]s as markers). The first player with four chips in a [[horizontal]], [[vertical]] or [[diagonal]] row, squared pattern,any other previously specified pattern, or fills the tabla first shouts "¡Lotería!" (Lottery!) or "¡Buena!" (Good!) and is the winner.
==History==
[[Image:Loteria Mexicana.jpg|thumb|left|Iconic pictograms used in ''Lotería'']]
The origin of ''[[lottery]]'' can be traced far back in history. The first lottery games arrived to Mexico in the 18th century from [[Spain]]{{Fact|date=December 2008}}. In the beginning ''Lotería'' was a hobby of the upper classes{{Fact|date=December 2008}}, but eventually it became a tradition at Mexican [[fair]]s. At present, the ''Lotería'' has been adapted as a didactic tool, and several artists are using its pictograms as a base for their art projects{{Fact|date=December 2008}}.
The most famous maker of the card sets is ''Pasatiempos Gallo, S.A. de C.V.'', [[headquarters|headquartered]] in the city of [[Santiago de Querétaro]], (operating as Don Clemente, Inc. in the [[United States]]) which began publishing the game in [[1887]]. The current images have become [[secular icon|iconic]] in Mexican culture{{Fact|date=December 2008}}, as well as having "[[kitsch]]" value in the U.S. and some [[Europe|European countries]]{{Fact|date=December 2008}}.
==Cards and associated riddles==
[[Image:Loteria boards.jpg|thumb|''Tablas de Lotería'' (Lotería boards).]]
The following is a list of all the original 54 Lotería cards, traditionally and broadly recognized in all of Mexico. Below each card name and number, are the riddles (in [[Spanish language|Spanish]]) that are sometimes used to tell the players which card was drawn. However, there are several less traditional set of cards, depicting different objects or animals.
<table><tr valign="top"><td>
<table><tr valign="top"><td>
'''1 El gallo''' (The [[Rooster]])
:El que le cantó a San Pedro no le volverá a cantar.
'''2 El diablito''' (The Little [[Devil]])
:Pórtate bien cuatito, si no te lleva el coloradito.
'''3 La dama''' (The [[Lady]])
:Puliendo el paso, por toda la calle real.
'''4 El catrín''' (The [[Gentlemen]])
:Don Ferruco en la alameda, su bastón quería tirar.
'''5 El paraguas''' (The [[Umbrella]])
:Para el sol y para el agua.
'''6 La sirena''' (The [[Mermaid]])
:Con los cantos de sirena, no te vayas a marear.
'''7 La escalera''' (The [[Ladder]])
:Súbeme paso a pasito, no quieras pegar brinquitos.
'''8 La botella''' (The [[Bottle]])
:La herramienta del borracho.
'''9 El barril''' (The [[Barrel]])
:Tanto bebió el albañil, que quedó como barril.
'''10 El árbol''' (The [[Tree]])
:El que a buen árbol se arrima, buena sombra le cobija.
'''11 El melón''' (The [[Melon]])
:Me lo das o me lo quitas.
'''12 El valiente''' (The Brave One)
:Por qué le corres cobarde, trayendo tan buen puñal.
'''13 El gorrito''' (The [[Bonnet]])
:Ponle su gorrito al nene, no se nos vaya a resfriar.
'''14 La muerte''' (The [[Death]])
:La muerte tilica y flaca.
'''15 La pera''' (The [[Pear]])
:El que espera, desespera.
'''16 La bandera''' (The [[Flag]])
:Verde blanco y colorado, la bandera del soldado.
'''17 El bandolón''' (The [[Mandolin]])
:Tocando su bandolón, está el mariachi Simón.
'''18 El violoncello''' (The [[Cello]])
:Creciendo se fue hasta el cielo, y como no fue violín, tuvo que ser violoncello.
'''19 La garza''' (The [[Heron]])
:Al otro lado del río tengo mi banco de arena, donde se sienta mi chata pico de garza morena.
'''20 El pájaro''' (The [[Bird]])
:Tu me traes a puros brincos, como pájaro en la rama.
'''21 La mano''' (The [[Hand]])
:La mano de un criminal.
'''22 La bota''' (The [[Boot]])
:Una bota igual que la otra.
'''23 La luna''' (The [[Moon]])
:El farol de los enamorados.
'''24 El cotorro''' (The [[Parrot]])
:Cotorro cotorro saca la pata, y empiézame a platicar.
'''25 El borracho''' (The [[Drunk]])
:¡Ah, qué borracho tan necio, ya no lo puedo aguantar!
'''26 El negrito''' (The Little [[Black People|Black Man]])
:El que se comió el azúcar.
'''27 El corazón''' (The [[Heart]])
:No me extrañes corazón, que regreso en el camión.
</td>
<td>
'''28 La sandía''' (The [[Watermelon]])
:La barriga que Juan tenía, era empacho de sandía.
'''29 El tambor''' (The [[Drum]])
:No te arruges, cuero viejo, que te quiero pa'tambor.
'''30 El camarón''' (The [[Shrimp]])
:Camarón que se duerme, se lo lleva la corriente.
'''31 Las jaras''' (The [[Arrow]]s)
:Las jaras del indio Adán, donde pegan, dan.
'''32 El músico''' (The [[Musician]])
:El músico trompas de hule, ya no me quiere tocar.
'''33 La araña''' (The [[Spider]])
:Atarántamela a palos, no me la dejes llegar.
'''34 El soldado''' (The [[Soldier]])
:Uno, dos y tres, el soldado p'al cuartel.
'''35 La estrella''' (The [[Star]])
:La guía de los marineros.
'''36 El cazo''' (The [[Ladle]])
:El caso que te hago es poco.
'''37 El mundo''' (The [[World]])
:Este mundo es una bola, y nosotros un bolón.
'''38 El apache''' (The [[Apache]])
:¡Ah, Chihuahua! Cuánto apache con pantalón y huarache.
'''39 El nopal''' (The [[Cactus]])
:Al nopal lo van a ver, nomás cuando tiene tunas.
'''40 El alacrán''' (The [[Scorpion]])
:El que con la cola pica, le dan una paliza.
'''41 La rosa''' (The [[Rose]])
:Rosita, Rosaura, ven que te quiero ahora.
'''42 La calavera''' (The [[skull]])
:Al pasar por el panteón, me encontre un calaverón.
'''43 La campana''' (The [[Bell]])
:Tú con la campana y yo con tu hermana.
'''44 El cantarito''' (The Water Pitcher)
:Tanto va el cántaro al agua, que se quiebra y te moja las enaguas.
'''45 El venado''' (The [[Deer]])
:Saltando va buscando, pero no ve nada.
'''46 El sol''' (The [[Sun]])
:La cobija de los pobres.
'''47 La corona''' (The [[Crown (headgear)|Crown]])
:El sombrero de los reyes.
'''48 La chalupa''' (The [[Canoe]])
:Rema que rema Lupita, sentada en su chalupita.
'''49 El pino''' (The [[Pine]])
:Fresco y oloroso, en todo tiempo hermoso.
'''50 El pescado''' (The [[Fish]])
:El que por la boca muere, aunque mudo fuere.
'''51 La palma''' (The [[Palm tree|Palm]])</li>
:Palmero, sube a la palma y bájame un coco real.
'''52 La maceta''' (The [[Flowerpot]])
:El que nace pa'maceta, no sale del corredor.
'''53 El arpa''' (The [[Harp]])
:Arpa vieja de mi suegra, ya no sirves pa'tocar.
'''54 La rana''' (The [[Frog]])
:Al ver a la verde rana, qué brinco pegó tu hermana.
</td>
</tr></table>
</table>
==Sources==
Books
*''Playing Lotería: El Juego de La Lotería'', by René Colato Laínez
*''El Arte De La Suerte'', by Artes De Mexico Número 13, Otoño 1991, Nueva Época
==See also==
* [[Bingo (US)]]
* [[Lottery]]
==External links==
* [http://www.somethingsowrong.com/features/loteria/index.asp Lotería pictures (not the famous Pasatiempos Gallo version)]
* [http://gallery.elsewhere.org/v/loteria/ Scans of Lotería decks from multiple manufacturers]
* [http://www.lotmex.com/loteriareglas.htm Lotería rules]
* [http://www.lotmex.com Software to Print Lotería]
* [http://www.loteriagrill.com/ Lotería Grill] Lotería themed restaurants in California
[[Category:Dedicated deck card games]]
[[Category:Mexican games]]
[[Category:Mexican culture]]
[[Category:Bingo]]
[[Category:Mexican American culture]]
p4hablv21zmtqi46p83w8ya22hkrubj
4582
4339
2024-04-05T15:52:50Z
37.160.170.159
4582
wikitext
text/x-wiki
{{Refimprove|date=December 2008}}
[[Image:Loteria how to win.gif|thumb|A ''Lotería'' board and traditional ways to win.]]
'''Lotería''' is a [[Mexico|Mexican]] [[game of chance]], similar to [[Bingo (US)|Bingo]], but using images on a deck of [[card]]s instead of plain numbers on [[ping pong]] balls. Every [[image]] has a name and an assigned number, but the number is usually ignored. Each [[player (game)|player]] has at least one ''tabla'', a board with a randomly created 4 x 4 grid of [[pictures]] with their corresponding name and number. Each player choose what ''tabla'' they want to play with, from a variety of previously created ''tablas''. Each one presents a different selection of images.
# ''Lotería'' is the Spanish word for ''lottery''. The deck is composed of a set of 54 different images, each one in a card. To start the game, the caller (''cantor'', or singer) [[random]]ly selects a card from the deck and announces it to the players by its name, sometimes using a [[riddle]] or [[humor]]ous [[patter]] instead of reading the card name. The players with a matching [[pictogram]] on their board mark it off with a chip or other kind of marker (many Mexican families traditionally use small rocks, [[soda]] [[Stopper (plug)|cork]]s or [[pinto bean]]s as markers). The first player with four chips in a [[horizontal]], [[vertical]] or [[diagonal]] row, squared pattern,any other previously specified pattern, or fills the tabla first shouts "¡Lotería!" (Lottery!) or "¡Buena!" (G
{| class="fandom-table"
|+
!1
!2
!3
!4
|-
|5
|
|
|
|-
|
|
|
|
|-
|
|
|
|
|}
[[Image:Loteria Mexicana.jpg|thumb|left|Iconic pictograms used in ''Lotería'']]
The origin of ''[[lottery]]'' can be traced far back in history. The first lottery games arrived to Mexico in the 18th century from [[Spain]]{{Fact|date=December 2008}}. In the beginning ''Lotería'' was a hobby of the upper classes{{Fact|date=December 2008}}, but eventually it became a tradition at Mexican [[fair]]s. At present, the ''Lotería'' has been adapted as a didactic tool, and several artists are using its pictograms as a base for their art projects{{Fact|date=December 2008}}.
The most famous maker of the card sets is ''Pasatiempos Gallo, S.A. de C.V.'', [[headquarters|headquartered]] in the city of [[Santiago de Querétaro]], (operating as Don Clemente, Inc. in the [[United States]]) which began publishing the game in [[1887]]. The current images have become [[secular icon|iconic]] in Mexican culture{{Fact|date=December 2008}}, as well as having "[[kitsch]]" value in the U.S. and some [[Europe|European countries]]{{Fact|date=December 2008}}.
==Cards and associated riddles==
[[Image:Loteria boards.jpg|thumb|''Tablas de Lotería'' (Lotería boards).]]
The following is a list of all the original 54 Lotería cards, traditionally and broadly recognized in all of Mexico. Below each card name and number, are the riddles (in [[Spanish language|Spanish]]) that are sometimes used to tell the players which card was drawn. However, there are several less traditional set of cards, depicting different objects or animals.
<table><tr valign="top"><td>
<table><tr valign="top"><td>
'''1 El gallo''' (The [[Rooster]])
:El que le cantó a San Pedro no le volverá a cantar.
'''2 El diablito''' (The Little [[Devil]])
:Pórtate bien cuatito, si no te lleva el coloradito.
'''3 La dama''' (The [[Lady]])
:Puliendo el paso, por toda la calle real.
'''4 El catrín''' (The [[Gentlemen]])
:Don Ferruco en la alameda, su bastón quería tirar.
'''5 El paraguas''' (The [[Umbrella]])
:Para el sol y para el agua.
'''6 La sirena''' (The [[Mermaid]])
:Con los cantos de sirena, no te vayas a marear.
'''7 La escalera''' (The [[Ladder]])
:Súbeme paso a pasito, no quieras pegar brinquitos.
'''8 La botella''' (The [[Bottle]])
:La herramienta del borracho.
'''9 El barril''' (The [[Barrel]])
:Tanto bebió el albañil, que quedó como barril.
'''10 El árbol''' (The [[Tree]])
:El que a buen árbol se arrima, buena sombra le cobija.
'''11 El melón''' (The [[Melon]])
:Me lo das o me lo quitas.
'''12 El valiente''' (The Brave One)
:Por qué le corres cobarde, trayendo tan buen puñal.
'''13 El gorrito''' (The [[Bonnet]])
:Ponle su gorrito al nene, no se nos vaya a resfriar.
'''14 La muerte''' (The [[Death]])
:La muerte tilica y flaca.
'''15 La pera''' (The [[Pear]])
:El que espera, desespera.
'''16 La bandera''' (The [[Flag]])
:Verde blanco y colorado, la bandera del soldado.
'''17 El bandolón''' (The [[Mandolin]])
:Tocando su bandolón, está el mariachi Simón.
'''18 El violoncello''' (The [[Cello]])
:Creciendo se fue hasta el cielo, y como no fue violín, tuvo que ser violoncello.
'''19 La garza''' (The [[Heron]])
:Al otro lado del río tengo mi banco de arena, donde se sienta mi chata pico de garza morena.
'''20 El pájaro''' (The [[Bird]])
:Tu me traes a puros brincos, como pájaro en la rama.
'''21 La mano''' (The [[Hand]])
:La mano de un criminal.
'''22 La bota''' (The [[Boot]])
:Una bota igual que la otra.
'''23 La luna''' (The [[Moon]])
:El farol de los enamorados.
'''24 El cotorro''' (The [[Parrot]])
:Cotorro cotorro saca la pata, y empiézame a platicar.
'''25 El borracho''' (The [[Drunk]])
:¡Ah, qué borracho tan necio, ya no lo puedo aguantar!
'''26 El negrito''' (The Little [[Black People|Black Man]])
:El que se comió el azúcar.
'''27 El corazón''' (The [[Heart]])
:No me extrañes corazón, que regreso en el camión.
</td>
<td>
'''28 La sandía''' (The [[Watermelon]])
:La barriga que Juan tenía, era empacho de sandía.
'''29 El tambor''' (The [[Drum]])
:No te arruges, cuero viejo, que te quiero pa'tambor.
'''30 El camarón''' (The [[Shrimp]])
:Camarón que se duerme, se lo lleva la corriente.
'''31 Las jaras''' (The [[Arrow]]s)
:Las jaras del indio Adán, donde pegan, dan.
'''32 El músico''' (The [[Musician]])
:El músico trompas de hule, ya no me quiere tocar.
'''33 La araña''' (The [[Spider]])
:Atarántamela a palos, no me la dejes llegar.
'''34 El soldado''' (The [[Soldier]])
:Uno, dos y tres, el soldado p'al cuartel.
'''35 La estrella''' (The [[Star]])
:La guía de los marineros.
'''36 El cazo''' (The [[Ladle]])
:El caso que te hago es poco.
'''37 El mundo''' (The [[World]])
:Este mundo es una bola, y nosotros un bolón.
'''38 El apache''' (The [[Apache]])
:¡Ah, Chihuahua! Cuánto apache con pantalón y huarache.
'''39 El nopal''' (The [[Cactus]])
:Al nopal lo van a ver, nomás cuando tiene tunas.
'''40 El alacrán''' (The [[Scorpion]])
:El que con la cola pica, le dan una paliza.
'''41 La rosa''' (The [[Rose]])
:Rosita, Rosaura, ven que te quiero ahora.
'''42 La calavera''' (The [[skull]])
:Al pasar por el panteón, me encontre un calaverón.
'''43 La campana''' (The [[Bell]])
:Tú con la campana y yo con tu hermana.
'''44 El cantarito''' (The Water Pitcher)
:Tanto va el cántaro al agua, que se quiebra y te moja las enaguas.
'''45 El venado''' (The [[Deer]])
:Saltando va buscando, pero no ve nada.
'''46 El sol''' (The [[Sun]])
:La cobija de los pobres.
'''47 La corona''' (The [[Crown (headgear)|Crown]])
:El sombrero de los reyes.
'''48 La chalupa''' (The [[Canoe]])
:Rema que rema Lupita, sentada en su chalupita.
'''49 El pino''' (The [[Pine]])
:Fresco y oloroso, en todo tiempo hermoso.
'''50 El pescado''' (The [[Fish]])
:El que por la boca muere, aunque mudo fuere.
'''51 La palma''' (The [[Palm tree|Palm]])
:Palmero, sube a la palma y bájame un coco real.
'''52 La maceta''' (The [[Flowerpot]])
:El que nace pa'maceta, no sale del corredor.
'''53 El arpa''' (The [[Harp]])
:Arpa vieja de mi suegra, ya no sirves pa'tocar.
'''54 La rana''' (The [[Frog]])
:Al ver a la verde rana, qué brinco pegó tu hermana.
</td>
</tr></table>
</table>
==Sources==
Books
*''Playing Lotería: El Juego de La Lotería'', by René Colato Laínez
*''El Arte De La Suerte'', by Artes De Mexico Número 13, Otoño 1991, Nueva Época
==See also==
* [[Bingo (US)]]
* [[Lottery]]
==External links==
* [http://www.somethingsowrong.com/features/loteria/index.asp Lotería pictures (not the famous Pasatiempos Gallo version)]
* [http://gallery.elsewhere.org/v/loteria/ Scans of Lotería decks from multiple manufacturers]
* [http://www.lotmex.com/loteriareglas.htm Lotería rules]
* [http://www.lotmex.com Software to Print Lotería]
* [http://www.loteriagrill.com/ Lotería Grill] Lotería themed restaurants in California
[[Category:Dedicated deck card games]]
[[Category:Mexican games]]
[[Category:Mexican culture]]
[[Category:Bingo]]
[[Category:Mexican American culture]]
7zrvm1mr6u2ek2ysm75s7vhh3h6x3y8
Luck Plus
0
2256
4346
2009-09-08T20:37:53Z
Im>DrilBot
0
[[WP:CHECKWIKI|Check Wikipedia]] cleanup ([[User:DrilBot/Summaries#Head|header levels]]) + [[WP:GENFIXES|gen. fixes]]
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{{Orphan|date=October 2008}}
{{Infobox_Game|
subject_name=Luck Plus|
image_link=|
image_caption=|
players=2 to 8|
ages=7 +|
setup_time=|
playing_time=|
complexity= Easy|
strategy=Moderete|
random_chance=Medium|
skills=Saving important cards; knowing when to put down those cards.|}}
'''Luck Plus''' is a [[card game]] played with a specially printed deck and a pair of [[dice]].
==Tagline==
''An Exciting Match Game of Cards and Dice!''
==Words on cards==
{| class="wikitable"
|- bgcolor="#CCCCCC"
! Word !! Description
|-
| ''Go''
| When played, these cards allow the player to continue their turn.
|-
| ''Stop''
| When played, these cards cause the player to end their turn.
|-
| ''Transfer''
| When played, these cards behave exactly the same as the "Go" cards. However, when drawn from the pack, these cards can be either played immediately, or passed directly to the player to the left of the drawer. In both cases, the drawer continues their turn.
|-
| ''Transfer Plus''
| These cards behave exactly the same as the "Transfer" cards, except for two important distinctions. When drawn, the player may choose to transfer these cards to any other player (not just the player to their left), and, optionally, the player may choose to give a bonus card with the transfer card.
|-
| ''Doubles''
| These cards can only be used to match a doubles roll of the dice, and/or another "Doubles" card on the top of the deck.
|-
| ''Luck Plus''
| These cards can be used to match the total value of the dice. When the player plays these cards, they may (optionally) place a bonus card with it. Playing the "Luck Plus" car end the players turn.
|}
== External links ==
* [http://www.centralconnector.com/GAMES/luckplus.html Luck Plus rules]
* [http://www.boardgamegeek.com/game/6710 Luck Plus (www.boardgamegeek.com)]
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
{{Card-game-stub}}
nrrxjl5cm73gpnim65l880yoyq30nut
4347
4346
2009-12-09T23:30:47Z
Kingstonlee
1735031
1 revision
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text/x-wiki
{{Orphan|date=October 2008}}
{{Infobox_Game|
subject_name=Luck Plus|
image_link=|
image_caption=|
players=2 to 8|
ages=7 +|
setup_time=|
playing_time=|
complexity= Easy|
strategy=Moderete|
random_chance=Medium|
skills=Saving important cards; knowing when to put down those cards.|}}
'''Luck Plus''' is a [[card game]] played with a specially printed deck and a pair of [[dice]].
==Tagline==
''An Exciting Match Game of Cards and Dice!''
==Words on cards==
{| class="wikitable"
|- bgcolor="#CCCCCC"
! Word !! Description
|-
| ''Go''
| When played, these cards allow the player to continue their turn.
|-
| ''Stop''
| When played, these cards cause the player to end their turn.
|-
| ''Transfer''
| When played, these cards behave exactly the same as the "Go" cards. However, when drawn from the pack, these cards can be either played immediately, or passed directly to the player to the left of the drawer. In both cases, the drawer continues their turn.
|-
| ''Transfer Plus''
| These cards behave exactly the same as the "Transfer" cards, except for two important distinctions. When drawn, the player may choose to transfer these cards to any other player (not just the player to their left), and, optionally, the player may choose to give a bonus card with the transfer card.
|-
| ''Doubles''
| These cards can only be used to match a doubles roll of the dice, and/or another "Doubles" card on the top of the deck.
|-
| ''Luck Plus''
| These cards can be used to match the total value of the dice. When the player plays these cards, they may (optionally) place a bonus card with it. Playing the "Luck Plus" car end the players turn.
|}
== External links ==
* [http://www.centralconnector.com/GAMES/luckplus.html Luck Plus rules]
* [http://www.boardgamegeek.com/game/6710 Luck Plus (www.boardgamegeek.com)]
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
{{Card-game-stub}}
nrrxjl5cm73gpnim65l880yoyq30nut
Lunch Money (game)
0
2285
4406
2009-10-09T07:47:46Z
193.128.100.81
Undo vandalism
4406
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text/x-wiki
'''''Lunch Money''''' is an elimination-style [[card game]] designed by C.E. Wiedman and released in 1996 by [[Atlas Games (company)|Atlas Games]]. In 1997, ''Lunch Money'' jointly won the [[Origins Award]] for ''Best Card Game of 1996'' in a three-way tie with ''[[Legend of the Five Rings Collectible Card Game|Legend of the Five Rings]]: Battle of Beiden Pass'' and ''[[Mythos (card game)|Mythos]]''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/1996|title=Origins Award winners (1996)|accessdate=2007-09-18|publisher=Academy of Adventure Gaming, Arts, & Design}}</ref>
The art on the cards are dark, somewhat Gothic photographic images by Andrew Yates, usually accompanied by humorous quotes pertaining to the card's name.
In the game, players control a character (originally all females) with fifteen "health" points, and draw a hand of five cards. The players take turns playing cards to "attack" other players, who try to block, dodge, and counterattack the attacker. When the defender is done responding, he or she takes any applicable damage, and both players then redraw their hands to five cards, passing the turn to the next player. When a player loses her health points she passes out. The last one "conscious" wins the game.
The game's name derives from its theme, that of children involved in a schoolyard fight. There is also a small expansion set called '''''Sticks and Stones''''', and a larger sequel/expansion called '''''Beer Money'''''.
In 1999, ''[[Pyramid (magazine)|Pyramid]]'' magazine named ''Lunch Money'' as one of ''The Millennium's Best Card Games''.<ref name="Pyramid">{{cite journal
| title=Second Sight: The Millennium's Best Card Game
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| last=Haring | first=Scott D.
| url= http://www.sjgames.com/pyramid/login/article.html?id=1291
| date=1999-12-17| accessdate=2008-02-17}}</ref> Editor Scott Haring said that "what puts it on this list is the twisted sensibility of using arty photographs of innocent young girls in spooky settings, juxtaposed with the cruel whimsy on the card text."<ref name="Pyramid"/>
==References==
<references/>
== External links ==
*[http://www.atlas-games.com/product_tables/AG1100.php Official site] at Atlas Games
*{{bgg|228|''Lunch Money''|9665|''Lunch Money - Sticks and Stones''|9787|''Beer Money''}}
*[http://www.rpg.net/reviews/archive/10/10349.phtml Independent review] of ''Lunch Money'' at [[RPGnet]]
*[http://www.gamereport.com/tgr13/lunchmoney.html Independent review] of ''Lunch Money'' at The Game Report
[[Category:Dedicated deck card games]]
[[Category:Origins Award winners]]
[[Category:Atlas Games games]]
{{card-game-stub}}
[[fi:Lunch Money]]
oznjydenhk3xo1jyc4mg6pr1egb1k7e
4407
4406
2009-12-09T23:30:54Z
Kingstonlee
1735031
1 revision
4407
wikitext
text/x-wiki
'''''Lunch Money''''' is an elimination-style [[card game]] designed by C.E. Wiedman and released in 1996 by [[Atlas Games (company)|Atlas Games]]. In 1997, ''Lunch Money'' jointly won the [[Origins Award]] for ''Best Card Game of 1996'' in a three-way tie with ''[[Legend of the Five Rings Collectible Card Game|Legend of the Five Rings]]: Battle of Beiden Pass'' and ''[[Mythos (card game)|Mythos]]''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/1996|title=Origins Award winners (1996)|accessdate=2007-09-18|publisher=Academy of Adventure Gaming, Arts, & Design}}</ref>
The art on the cards are dark, somewhat Gothic photographic images by Andrew Yates, usually accompanied by humorous quotes pertaining to the card's name.
In the game, players control a character (originally all females) with fifteen "health" points, and draw a hand of five cards. The players take turns playing cards to "attack" other players, who try to block, dodge, and counterattack the attacker. When the defender is done responding, he or she takes any applicable damage, and both players then redraw their hands to five cards, passing the turn to the next player. When a player loses her health points she passes out. The last one "conscious" wins the game.
The game's name derives from its theme, that of children involved in a schoolyard fight. There is also a small expansion set called '''''Sticks and Stones''''', and a larger sequel/expansion called '''''Beer Money'''''.
In 1999, ''[[Pyramid (magazine)|Pyramid]]'' magazine named ''Lunch Money'' as one of ''The Millennium's Best Card Games''.<ref name="Pyramid">{{cite journal
| title=Second Sight: The Millennium's Best Card Game
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| last=Haring | first=Scott D.
| url= http://www.sjgames.com/pyramid/login/article.html?id=1291
| date=1999-12-17| accessdate=2008-02-17}}</ref> Editor Scott Haring said that "what puts it on this list is the twisted sensibility of using arty photographs of innocent young girls in spooky settings, juxtaposed with the cruel whimsy on the card text."<ref name="Pyramid"/>
==References==
<references/>
== External links ==
*[http://www.atlas-games.com/product_tables/AG1100.php Official site] at Atlas Games
*{{bgg|228|''Lunch Money''|9665|''Lunch Money - Sticks and Stones''|9787|''Beer Money''}}
*[http://www.rpg.net/reviews/archive/10/10349.phtml Independent review] of ''Lunch Money'' at [[RPGnet]]
*[http://www.gamereport.com/tgr13/lunchmoney.html Independent review] of ''Lunch Money'' at The Game Report
[[Category:Dedicated deck card games]]
[[Category:Origins Award winners]]
[[Category:Atlas Games games]]
{{card-game-stub}}
[[fi:Lunch Money]]
oznjydenhk3xo1jyc4mg6pr1egb1k7e
Lupus In Tabula
0
2023
3842
2009-12-07T08:52:25Z
Kingstonlee
1735031
Created page with 'Since 2001, the most original Werewolf game! Werewolves haunt the secluded village known as Tabula: every night some villagers turn into werewolves and slaughter an innocent vic…'
3842
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text/x-wiki
Since 2001, the most original Werewolf game!
Werewolves haunt the secluded village known as Tabula: every night some villagers turn into werewolves and slaughter an innocent victim to satisfy their hunger.
Surviving villagers gather every day to discuss the problem: at the end of the discussion, they lynch one person among them, thinking he could be a werewolf.
Can you survive the massacre? Can you solve the mystery of the full moon?
A game for large groups that is already a classic.
To win you need the intuition of a detective... or your best poker face!
This new luxurious edition includes:
* Deluxe oversized cards featuring original characters
* Updated high quality game components
* Special Ghost rules that allow everyone to play until the mystery is solved
* A new 8-player moderator-free variant
* And, of course... The Werehamster!
[[Category:Mafia-Style]]
[[Category:Game Theory]]
qir887np23u9suepzht08sixkngem43
Lupusburg
0
2024
3843
2009-12-07T08:53:57Z
Kingstonlee
1735031
Created page with 'From the makers of the best-selling Lupus in Tabula, a thrilling new game of Werewolves, perfect for smaller groups! The village of Tabula, once famous for its case of lycanthro…'
3843
wikitext
text/x-wiki
From the makers of the best-selling Lupus in Tabula, a thrilling new game of Werewolves, perfect for smaller groups!
The village of Tabula, once famous for its case of lycanthropy, has become a rich town. But the people haven’t changed their nasty habits!
At night, someone goes around howling, turned into a Werewolf, while someone else has dedicated himself to stealing from houses, searching for precious treasures.
During the day, the Burgomaster tries to bring order back to the town’s inhabitants: but what if he is really the Werewolf in disguise?
1ftq6kvzmroltydhunebmbhjrh9lx19
3848
3843
2009-12-07T20:06:56Z
Kingstonlee
1735031
Adding categories
3848
wikitext
text/x-wiki
From the makers of the best-selling Lupus in Tabula, a thrilling new game of Werewolves, perfect for smaller groups!
The village of Tabula, once famous for its case of lycanthropy, has become a rich town. But the people haven’t changed their nasty habits!
At night, someone goes around howling, turned into a Werewolf, while someone else has dedicated himself to stealing from houses, searching for precious treasures.
During the day, the Burgomaster tries to bring order back to the town’s inhabitants: but what if he is really the Werewolf in disguise?
[[Category:Mafia-Style]]
[[Category:8-Players]]
[[Category:7-Players]]
[[Category:6-Players]]
[[Category:5-Players]]
[[Category:4-Players]]
bm9qfufa21otey5wbfto7dvuktasmfg
Löwenherz
0
2302
4440
2009-09-17T14:03:27Z
Darth Newdar
753985
4440
wikitext
text/x-wiki
{| border="0" cellpadding="0" cellspacing="10" style="float:right"
|{{Infobox_Game|
title=Löwenherz |
subtitle=The Boundaries of Power |
image_link= |
image_caption=Players control a handful of castles scattered across the land, attempting to expand their territory and take control of valuable resources. |
designer= [[Klaus Teuber]] |
publisher= [[Goldsieber]]<br>[[Rio Grande Games]] |
players= 2–4 |
ages=10+ |
setup_time= 10 minutes |
playing_time= 60–120 minutes |
complexity=Medium |
strategy=High |
random_chance= some |
skills= [[Strategy]], [[Planning]], [[Resource management]] |
footnotes =
}}
|-
|{{Infobox_Game|
title=Domaine |
subtitle=Land, Wealth, Power, Prestige |
image_link= |
image_caption=Players control a handful of castles scattered across the land, attempting to expand their territory and take control of valuable resources. |
designer= [[Klaus Teuber]] |
publisher= [[Kosmos (game publisher)|Kosmos]]<br />[[Mayfair Games]] |
players= 2–4 |
ages=10+ |
setup_time= 10 minutes |
playing_time= 60–120 minutes |
complexity=Medium |
strategy=High |
random_chance= some |
skills= [[Strategy]], [[Planning]], [[Resource management]] |
footnotes =
}}
|}
'''''Löwenherz''''' ([[German language|German]] for "Lionheart") is a [[German-style board game]] designed by [[Klaus Teuber]] and published in 1997 by [[Goldsieber]] in German and by [[Rio Grande Games]] in English. A revised edition, titled ''Löwenherz: Der König kehrt zurück'' in German and ''Domaine: Land, Wealth, Power, Prestige'' in English, was subsequently released in 2003 by [[Kosmos (game publisher)|Kosmos]] in German and [[Mayfair Games]] in English.
The players in both games take on the roles of regents in a kingdom in disarray - in ''Löwenherz'', this is as the old king is dying, while in ''Domaine'' it is due to an unexplained extended absence. Players seek to secure territory under their control before either the king dies outright (in ''Löwenherz'') or returns (in ''Domaine'').
The game is considered to be one of the three "brothers", as ''Löwenherz'' was born from the same idea that brought forth ''[[The Settlers of Catan]]'' and ''[[Entdecker]]''. Like the other two, ''Löwenherz'' is critically acclaimed, the original edition having won the [[Deutscher Spiele Preis]] and the revised edition having won the [[Schweizer Spielepreis]] while finishing fifth in the Deutscher Spiele Preis.
Throughout this article, ''Löwenherz'' will be used to denote the original edition while ''Domaine'' will solely refer to the revised edition (although it is still called Löwenherz in German).
== Gameplay ==
Both games are played on a modular board, using randomly-placed smaller boards. These boards form a grid pattern, and the kingdom in question. At the start of the game, players place castles with the objective of scoring points by sectioning off areas of the board using walls (in ''Löwenherz'') or boundary markers (in ''Domaine''), each section containing only one of their castles.
In ''Löwenherz'', the main part of the gameplay is by bidding on ''action cards''. Each action card contains three actions, in which each player chooses one of the three. If two or more players choose the same action, players negotiate to determine which player may perform the action. ''Domaine'' has each player having a hand of three action cards, which players can either sell for money or played for a price. Actions include the following:
* Placing walls and boundary markers
* Expanding a closed region into other players' closed regions
* Placing knights to protect closed regions - players may only expand to other players' regions if they have more knights
* Collecting money (in ''Löwenherz'' only)
* Drawing a ''politics card'', which give the player other abilities (in ''Löwenherz'' only - ''Domaine'' incorporates these into the action cards)
* Removing an opposing knight from a neighboring closed region and replacing it with one in the friendly region (''Domaine'' only - this is a politics card effect in ''Löwenherz'')
* Preventing two neighboring regions from expanding into each other (''Domaine'' only - this is a politics card effect in ''Löwenherz'')
Points are scored according to the closed regions they control. Certain squares on the board are worth more than others, and, in ''Domaine'', may generate additional income for the player.
The game is over either when a player achieves a prescribed amount of points (in ''Domaine'', at which point the king is said to return), or when an action card is drawn that ends the game (in ''Löwenherz'', a special action card depicting the death of the king ends the game, while the game ends in ''Domaine'' when all action cards have been drawn and players run out of cards to play). The player with the most amount of points (or with the most money in case of a tie) is declared the winner.
== External links ==
* [http://www.mayfairgames.com/shop/product/3300-4499/pages/4102.htm ''Domaine''] on Mayfair Games' site
* [http://www.profeasy.com/Domaine/index.html Online tutorial of ''Domaine'']
* {{bgg|66|''Löwenherz''|5737|''Domaine''}}
[[Category:German games]]
[[Category:Historical board games]]
[[Category:Deutscher Spiele Preis winners]]
[[Category:Klaus Teuber games]]
[[Category:Kosmos games]]
[[Category:Rio Grande Games games]]
[[Category:Mayfair Games games]]
[[de:Löwenherz (Spiel)]]
9ngaw22zkc1fc2e4j6xzwurqy01yq7h
4441
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2009-12-09T23:45:46Z
Kingstonlee
1735031
1 revision
4441
wikitext
text/x-wiki
{| border="0" cellpadding="0" cellspacing="10" style="float:right"
|{{Infobox_Game|
title=Löwenherz |
subtitle=The Boundaries of Power |
image_link= |
image_caption=Players control a handful of castles scattered across the land, attempting to expand their territory and take control of valuable resources. |
designer= [[Klaus Teuber]] |
publisher= [[Goldsieber]]<br>[[Rio Grande Games]] |
players= 2–4 |
ages=10+ |
setup_time= 10 minutes |
playing_time= 60–120 minutes |
complexity=Medium |
strategy=High |
random_chance= some |
skills= [[Strategy]], [[Planning]], [[Resource management]] |
footnotes =
}}
|-
|{{Infobox_Game|
title=Domaine |
subtitle=Land, Wealth, Power, Prestige |
image_link= |
image_caption=Players control a handful of castles scattered across the land, attempting to expand their territory and take control of valuable resources. |
designer= [[Klaus Teuber]] |
publisher= [[Kosmos (game publisher)|Kosmos]]<br />[[Mayfair Games]] |
players= 2–4 |
ages=10+ |
setup_time= 10 minutes |
playing_time= 60–120 minutes |
complexity=Medium |
strategy=High |
random_chance= some |
skills= [[Strategy]], [[Planning]], [[Resource management]] |
footnotes =
}}
|}
'''''Löwenherz''''' ([[German language|German]] for "Lionheart") is a [[German-style board game]] designed by [[Klaus Teuber]] and published in 1997 by [[Goldsieber]] in German and by [[Rio Grande Games]] in English. A revised edition, titled ''Löwenherz: Der König kehrt zurück'' in German and ''Domaine: Land, Wealth, Power, Prestige'' in English, was subsequently released in 2003 by [[Kosmos (game publisher)|Kosmos]] in German and [[Mayfair Games]] in English.
The players in both games take on the roles of regents in a kingdom in disarray - in ''Löwenherz'', this is as the old king is dying, while in ''Domaine'' it is due to an unexplained extended absence. Players seek to secure territory under their control before either the king dies outright (in ''Löwenherz'') or returns (in ''Domaine'').
The game is considered to be one of the three "brothers", as ''Löwenherz'' was born from the same idea that brought forth ''[[The Settlers of Catan]]'' and ''[[Entdecker]]''. Like the other two, ''Löwenherz'' is critically acclaimed, the original edition having won the [[Deutscher Spiele Preis]] and the revised edition having won the [[Schweizer Spielepreis]] while finishing fifth in the Deutscher Spiele Preis.
Throughout this article, ''Löwenherz'' will be used to denote the original edition while ''Domaine'' will solely refer to the revised edition (although it is still called Löwenherz in German).
== Gameplay ==
Both games are played on a modular board, using randomly-placed smaller boards. These boards form a grid pattern, and the kingdom in question. At the start of the game, players place castles with the objective of scoring points by sectioning off areas of the board using walls (in ''Löwenherz'') or boundary markers (in ''Domaine''), each section containing only one of their castles.
In ''Löwenherz'', the main part of the gameplay is by bidding on ''action cards''. Each action card contains three actions, in which each player chooses one of the three. If two or more players choose the same action, players negotiate to determine which player may perform the action. ''Domaine'' has each player having a hand of three action cards, which players can either sell for money or played for a price. Actions include the following:
* Placing walls and boundary markers
* Expanding a closed region into other players' closed regions
* Placing knights to protect closed regions - players may only expand to other players' regions if they have more knights
* Collecting money (in ''Löwenherz'' only)
* Drawing a ''politics card'', which give the player other abilities (in ''Löwenherz'' only - ''Domaine'' incorporates these into the action cards)
* Removing an opposing knight from a neighboring closed region and replacing it with one in the friendly region (''Domaine'' only - this is a politics card effect in ''Löwenherz'')
* Preventing two neighboring regions from expanding into each other (''Domaine'' only - this is a politics card effect in ''Löwenherz'')
Points are scored according to the closed regions they control. Certain squares on the board are worth more than others, and, in ''Domaine'', may generate additional income for the player.
The game is over either when a player achieves a prescribed amount of points (in ''Domaine'', at which point the king is said to return), or when an action card is drawn that ends the game (in ''Löwenherz'', a special action card depicting the death of the king ends the game, while the game ends in ''Domaine'' when all action cards have been drawn and players run out of cards to play). The player with the most amount of points (or with the most money in case of a tie) is declared the winner.
== External links ==
* [http://www.mayfairgames.com/shop/product/3300-4499/pages/4102.htm ''Domaine''] on Mayfair Games' site
* [http://www.profeasy.com/Domaine/index.html Online tutorial of ''Domaine'']
* {{bgg|66|''Löwenherz''|5737|''Domaine''}}
[[Category:German games]]
[[Category:Historical board games]]
[[Category:Deutscher Spiele Preis winners]]
[[Category:Klaus Teuber games]]
[[Category:Kosmos games]]
[[Category:Rio Grande Games games]]
[[Category:Mayfair Games games]]
[[de:Löwenherz (Spiel)]]
9ngaw22zkc1fc2e4j6xzwurqy01yq7h
Mag Blast
0
2253
4340
2009-08-01T22:02:25Z
Possumman
26633130
Updated Note 3's Link
4340
wikitext
text/x-wiki
{{orphan|date=July 2009}}
==Background==
'''Mag Blast''' is a spaceship-themed strategy [[card game]], produced by gaming company [[Fantasy Flight Games]]. It is set in the universe of "[[Twilight Imperium]]"<ref>[http://www.gamingreport.com/article.php?sid=20598 "Mag blast notes", ''www.gaming report.com'']</ref>, a board game made by the same company<ref>[http://www.fantasyflightgames.com/ti3.html "Twilight Imperium", ''Fantasy Flight Games Official Website'']</ref>. The game is playable for 2-8 players, and is described as "a game of screaming space battles"<ref> [http://www.fantasyflightgames.com/edge_minisite.asp?eidm=44 "Mag Blast", ''Fantasy Flight Games Official Website''].</ref>
. The first edition was printed in 1998.
==Gameplay==
The goal of the game is to destroy opponents' [[flag ships]] after destroying their protective layer of attack ships. Once the [[flag ship]] is destroyed the player is eliminated from the game. The last player left with their [[flagship]] intact is declared the winner.
Each player receives a [[flag ship]] card which is placed at the center of that player's battle formation. The [[flag ship]] is surrounded on four sides by various other kinds of ships which are able to mount attacks on other players' fleets. This is done by firing 3 different kinds of lasers at opposing ships in the corresponding sector; for example, if Player A has a ship in the left-quadrant of his battle formation, he may fire upon any enemy ship which is also in the left-quadrant of their battle formation. Laser shots are made using Attack Cards. Each player draws up to five attack cards per turn.
Game rules also require that players must make an appropriate sound effect when playing an attack card (referred to in-game as "Make a Silly Noise or Miss" Blast Targeting System technology).
==External links==
*[http://new.fantasyflightgames.com/edge_minisite.asp?eidm=44&enmi=Mag%20Blast Official webpage]
*[http://www.boardgamegeek.com/game/944 First edition - 1998]
*[http://www.boardgamegeek.com/game/6209 Second edition - 2002]
*[http://www.boardgamegeek.com/game/23142 Third edition - 2006]
==Notes==
<references/>
[[Category:Dedicated deck card games]]
[[Category:Fantasy Flight Games games]]
[[it:Mag Blast]]
9vme9dgnvt91yha1hx9q3cdze45k44p
4341
4340
2009-12-09T23:30:47Z
Kingstonlee
1735031
1 revision
4341
wikitext
text/x-wiki
{{orphan|date=July 2009}}
==Background==
'''Mag Blast''' is a spaceship-themed strategy [[card game]], produced by gaming company [[Fantasy Flight Games]]. It is set in the universe of "[[Twilight Imperium]]"<ref>[http://www.gamingreport.com/article.php?sid=20598 "Mag blast notes", ''www.gaming report.com'']</ref>, a board game made by the same company<ref>[http://www.fantasyflightgames.com/ti3.html "Twilight Imperium", ''Fantasy Flight Games Official Website'']</ref>. The game is playable for 2-8 players, and is described as "a game of screaming space battles"<ref> [http://www.fantasyflightgames.com/edge_minisite.asp?eidm=44 "Mag Blast", ''Fantasy Flight Games Official Website''].</ref>
. The first edition was printed in 1998.
==Gameplay==
The goal of the game is to destroy opponents' [[flag ships]] after destroying their protective layer of attack ships. Once the [[flag ship]] is destroyed the player is eliminated from the game. The last player left with their [[flagship]] intact is declared the winner.
Each player receives a [[flag ship]] card which is placed at the center of that player's battle formation. The [[flag ship]] is surrounded on four sides by various other kinds of ships which are able to mount attacks on other players' fleets. This is done by firing 3 different kinds of lasers at opposing ships in the corresponding sector; for example, if Player A has a ship in the left-quadrant of his battle formation, he may fire upon any enemy ship which is also in the left-quadrant of their battle formation. Laser shots are made using Attack Cards. Each player draws up to five attack cards per turn.
Game rules also require that players must make an appropriate sound effect when playing an attack card (referred to in-game as "Make a Silly Noise or Miss" Blast Targeting System technology).
==External links==
*[http://new.fantasyflightgames.com/edge_minisite.asp?eidm=44&enmi=Mag%20Blast Official webpage]
*[http://www.boardgamegeek.com/game/944 First edition - 1998]
*[http://www.boardgamegeek.com/game/6209 Second edition - 2002]
*[http://www.boardgamegeek.com/game/23142 Third edition - 2006]
==Notes==
<references/>
[[Category:Dedicated deck card games]]
[[Category:Fantasy Flight Games games]]
[[it:Mag Blast]]
9vme9dgnvt91yha1hx9q3cdze45k44p
Main Page
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1461
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2009-12-07T07:03:49Z
Default
49312
3818
wikitext
text/x-wiki
[[File:Placeholder|thumb|300px]]
===<center>Welcome to New Wiki Name</center>===
New wiki name is a collaborative website about your topic that anyone can edit!
==Replace this with the name of your topic==
Write an introduction to your topic here, to explain to your readers what your topic is all about!
==Latest activity==
<activityfeed/>
[[Category:Browse]]
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[[File:Placeholder|thumb|300px]]
===<center>Welcome to New Wiki Name</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Board Games. Board Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==Replace this with the name of your topic==
Write an introduction to your topic here, to explain to your readers what your topic is all about!
==Latest activity==
<activityfeed/>
[[Category:Browse]]
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3844
3828
2009-12-07T17:48:29Z
67.94.81.162
/* Welcome to New Wiki Name */
3844
wikitext
text/x-wiki
[[File:Placeholder|thumb|300px]]
===<center>Welcome to Board Game Manuals</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Board Games. Board Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==Replace this with the name of your topic==
Write an introduction to your topic here, to explain to your readers what your topic is all about!
==Latest activity==
<activityfeed/>
[[Category:Browse]]
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Kingstonlee
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[[File:Placeholder|thumb|300px]]
===<center>Welcome to Board Game Manuals</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Board Games. Board Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==Latest activity==
<activityfeed/>
[[Category:Browse]]
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2009-12-08T00:14:25Z
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wikitext
text/x-wiki
[[File:Placeholder|thumb|300px]]
===<center>Welcome to Board Game Manuals</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Board Games. Board Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==List of Current Games==
[[Monopoly]]
[[Dodgeball]]
[[Bang!]]
==Latest activity==
<activityfeed/>
[[Category:Browse]]
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/* List of Current Games */
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text/x-wiki
[[File:Placeholder|thumb|300px]]
===<center>Welcome to Board Game Manuals</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Board Games. Board Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==List of Current Games==
*[[Monopoly]]
*[[Dodgeball]]
*[[Bang!]]
==Latest activity==
<activityfeed/>
[[Category:Browse]]
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[[File:Playing .jpg|thumb|264px|right]]
===<center>Welcome to Board Game Manuals</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Board Games. Board Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==List of Current Games==
*[[Monopoly]]
*[[Dodgeball]]
*[[Bang!]]
==Latest activity==
<activityfeed/>
[[Category:Browse]]
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wikitext
text/x-wiki
[[File:Playing .jpg|thumb|264px|right]]
===<center>Welcome to Board Game Manuals</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Board Games. Board Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==List of Current Games==
*[[Monopoly]]
*[[Dodgeball]]
*[[Bang!]]
==Latest activity==
<activityfeed shortlist=true exclude="main" />
[[Category:Browse]]
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[[File:Playing .jpg|thumb|264px|right]]
===<center>Welcome to Board Game Manuals</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Games. Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==List of Current Games==
*[[Monopoly]]
*[[Dodgeball]]
*[[Bang!]]
==Latest activity==
<activityfeed shortlist=true exclude="main" />
[[Category:Browse]]
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/* List of Current Games */
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wikitext
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[[File:Playing .jpg|thumb|264px|right]]
===<center>Welcome to Board Game Manuals</center>===
Board Game Manuals Wiki is a collaborative encyclopedia to share the rules and variations of all Games. Games can include popular games such as Monopoly, Life or Candy Land, or as obscure as Dogopoly and Agricola. We will include official rules as well as variants and rule explanations.
==List of Current Games==
*[[Bang!]]
*[[Dodgeball]]
*[[Monopoly]]
*[[Tri Dimensional Chess]]
==Latest activity==
<activityfeed shortlist=true exclude="main" />
[[Category:Browse]]
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Make-A-Million
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2192
4218
2009-10-05T23:12:14Z
Joats
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text/x-wiki
'''''Make-a-Million''''' is a card game created by [[Parker Brothers]]. It was copyrighted in 1934 and released to the public in 1935. The game was first released in Salem, [[Massachusetts]], and then to [[New York City]], [[San Francisco]], [[Chicago]], and [[Atlanta]].
The game is designed for up to eight players. The players are divided into two teams. The object of the game is to win as many tricks or hands as possible. The teams bid for the right to name the trump. In addition to the regular cards there are three animal or wild cards. The Tiger, the Bull, and the Bear. These three wild cards can be played at anytime during the game. The Tiger is the most powerful card, it can be used to take any trick by acting as the highest trump card. The Bull can be played at anytime to double the points taken by that round. The Bear automatically cancels all cards in the round that it is played on.
==External links==
*{{bgg|10595|''Make-a-Million''}}
*[http://code.google.com/p/makeamillion Make-a-Million open source online version]
{{List of trick-taking games}}
[[Category:Dedicated deck card games]]
[[Category:Trick-taking card games]]
[[Category:Parker Brothers games]]
{{card-game-stub}}
6ytqpaxxjh8zytcxix5zcwt5tq71a7a
4219
4218
2009-12-09T23:30:32Z
Kingstonlee
1735031
1 revision
4219
wikitext
text/x-wiki
'''''Make-a-Million''''' is a card game created by [[Parker Brothers]]. It was copyrighted in 1934 and released to the public in 1935. The game was first released in Salem, [[Massachusetts]], and then to [[New York City]], [[San Francisco]], [[Chicago]], and [[Atlanta]].
The game is designed for up to eight players. The players are divided into two teams. The object of the game is to win as many tricks or hands as possible. The teams bid for the right to name the trump. In addition to the regular cards there are three animal or wild cards. The Tiger, the Bull, and the Bear. These three wild cards can be played at anytime during the game. The Tiger is the most powerful card, it can be used to take any trick by acting as the highest trump card. The Bull can be played at anytime to double the points taken by that round. The Bear automatically cancels all cards in the round that it is played on.
==External links==
*{{bgg|10595|''Make-a-Million''}}
*[http://code.google.com/p/makeamillion Make-a-Million open source online version]
{{List of trick-taking games}}
[[Category:Dedicated deck card games]]
[[Category:Trick-taking card games]]
[[Category:Parker Brothers games]]
{{card-game-stub}}
6ytqpaxxjh8zytcxix5zcwt5tq71a7a
Mall Madness
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2119
4070
2009-11-17T17:48:13Z
Im>Sottolacqua
0
wrong "its"
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wikitext
text/x-wiki
{{Refimprove|date=March 2008}}
'''''Mall Madness''''' is a shopping themed board game released by [[Milton Bradley]] (later versions are titled as '''''Electronic Mall Madness''''').
The original game was released in 1988, and an electronic talking version was sold starting in 1989. Milton Bradley updated the game in 1996 with a new design, and another updated version was released in 2004. Most information in this article is based on the original game's version.
==Marketing==
The game was designed for players aged 9 and up. The targeted consumer was teenage girls, usually 11 to 16 years old. Milton Bradley made several commercials for the game. Arguably the most memorable one was from 1990. The camera showed alternating shots of four girls shopping in a real mall, and playing the game at home. After one girl moves her pawn to the game board's parking lot she exclaims: I win! The other three demonstrate dismay at having lost. The commercials last line is "'''''Mall Madness''''', it's the mall with it all!"
Another version has recently been released; a Hannah Montana special edition. This version of '''''Mall Madness''''' was unique in the respect that it specifically targeted Hannah Montana fans, and it was the first version to picture a male on the front of the box.
==Game Contents==
'''''Mall Madness''''' was sold with all of the following pieces;
Box, game board, electronic computer, instruction manual, four rubber pads to prevent wall pieces from slipping, six plastic wall pieces, four cardboard shopping lists, two sale & one clearance signs, eight plastic pawns (two for each colour; red, blue, yellow and green, one was female the other male), forty plastic pegs (used to mark shopping lists), paper money, four cardboard credit cards, and 29 pieces of cardboard which held the game board together and provided necessary illusion.
==The Board==
The board is a three-dimensional field representing a mall with two stories. The bank and the speaker are located in the center. Some of the stores and locations are on the second floor and can only be reached by stairs or elevator.
==Electronic Computer==
The game featured an electronic computer which dictated game play. Its colour varied from game to game, but was almost always peach or grey. The computer uses four AA alkaline batteries. All computers in the early version of the game were manufactured in the U.S.A., and Milton Bradley copyrighted the computer in 1989. The computers complied with Part 15 of the FCC's rules. The top of the computer featured three buttons; one to start or reset game play, one to begin and end turns, and one to repeat the last announcement. The computer has two voices, one is female, the other male. The male voice announces errors and sale/ clearance items, and the female voice dictates actual game play. There are two slots on the computers top. Both of these slots were designed for the credit cards that accompanied the game. One slot was to buy items, the other was to use the banking feature.
==Money==
The game had two components of currency; paper cash and credit cards. These were used together to accomplish the game's objective.
Four credit cards were included, one for each player. The names of the credit cards are; ''Fast Cash, Quick Draw, MEGAmoney,'' and ''Easy Money.''
==Stores==
'''''Mall Madness''''' featured eighteen stores:
{{Div col|cols=3}}
*DRUG STORE
*MEN'S SHOP
*SHOE STORE
*ELECTRONICS
*PET SHOP
*RECORD STORE
*BOOK STORE
*FASION BOUTIQUE
*CARD SHOP
*KITCHEN STORE
*CAMERA STORE
*SPORTS SHOP
*SUNGLASSES
*COMPUTER STORE
*JEWELRY STORE
*PHONE STORE
*DEPARTMENT STORE
*TOY STORE
{{Div col end}}
Players could also visit four other areas:
{{Div col|cols=3}}
*PIZZA SHOP
*ICE CREAM
*REST ROOMS
*ARCADE
{{Div col end}}
A limited variety of items could be purchased, the most inexpensive being pizza, which is five dollars, and the most expensive is a regular priced exotic parrot, which is two hundred dollars.
==Object of the Game==
The object of the game is to be the first player to purchase six items on the player's shopping list and get back to the parking lot. For a more challenging game play, the goal can be increased up to ten items.
==Gameplay==
The game takes place on a board representing a two-story mall.The game is designed for two to four players. Each player receives 200 dollars from one player who is designated to be the banker. The banker dispenses cash in the following manner; two $50 bills, three $20 bills, three $10 bills, and two $5 dollar bills. The first player presses the computers gameplay button; which directs the player to move a random number of spaces. When arriving at a store, each player makes purchases with a cardboard credit card, and the computer tracks the game play. After the player purchases items with credit card he/she will pay the banker with the appropriate amount of cash. At the start of each turn, an electronic voice announces a clearance at one store and sales at two others, players can use these sales to their advantage, since it takes up a turn to get to the ATM.
At random intervals, a player may be given a clearance or a sale at a store that does not currently have one. Other times, a player may have to pay an additional fee for the item.
Sometimes, the game will refuse a sale, or will refuse to dispense more cash. Occasionally, the game will randomly instruct players to move to the bank, the arcade, restrooms, or to various stores.
Once a player gets all of the items on their list, they must be the first to reach the parking lot of their respective color. The first person to accomplish this wins the game.
==External links==
*{{bgg|15162|''Mall Madness''|5086|''Electronic Mall Madness''}}
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
2zbj5zqite5ztpa41073aptox1v4qtn
4071
4070
2009-12-09T23:30:13Z
Kingstonlee
1735031
1 revision
4071
wikitext
text/x-wiki
{{Refimprove|date=March 2008}}
'''''Mall Madness''''' is a shopping themed board game released by [[Milton Bradley]] (later versions are titled as '''''Electronic Mall Madness''''').
The original game was released in 1988, and an electronic talking version was sold starting in 1989. Milton Bradley updated the game in 1996 with a new design, and another updated version was released in 2004. Most information in this article is based on the original game's version.
==Marketing==
The game was designed for players aged 9 and up. The targeted consumer was teenage girls, usually 11 to 16 years old. Milton Bradley made several commercials for the game. Arguably the most memorable one was from 1990. The camera showed alternating shots of four girls shopping in a real mall, and playing the game at home. After one girl moves her pawn to the game board's parking lot she exclaims: I win! The other three demonstrate dismay at having lost. The commercials last line is "'''''Mall Madness''''', it's the mall with it all!"
Another version has recently been released; a Hannah Montana special edition. This version of '''''Mall Madness''''' was unique in the respect that it specifically targeted Hannah Montana fans, and it was the first version to picture a male on the front of the box.
==Game Contents==
'''''Mall Madness''''' was sold with all of the following pieces;
Box, game board, electronic computer, instruction manual, four rubber pads to prevent wall pieces from slipping, six plastic wall pieces, four cardboard shopping lists, two sale & one clearance signs, eight plastic pawns (two for each colour; red, blue, yellow and green, one was female the other male), forty plastic pegs (used to mark shopping lists), paper money, four cardboard credit cards, and 29 pieces of cardboard which held the game board together and provided necessary illusion.
==The Board==
The board is a three-dimensional field representing a mall with two stories. The bank and the speaker are located in the center. Some of the stores and locations are on the second floor and can only be reached by stairs or elevator.
==Electronic Computer==
The game featured an electronic computer which dictated game play. Its colour varied from game to game, but was almost always peach or grey. The computer uses four AA alkaline batteries. All computers in the early version of the game were manufactured in the U.S.A., and Milton Bradley copyrighted the computer in 1989. The computers complied with Part 15 of the FCC's rules. The top of the computer featured three buttons; one to start or reset game play, one to begin and end turns, and one to repeat the last announcement. The computer has two voices, one is female, the other male. The male voice announces errors and sale/ clearance items, and the female voice dictates actual game play. There are two slots on the computers top. Both of these slots were designed for the credit cards that accompanied the game. One slot was to buy items, the other was to use the banking feature.
==Money==
The game had two components of currency; paper cash and credit cards. These were used together to accomplish the game's objective.
Four credit cards were included, one for each player. The names of the credit cards are; ''Fast Cash, Quick Draw, MEGAmoney,'' and ''Easy Money.''
==Stores==
'''''Mall Madness''''' featured eighteen stores:
{{Div col|cols=3}}
*DRUG STORE
*MEN'S SHOP
*SHOE STORE
*ELECTRONICS
*PET SHOP
*RECORD STORE
*BOOK STORE
*FASION BOUTIQUE
*CARD SHOP
*KITCHEN STORE
*CAMERA STORE
*SPORTS SHOP
*SUNGLASSES
*COMPUTER STORE
*JEWELRY STORE
*PHONE STORE
*DEPARTMENT STORE
*TOY STORE
{{Div col end}}
Players could also visit four other areas:
{{Div col|cols=3}}
*PIZZA SHOP
*ICE CREAM
*REST ROOMS
*ARCADE
{{Div col end}}
A limited variety of items could be purchased, the most inexpensive being pizza, which is five dollars, and the most expensive is a regular priced exotic parrot, which is two hundred dollars.
==Object of the Game==
The object of the game is to be the first player to purchase six items on the player's shopping list and get back to the parking lot. For a more challenging game play, the goal can be increased up to ten items.
==Gameplay==
The game takes place on a board representing a two-story mall.The game is designed for two to four players. Each player receives 200 dollars from one player who is designated to be the banker. The banker dispenses cash in the following manner; two $50 bills, three $20 bills, three $10 bills, and two $5 dollar bills. The first player presses the computers gameplay button; which directs the player to move a random number of spaces. When arriving at a store, each player makes purchases with a cardboard credit card, and the computer tracks the game play. After the player purchases items with credit card he/she will pay the banker with the appropriate amount of cash. At the start of each turn, an electronic voice announces a clearance at one store and sales at two others, players can use these sales to their advantage, since it takes up a turn to get to the ATM.
At random intervals, a player may be given a clearance or a sale at a store that does not currently have one. Other times, a player may have to pay an additional fee for the item.
Sometimes, the game will refuse a sale, or will refuse to dispense more cash. Occasionally, the game will randomly instruct players to move to the bank, the arcade, restrooms, or to various stores.
Once a player gets all of the items on their list, they must be the first to reach the parking lot of their respective color. The first person to accomplish this wins the game.
==External links==
*{{bgg|15162|''Mall Madness''|5086|''Electronic Mall Madness''}}
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
2zbj5zqite5ztpa41073aptox1v4qtn
4541
4071
2020-10-22T21:55:12Z
Happy2432
4080147
/* Object of the Game */
4541
wikitext
text/x-wiki
{{Refimprove|date=March 2008}}
'''''Mall Madness''''' is a shopping themed board game released by [[Milton Bradley]] (later versions are titled as '''''Electronic Mall Madness''''').
The original game was released in 1988, and an electronic talking version was sold starting in 1989. Milton Bradley updated the game in 1996 with a new design, and another updated version was released in 2004. A third updated version was released in 2020. Most information in this article is based on the original game's version.
==Marketing==
The game was designed for players aged 9 and up. The targeted consumer was teenage girls, usually 11 to 16 years old. Milton Bradley made several commercials for the game. Arguably the most memorable one was from 1990. The camera showed alternating shots of four girls shopping in a real mall, and playing the game at home. After one girl moves her pawn to the game board's parking lot she exclaims: I win! The other three demonstrate dismay at having lost. The commercials last line is "'''''Mall Madness''''', it's the mall with it all!"
Another version has recently been released; a Hannah Montana special edition. This version of '''''Mall Madness''''' was unique in the respect that it specifically targeted Hannah Montana fans, and it was the first version to picture a male on the front of the box.
==Game Contents==
'''''Mall Madness''''' was sold with all of the following pieces;
Box, game board, electronic computer, instruction manual, four rubber pads to prevent wall pieces from slipping, six plastic wall pieces, four cardboard shopping lists, two sale & one clearance signs, eight plastic pawns (two for each colour; red, blue, yellow and green, one was female the other male), forty plastic pegs (used to mark shopping lists), paper money, four cardboard credit cards, and 29 pieces of cardboard which held the game board together and provided necessary illusion.
==The Board==
The board is a three-dimensional field representing a mall with two stories. The bank and the speaker are located in the center. Some of the stores and locations are on the second floor and can only be reached by stairs or elevator.
==Electronic Computer==
The game featured an electronic computer which dictated game play. Its colour varied from game to game, but was almost always peach or grey. The computer uses four AA alkaline batteries. All computers in the early version of the game were manufactured in the U.S.A., and Milton Bradley copyrighted the computer in 1989. The computers complied with Part 15 of the FCC's rules. The top of the computer featured three buttons; one to start or reset game play, one to begin and end turns, and one to repeat the last announcement. The computer has two voices, one is female, the other male. The male voice announces errors and sale/ clearance items, and the female voice dictates actual game play. There are two slots on the computers top. Both of these slots were designed for the credit cards that accompanied the game. One slot was to buy items, the other was to use the banking feature.
==Money==
The game had two components of currency; paper cash and credit cards. These were used together to accomplish the game's objective.
Four credit cards were included, one for each player. The names of the credit cards are; ''Fast Cash, Quick Draw, MEGAmoney,'' and ''Easy Money.''
==Stores==
'''''Mall Madness''''' featured eighteen stores:
{{Div col|cols=3}}
*DRUG STORE
*MEN'S SHOP
*SHOE STORE
*ELECTRONICS
*PET SHOP
*RECORD STORE
*BOOK STORE
*FASION BOUTIQUE
*CARD SHOP
*KITCHEN STORE
*CAMERA STORE
*SPORTS SHOP
*SUNGLASSES
*COMPUTER STORE
*JEWELRY STORE
*PHONE STORE
*DEPARTMENT STORE
*TOY STORE
{{Div col end}}
Players could also visit four other areas:
{{Div col|cols=3}}
*PIZZA SHOP
*ICE CREAM
*REST ROOMS
*ARCADE
{{Div col end}}
A limited variety of items could be purchased, the most inexpensive being pizza, which is five dollars, and the most expensive is a regular priced exotic parrot, which is two hundred dollars.
==Object of the Game==
The object of the game is to be the first player to purchase six items on the player's shopping list and get back to the parking lot. For a more challenging game play, the goal can be increased up to ten items.
Beginning with the 2004 edition, the object is to be the first player to buy six items and get to your final destination, which the game will assign you.
==Gameplay==
The game takes place on a board representing a two-story mall.The game is designed for two to four players. Each player receives 200 dollars from one player who is designated to be the banker. The banker dispenses cash in the following manner; two $50 bills, three $20 bills, three $10 bills, and two $5 dollar bills. The first player presses the computers gameplay button; which directs the player to move a random number of spaces. When arriving at a store, each player makes purchases with a cardboard credit card, and the computer tracks the game play. After the player purchases items with credit card he/she will pay the banker with the appropriate amount of cash. At the start of each turn, an electronic voice announces a clearance at one store and sales at two others, players can use these sales to their advantage, since it takes up a turn to get to the ATM.
At random intervals, a player may be given a clearance or a sale at a store that does not currently have one. Other times, a player may have to pay an additional fee for the item.
Sometimes, the game will refuse a sale, or will refuse to dispense more cash. Occasionally, the game will randomly instruct players to move to the bank, the arcade, restrooms, or to various stores.
Once a player gets all of the items on their list, they must be the first to reach the parking lot of their respective color. Beginning with the 2004, the game will assign the player their "final destination", which is where they have to go to win.
The first person to accomplish this wins the game.
==External links==
*{{bgg|15162|''Mall Madness''|5086|''Electronic Mall Madness''}}
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
6yo2p7fflvn2ryvsx4onf7pdjec2kgh
4544
4541
2020-10-24T05:13:21Z
Happy2432
4080147
/* Stores */
4544
wikitext
text/x-wiki
{{Refimprove|date=March 2008}}
'''''Mall Madness''''' is a shopping themed board game released by [[Milton Bradley]] (later versions are titled as '''''Electronic Mall Madness''''').
The original game was released in 1988, and an electronic talking version was sold starting in 1989. Milton Bradley updated the game in 1996 with a new design, and another updated version was released in 2004. A third updated version was released in 2020. Most information in this article is based on the original game's version.
==Marketing==
The game was designed for players aged 9 and up. The targeted consumer was teenage girls, usually 11 to 16 years old. Milton Bradley made several commercials for the game. Arguably the most memorable one was from 1990. The camera showed alternating shots of four girls shopping in a real mall, and playing the game at home. After one girl moves her pawn to the game board's parking lot she exclaims: I win! The other three demonstrate dismay at having lost. The commercials last line is "'''''Mall Madness''''', it's the mall with it all!"
Another version has recently been released; a Hannah Montana special edition. This version of '''''Mall Madness''''' was unique in the respect that it specifically targeted Hannah Montana fans, and it was the first version to picture a male on the front of the box.
==Game Contents==
'''''Mall Madness''''' was sold with all of the following pieces;
Box, game board, electronic computer, instruction manual, four rubber pads to prevent wall pieces from slipping, six plastic wall pieces, four cardboard shopping lists, two sale & one clearance signs, eight plastic pawns (two for each colour; red, blue, yellow and green, one was female the other male), forty plastic pegs (used to mark shopping lists), paper money, four cardboard credit cards, and 29 pieces of cardboard which held the game board together and provided necessary illusion.
==The Board==
The board is a three-dimensional field representing a mall with two stories. The bank and the speaker are located in the center. Some of the stores and locations are on the second floor and can only be reached by stairs or elevator.
==Electronic Computer==
The game featured an electronic computer which dictated game play. Its colour varied from game to game, but was almost always peach or grey. The computer uses four AA alkaline batteries. All computers in the early version of the game were manufactured in the U.S.A., and Milton Bradley copyrighted the computer in 1989. The computers complied with Part 15 of the FCC's rules. The top of the computer featured three buttons; one to start or reset game play, one to begin and end turns, and one to repeat the last announcement. The computer has two voices, one is female, the other male. The male voice announces errors and sale/ clearance items, and the female voice dictates actual game play. There are two slots on the computers top. Both of these slots were designed for the credit cards that accompanied the game. One slot was to buy items, the other was to use the banking feature.
==Money==
The game had two components of currency; paper cash and credit cards. These were used together to accomplish the game's objective.
Four credit cards were included, one for each player. The names of the credit cards are; ''Fast Cash, Quick Draw, MEGAmoney,'' and ''Easy Money.''
==Shoppers==
In the 1989 and 1996 versions, the shoppers were unnamed.
Beginning with the 2004 version, there were eight unique shoppers, two for each color. Each has a distinct personality:
'''Red shoppers:'''
*'''Rachael''' - Rachael is a funky girl who's really into dancing and hip-hop music. She dresses in outrageous styles and is very assertive.
*'''Bryan''' - Bryan is a popular boy who's really into sports. He is a fly dresser and is very outgoing.
'''Blue shoppers:'''
*'''Tameka''' - Tameka is a slightly rebellious girl who's really into skateboarding. She's adventurous, opinionated, and a thrill seeker.
*'''Kara''' - Kara is a spunky girl who's really into sports. She's athletic, confident, and extremely competitive.
'''Green shoppers:'''
*'''Sarah''' - Sarah is a friendly girl who is into just about everything. She can be girly at times but she also likes to compete at sports and build things.
*'''Vanessa''' - Vanessa is an intelligent girl who can tend to be a little shy. She keeps to herself but is a sweetheart once you get to know her.
'''Yellow shoppers:'''
*'''Megan''' - Megan is a popular girl who's really into looking pretty. She is outgoing and very sure of herself.
*'''Scott''' - Scott is a talkative boy who's really into games. He excels at science and math and is also a big music fan.
In the 2020 version, the number of shoppers has decreased to four, one for each color.
*'''Gwen (red)'''
*'''Avery (blue)'''
*'''Dax (green)'''
*'''Sage (yellow)'''
==Stores==
'''''Mall Madness''''' featured eighteen stores:
{{Div col|cols=3}}
*DRUG STORE
*MEN'S SHOP
*SHOE STORE
*ELECTRONICS
*PET SHOP
*RECORD STORE
*BOOK STORE
*FASION BOUTIQUE
*CARD SHOP
*KITCHEN STORE
*CAMERA STORE
*SPORTS SHOP
*SUNGLASSES
*COMPUTER STORE
*JEWELRY STORE
*PHONE STORE
*DEPARTMENT STORE
*TOY STORE
{{Div col end}}
Players could also visit four other areas:
{{Div col|cols=3}}
*PIZZA SHOP
*ICE CREAM
*REST ROOMS
*ARCADE
{{Div col end}}
A limited variety of items could be purchased, the most inexpensive being pizza, which is five dollars, and the most expensive is a regular priced exotic parrot, which is two hundred dollars.
==Object of the Game==
The object of the game is to be the first player to purchase six items on the player's shopping list and get back to the parking lot. For a more challenging game play, the goal can be increased up to ten items.
Beginning with the 2004 edition, the object is to be the first player to buy six items and get to your final destination, which the game will assign you.
==Gameplay==
The game takes place on a board representing a two-story mall.The game is designed for two to four players. Each player receives 200 dollars from one player who is designated to be the banker. The banker dispenses cash in the following manner; two $50 bills, three $20 bills, three $10 bills, and two $5 dollar bills. The first player presses the computers gameplay button; which directs the player to move a random number of spaces. When arriving at a store, each player makes purchases with a cardboard credit card, and the computer tracks the game play. After the player purchases items with credit card he/she will pay the banker with the appropriate amount of cash. At the start of each turn, an electronic voice announces a clearance at one store and sales at two others, players can use these sales to their advantage, since it takes up a turn to get to the ATM.
At random intervals, a player may be given a clearance or a sale at a store that does not currently have one. Other times, a player may have to pay an additional fee for the item.
Sometimes, the game will refuse a sale, or will refuse to dispense more cash. Occasionally, the game will randomly instruct players to move to the bank, the arcade, restrooms, or to various stores.
Once a player gets all of the items on their list, they must be the first to reach the parking lot of their respective color. Beginning with the 2004, the game will assign the player their "final destination", which is where they have to go to win.
The first person to accomplish this wins the game.
==External links==
*{{bgg|15162|''Mall Madness''|5086|''Electronic Mall Madness''}}
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
1n7gg3g7n8dg1gmcnu4y88ckuq0q7x8
4545
4544
2020-10-24T05:35:47Z
Happy2432
4080147
/* Electronic Computer */
4545
wikitext
text/x-wiki
{{Refimprove|date=March 2008}}
'''''Mall Madness''''' is a shopping themed board game released by [[Milton Bradley]] (later versions are titled as '''''Electronic Mall Madness''''').
The original game was released in 1988, and an electronic talking version was sold starting in 1989. Milton Bradley updated the game in 1996 with a new design, and another updated version was released in 2004. A third updated version was released in 2020. Most information in this article is based on the original game's version.
==Marketing==
The game was designed for players aged 9 and up. The targeted consumer was teenage girls, usually 11 to 16 years old. Milton Bradley made several commercials for the game. Arguably the most memorable one was from 1990. The camera showed alternating shots of four girls shopping in a real mall, and playing the game at home. After one girl moves her pawn to the game board's parking lot she exclaims: I win! The other three demonstrate dismay at having lost. The commercials last line is "'''''Mall Madness''''', it's the mall with it all!"
Another version has recently been released; a Hannah Montana special edition. This version of '''''Mall Madness''''' was unique in the respect that it specifically targeted Hannah Montana fans, and it was the first version to picture a male on the front of the box.
==Game Contents==
'''''Mall Madness''''' was sold with all of the following pieces;
Box, game board, electronic computer, instruction manual, four rubber pads to prevent wall pieces from slipping, six plastic wall pieces, four cardboard shopping lists, two sale & one clearance signs, eight plastic pawns (two for each colour; red, blue, yellow and green, one was female the other male), forty plastic pegs (used to mark shopping lists), paper money, four cardboard credit cards, and 29 pieces of cardboard which held the game board together and provided necessary illusion.
==The Board==
The board is a three-dimensional field representing a mall with two stories. The bank and the speaker are located in the center. Some of the stores and locations are on the second floor and can only be reached by stairs or elevator.
==Electronic Computer==
The game featured an electronic computer which dictated game play. Its colour varied from game to game, but was almost always peach or grey. The computer uses four AA alkaline batteries. All computers in the early version of the game were manufactured in the U.S.A., and Milton Bradley copyrighted the computer in 1989. The computers complied with Part 15 of the FCC's rules. The top of the computer featured three buttons; one to start or reset game play, one to begin and end turns, and one to repeat the last announcement. The computer has two voices, one is female, the other male. The male voice announces errors and sale/ clearance items, and the female voice dictates actual game play (in the 1989 version, the voices were swapped). There are two slots on the computers top. Both of these slots were designed for the credit cards that accompanied the game. One slot was to buy items, the other was to use the banking feature.
The 1989 and 1996 versions only had an on button and no off switch, and simply shut off automatically after five minutes. Beginning with the 2004 version, an on/off switch was added to the side of the computer.
The 1989 version was orange, while the 1996 version was grey. The computer received a vast redesign in the 2004 version, resembling an atrium with a fountain in the middle which acts as the enter button, with the ATM and food court spaces adjacent on either side. The buying slot was changed to resemble a swiping slot, with the ATM slot alongside it. The 2020 version received another vast redesign, which is smaller and resembles a fountain with the enter button in the middle. The buying and ATM slots are once again apart, and are opposite of the enter button. There was also a new button, the celebration button, which is pressed when someone wins the game. Said button also acts as the new button, used to start a new game or start the game over from the beginning when held for two seconds during gameplay.
==Money==
The game had two components of currency; paper cash and credit cards. These were used together to accomplish the game's objective.
Four credit cards were included, one for each player. The names of the credit cards are; ''Fast Cash, Quick Draw, MEGAmoney,'' and ''Easy Money.''
==Shoppers==
In the 1989 and 1996 versions, the shoppers were unnamed.
Beginning with the 2004 version, there were eight unique shoppers, two for each color. Each has a distinct personality:
'''Red shoppers:'''
*'''Rachael''' - Rachael is a funky girl who's really into dancing and hip-hop music. She dresses in outrageous styles and is very assertive.
*'''Bryan''' - Bryan is a popular boy who's really into sports. He is a fly dresser and is very outgoing.
'''Blue shoppers:'''
*'''Tameka''' - Tameka is a slightly rebellious girl who's really into skateboarding. She's adventurous, opinionated, and a thrill seeker.
*'''Kara''' - Kara is a spunky girl who's really into sports. She's athletic, confident, and extremely competitive.
'''Green shoppers:'''
*'''Sarah''' - Sarah is a friendly girl who is into just about everything. She can be girly at times but she also likes to compete at sports and build things.
*'''Vanessa''' - Vanessa is an intelligent girl who can tend to be a little shy. She keeps to herself but is a sweetheart once you get to know her.
'''Yellow shoppers:'''
*'''Megan''' - Megan is a popular girl who's really into looking pretty. She is outgoing and very sure of herself.
*'''Scott''' - Scott is a talkative boy who's really into games. He excels at science and math and is also a big music fan.
In the 2020 version, the number of shoppers has decreased to four, one for each color.
*'''Gwen (red)'''
*'''Avery (blue)'''
*'''Dax (green)'''
*'''Sage (yellow)'''
==Stores==
'''''Mall Madness''''' featured eighteen stores:
{{Div col|cols=3}}
*DRUG STORE
*MEN'S SHOP
*SHOE STORE
*ELECTRONICS
*PET SHOP
*RECORD STORE
*BOOK STORE
*FASION BOUTIQUE
*CARD SHOP
*KITCHEN STORE
*CAMERA STORE
*SPORTS SHOP
*SUNGLASSES
*COMPUTER STORE
*JEWELRY STORE
*PHONE STORE
*DEPARTMENT STORE
*TOY STORE
{{Div col end}}
Players could also visit four other areas:
{{Div col|cols=3}}
*PIZZA SHOP
*ICE CREAM
*REST ROOMS
*ARCADE
{{Div col end}}
A limited variety of items could be purchased, the most inexpensive being pizza, which is five dollars, and the most expensive is a regular priced exotic parrot, which is two hundred dollars.
==Object of the Game==
The object of the game is to be the first player to purchase six items on the player's shopping list and get back to the parking lot. For a more challenging game play, the goal can be increased up to ten items.
Beginning with the 2004 edition, the object is to be the first player to buy six items and get to your final destination, which the game will assign you.
==Gameplay==
The game takes place on a board representing a two-story mall.The game is designed for two to four players. Each player receives 200 dollars from one player who is designated to be the banker. The banker dispenses cash in the following manner; two $50 bills, three $20 bills, three $10 bills, and two $5 dollar bills. The first player presses the computers gameplay button; which directs the player to move a random number of spaces. When arriving at a store, each player makes purchases with a cardboard credit card, and the computer tracks the game play. After the player purchases items with credit card he/she will pay the banker with the appropriate amount of cash. At the start of each turn, an electronic voice announces a clearance at one store and sales at two others, players can use these sales to their advantage, since it takes up a turn to get to the ATM.
At random intervals, a player may be given a clearance or a sale at a store that does not currently have one. Other times, a player may have to pay an additional fee for the item.
Sometimes, the game will refuse a sale, or will refuse to dispense more cash. Occasionally, the game will randomly instruct players to move to the bank, the arcade, restrooms, or to various stores.
Once a player gets all of the items on their list, they must be the first to reach the parking lot of their respective color. Beginning with the 2004, the game will assign the player their "final destination", which is where they have to go to win.
The first person to accomplish this wins the game.
==External links==
*{{bgg|15162|''Mall Madness''|5086|''Electronic Mall Madness''}}
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
73j2qa74h4uy68kvpkcgr8a8hwpqeec
4558
4545
2020-11-03T08:03:24Z
Happy2432
4080147
/* Object of the Game */
4558
wikitext
text/x-wiki
{{Refimprove|date=March 2008}}
'''''Mall Madness''''' is a shopping themed board game released by [[Milton Bradley]] (later versions are titled as '''''Electronic Mall Madness''''').
The original game was released in 1988, and an electronic talking version was sold starting in 1989. Milton Bradley updated the game in 1996 with a new design, and another updated version was released in 2004. A third updated version was released in 2020. Most information in this article is based on the original game's version.
==Marketing==
The game was designed for players aged 9 and up. The targeted consumer was teenage girls, usually 11 to 16 years old. Milton Bradley made several commercials for the game. Arguably the most memorable one was from 1990. The camera showed alternating shots of four girls shopping in a real mall, and playing the game at home. After one girl moves her pawn to the game board's parking lot she exclaims: I win! The other three demonstrate dismay at having lost. The commercials last line is "'''''Mall Madness''''', it's the mall with it all!"
Another version has recently been released; a Hannah Montana special edition. This version of '''''Mall Madness''''' was unique in the respect that it specifically targeted Hannah Montana fans, and it was the first version to picture a male on the front of the box.
==Game Contents==
'''''Mall Madness''''' was sold with all of the following pieces;
Box, game board, electronic computer, instruction manual, four rubber pads to prevent wall pieces from slipping, six plastic wall pieces, four cardboard shopping lists, two sale & one clearance signs, eight plastic pawns (two for each colour; red, blue, yellow and green, one was female the other male), forty plastic pegs (used to mark shopping lists), paper money, four cardboard credit cards, and 29 pieces of cardboard which held the game board together and provided necessary illusion.
==The Board==
The board is a three-dimensional field representing a mall with two stories. The bank and the speaker are located in the center. Some of the stores and locations are on the second floor and can only be reached by stairs or elevator.
==Electronic Computer==
The game featured an electronic computer which dictated game play. Its colour varied from game to game, but was almost always peach or grey. The computer uses four AA alkaline batteries. All computers in the early version of the game were manufactured in the U.S.A., and Milton Bradley copyrighted the computer in 1989. The computers complied with Part 15 of the FCC's rules. The top of the computer featured three buttons; one to start or reset game play, one to begin and end turns, and one to repeat the last announcement. The computer has two voices, one is female, the other male. The male voice announces errors and sale/ clearance items, and the female voice dictates actual game play (in the 1989 version, the voices were swapped). There are two slots on the computers top. Both of these slots were designed for the credit cards that accompanied the game. One slot was to buy items, the other was to use the banking feature.
The 1989 and 1996 versions only had an on button and no off switch, and simply shut off automatically after five minutes. Beginning with the 2004 version, an on/off switch was added to the side of the computer. This was once again removed in the 2020 version, which can simply be turned on and off by holding down the celebration button for two seconds.
The 1989 version was orange, while the 1996 version was grey. The computer received a vast redesign in the 2004 version, resembling an atrium with a fountain in the middle which acts as the enter button, with the ATM and food court spaces adjacent on either side. The buying slot was changed to resemble a swiping slot, with the ATM slot alongside it. The 2020 version received another vast redesign, which is smaller and resembles a fountain with the enter button in the middle. The buying and ATM slots are once again apart, and are opposite of the enter button. There was also a new button, the celebration button, which is pressed when someone wins the game. Said button also acts as the new button, used to start a new game or start the game over from the beginning when held for two seconds during gameplay.
==Money==
The game had two components of currency; paper cash and credit cards. These were used together to accomplish the game's objective.
Four credit cards were included, one for each player. The names of the credit cards are; ''Fast Cash, Quick Draw, MEGAmoney,'' and ''Easy Money.''
==Shoppers==
In the 1989 and 1996 versions, the shoppers were unnamed.
Beginning with the 2004 version, there were eight unique shoppers, two for each color. Each has a distinct personality:
'''Red shoppers:'''
*'''Rachael''' - Rachael is a funky girl who's really into dancing and hip-hop music. She dresses in outrageous styles and is very assertive.
*'''Bryan''' - Bryan is a popular boy who's really into sports. He is a fly dresser and is very outgoing.
'''Blue shoppers:'''
*'''Tameka''' - Tameka is a slightly rebellious girl who's really into skateboarding. She's adventurous, opinionated, and a thrill seeker.
*'''Kara''' - Kara is a spunky girl who's really into sports. She's athletic, confident, and extremely competitive.
'''Green shoppers:'''
*'''Sarah''' - Sarah is a friendly girl who is into just about everything. She can be girly at times but she also likes to compete at sports and build things.
*'''Vanessa''' - Vanessa is an intelligent girl who can tend to be a little shy. She keeps to herself but is a sweetheart once you get to know her.
'''Yellow shoppers:'''
*'''Megan''' - Megan is a popular girl who's really into looking pretty. She is outgoing and very sure of herself.
*'''Scott''' - Scott is a talkative boy who's really into games. He excels at science and math and is also a big music fan.
In the 2020 version, the number of shoppers has decreased to four, one for each color.
*'''Gwen (red)'''
*'''Avery (blue)'''
*'''Dax (green)'''
*'''Sage (yellow)'''
==Stores==
'''''Mall Madness''''' featured eighteen stores:
{{Div col|cols=3}}
*DRUG STORE
*MEN'S SHOP
*SHOE STORE
*ELECTRONICS
*PET SHOP
*RECORD STORE
*BOOK STORE
*FASION BOUTIQUE
*CARD SHOP
*KITCHEN STORE
*CAMERA STORE
*SPORTS SHOP
*SUNGLASSES
*COMPUTER STORE
*JEWELRY STORE
*PHONE STORE
*DEPARTMENT STORE
*TOY STORE
{{Div col end}}
Players could also visit four other areas:
{{Div col|cols=3}}
*PIZZA SHOP
*ICE CREAM
*REST ROOMS
*ARCADE
{{Div col end}}
A limited variety of items could be purchased, the most inexpensive being pizza, which is five dollars, and the most expensive is a regular priced exotic parrot, which is two hundred dollars.
==Object of the Game==
The object of the game is to be the first player to purchase six items on the player's shopping list and get back to the parking lot. For a more challenging game play, the goal can be increased up to ten items.
Beginning with the 2004 edition, the object is to be the first player to buy six items and get to your final destination, which the game will assign you. However, with the 2020 edition, it was changed back to the parking lot for the final destination.
==Gameplay==
The game takes place on a board representing a two-story mall.The game is designed for two to four players. Each player receives 200 dollars from one player who is designated to be the banker. The banker dispenses cash in the following manner; two $50 bills, three $20 bills, three $10 bills, and two $5 dollar bills. The first player presses the computers gameplay button; which directs the player to move a random number of spaces. When arriving at a store, each player makes purchases with a cardboard credit card, and the computer tracks the game play. After the player purchases items with credit card he/she will pay the banker with the appropriate amount of cash. At the start of each turn, an electronic voice announces a clearance at one store and sales at two others, players can use these sales to their advantage, since it takes up a turn to get to the ATM.
At random intervals, a player may be given a clearance or a sale at a store that does not currently have one. Other times, a player may have to pay an additional fee for the item.
Sometimes, the game will refuse a sale, or will refuse to dispense more cash. Occasionally, the game will randomly instruct players to move to the bank, the arcade, restrooms, or to various stores.
Once a player gets all of the items on their list, they must be the first to reach the parking lot of their respective color. Beginning with the 2004, the game will assign the player their "final destination", which is where they have to go to win.
The first person to accomplish this wins the game.
==External links==
*{{bgg|15162|''Mall Madness''|5086|''Electronic Mall Madness''}}
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
6zrjh2yxmr4wnxuhs9cjr1vewclujw2
4559
4558
2020-11-20T03:36:05Z
Happy2432
4080147
/* External links */
4559
wikitext
text/x-wiki
{{Refimprove|date=March 2008}}
'''''Mall Madness''''' is a shopping themed board game released by [[Milton Bradley]] (later versions are titled as '''''Electronic Mall Madness''''').
The original game was released in 1988, and an electronic talking version was sold starting in 1989. Milton Bradley updated the game in 1996 with a new design, and another updated version was released in 2004. A third updated version was released in 2020. Most information in this article is based on the original game's version.
==Marketing==
The game was designed for players aged 9 and up. The targeted consumer was teenage girls, usually 11 to 16 years old. Milton Bradley made several commercials for the game. Arguably the most memorable one was from 1990. The camera showed alternating shots of four girls shopping in a real mall, and playing the game at home. After one girl moves her pawn to the game board's parking lot she exclaims: I win! The other three demonstrate dismay at having lost. The commercials last line is "'''''Mall Madness''''', it's the mall with it all!"
Another version has recently been released; a Hannah Montana special edition. This version of '''''Mall Madness''''' was unique in the respect that it specifically targeted Hannah Montana fans, and it was the first version to picture a male on the front of the box.
==Game Contents==
'''''Mall Madness''''' was sold with all of the following pieces;
Box, game board, electronic computer, instruction manual, four rubber pads to prevent wall pieces from slipping, six plastic wall pieces, four cardboard shopping lists, two sale & one clearance signs, eight plastic pawns (two for each colour; red, blue, yellow and green, one was female the other male), forty plastic pegs (used to mark shopping lists), paper money, four cardboard credit cards, and 29 pieces of cardboard which held the game board together and provided necessary illusion.
==The Board==
The board is a three-dimensional field representing a mall with two stories. The bank and the speaker are located in the center. Some of the stores and locations are on the second floor and can only be reached by stairs or elevator.
==Electronic Computer==
The game featured an electronic computer which dictated game play. Its colour varied from game to game, but was almost always peach or grey. The computer uses four AA alkaline batteries. All computers in the early version of the game were manufactured in the U.S.A., and Milton Bradley copyrighted the computer in 1989. The computers complied with Part 15 of the FCC's rules. The top of the computer featured three buttons; one to start or reset game play, one to begin and end turns, and one to repeat the last announcement. The computer has two voices, one is female, the other male. The male voice announces errors and sale/ clearance items, and the female voice dictates actual game play (in the 1989 version, the voices were swapped). There are two slots on the computers top. Both of these slots were designed for the credit cards that accompanied the game. One slot was to buy items, the other was to use the banking feature.
The 1989 and 1996 versions only had an on button and no off switch, and simply shut off automatically after five minutes. Beginning with the 2004 version, an on/off switch was added to the side of the computer. This was once again removed in the 2020 version, which can simply be turned on and off by holding down the celebration button for two seconds.
The 1989 version was orange, while the 1996 version was grey. The computer received a vast redesign in the 2004 version, resembling an atrium with a fountain in the middle which acts as the enter button, with the ATM and food court spaces adjacent on either side. The buying slot was changed to resemble a swiping slot, with the ATM slot alongside it. The 2020 version received another vast redesign, which is smaller and resembles a fountain with the enter button in the middle. The buying and ATM slots are once again apart, and are opposite of the enter button. There was also a new button, the celebration button, which is pressed when someone wins the game. Said button also acts as the new button, used to start a new game or start the game over from the beginning when held for two seconds during gameplay.
==Money==
The game had two components of currency; paper cash and credit cards. These were used together to accomplish the game's objective.
Four credit cards were included, one for each player. The names of the credit cards are; ''Fast Cash, Quick Draw, MEGAmoney,'' and ''Easy Money.''
==Shoppers==
In the 1989 and 1996 versions, the shoppers were unnamed.
Beginning with the 2004 version, there were eight unique shoppers, two for each color. Each has a distinct personality:
'''Red shoppers:'''
*'''Rachael''' - Rachael is a funky girl who's really into dancing and hip-hop music. She dresses in outrageous styles and is very assertive.
*'''Bryan''' - Bryan is a popular boy who's really into sports. He is a fly dresser and is very outgoing.
'''Blue shoppers:'''
*'''Tameka''' - Tameka is a slightly rebellious girl who's really into skateboarding. She's adventurous, opinionated, and a thrill seeker.
*'''Kara''' - Kara is a spunky girl who's really into sports. She's athletic, confident, and extremely competitive.
'''Green shoppers:'''
*'''Sarah''' - Sarah is a friendly girl who is into just about everything. She can be girly at times but she also likes to compete at sports and build things.
*'''Vanessa''' - Vanessa is an intelligent girl who can tend to be a little shy. She keeps to herself but is a sweetheart once you get to know her.
'''Yellow shoppers:'''
*'''Megan''' - Megan is a popular girl who's really into looking pretty. She is outgoing and very sure of herself.
*'''Scott''' - Scott is a talkative boy who's really into games. He excels at science and math and is also a big music fan.
In the 2020 version, the number of shoppers has decreased to four, one for each color.
*'''Gwen (red)'''
*'''Avery (blue)'''
*'''Dax (green)'''
*'''Sage (yellow)'''
==Stores==
'''''Mall Madness''''' featured eighteen stores:
{{Div col|cols=3}}
*DRUG STORE
*MEN'S SHOP
*SHOE STORE
*ELECTRONICS
*PET SHOP
*RECORD STORE
*BOOK STORE
*FASION BOUTIQUE
*CARD SHOP
*KITCHEN STORE
*CAMERA STORE
*SPORTS SHOP
*SUNGLASSES
*COMPUTER STORE
*JEWELRY STORE
*PHONE STORE
*DEPARTMENT STORE
*TOY STORE
{{Div col end}}
Players could also visit four other areas:
{{Div col|cols=3}}
*PIZZA SHOP
*ICE CREAM
*REST ROOMS
*ARCADE
{{Div col end}}
A limited variety of items could be purchased, the most inexpensive being pizza, which is five dollars, and the most expensive is a regular priced exotic parrot, which is two hundred dollars.
==Object of the Game==
The object of the game is to be the first player to purchase six items on the player's shopping list and get back to the parking lot. For a more challenging game play, the goal can be increased up to ten items.
Beginning with the 2004 edition, the object is to be the first player to buy six items and get to your final destination, which the game will assign you. However, with the 2020 edition, it was changed back to the parking lot for the final destination.
==Gameplay==
The game takes place on a board representing a two-story mall.The game is designed for two to four players. Each player receives 200 dollars from one player who is designated to be the banker. The banker dispenses cash in the following manner; two $50 bills, three $20 bills, three $10 bills, and two $5 dollar bills. The first player presses the computers gameplay button; which directs the player to move a random number of spaces. When arriving at a store, each player makes purchases with a cardboard credit card, and the computer tracks the game play. After the player purchases items with credit card he/she will pay the banker with the appropriate amount of cash. At the start of each turn, an electronic voice announces a clearance at one store and sales at two others, players can use these sales to their advantage, since it takes up a turn to get to the ATM.
At random intervals, a player may be given a clearance or a sale at a store that does not currently have one. Other times, a player may have to pay an additional fee for the item.
Sometimes, the game will refuse a sale, or will refuse to dispense more cash. Occasionally, the game will randomly instruct players to move to the bank, the arcade, restrooms, or to various stores.
Once a player gets all of the items on their list, they must be the first to reach the parking lot of their respective color. Beginning with the 2004, the game will assign the player their "final destination", which is where they have to go to win.
The first person to accomplish this wins the game.
==Changes==
===1996===
*The multiple mall pathways have changed to a single pathway that can fold out.
*The mall voice was changed to a female voice for general rules, while a male voice announces the sales/clearances and shop announcements.
===2004===
*The winning rule was changed to a "final destination" rather than just getting back to the parking lot.
*The "last longer" rule was ommited, and the game recognizes the sixth item as your last item.
*The pegs were replaced with plastic clips which can be moved over blank boxes.
*An on/off switch and "new" button were added.
*Some of the specific instructions and shop announcements were removed.
*The game no longer shuts off automatically.
===2020===
*The gameboard is smaller and square-shaped instead of rectangular, and there are fewer shops.
*The electronic computer was redesigned and slightly smaller.
*The bridge in the upper floor pathway was removed.
*The ATM was moved to the upper floor edge of the gameboard.
*The food court and ATM spaces were incorporated into the gameboard.
*The on/off switch was removed. Pressing and holding the "Celebration" button simply turns the game on.
*The winning rule was changed back to the parking lot.
*Instead of starting in the parking lot, players now start their pawns on start spaces just inside the entrances.
*A "celebration" button can be pressed once someone has won the game.
==External links==
*{{bgg|15162|''Mall Madness''|5086|''Electronic Mall Madness''}}
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
rtabctqzvo99idd8ecgzmu1b1uqowfm
4581
4559
2024-01-08T01:43:27Z
192.159.203.107
Number of pegs in content list from 40 to 42.
4581
wikitext
text/x-wiki
{{Refimprove|date=March 2008}}
'''''Mall Madness''''' is a shopping themed board game released by [[Milton Bradley]] (later versions are titled as '''''Electronic Mall Madness''''').
The original game was released in 1988, and an electronic talking version was sold starting in 1989. Milton Bradley updated the game in 1996 with a new design, and another updated version was released in 2004. A third updated version was released in 2020. Most information in this article is based on the original game's version.
==Marketing==
The game was designed for players aged 9 and up. The targeted consumer was teenage girls, usually 11 to 16 years old. Milton Bradley made several commercials for the game. Arguably the most memorable one was from 1990. The camera showed alternating shots of four girls shopping in a real mall, and playing the game at home. After one girl moves her pawn to the game board's parking lot she exclaims: I win! The other three demonstrate dismay at having lost. The commercials last line is "'''''Mall Madness''''', it's the mall with it all!"
Another version has recently been released; a Hannah Montana special edition. This version of '''''Mall Madness''''' was unique in the respect that it specifically targeted Hannah Montana fans, and it was the first version to picture a male on the front of the box.
==Game Contents==
'''''Mall Madness''''' was sold with all of the following pieces;
Box, game board, electronic computer, instruction manual, four rubber pads to prevent wall pieces from slipping, six plastic wall pieces, four cardboard shopping lists, two sale & one clearance signs, eight plastic pawns (two for each colour; red, blue, yellow and green, one was female the other male), forty-two plastic pegs (used to mark shopping lists), paper money, four cardboard credit cards, and 29 pieces of cardboard which held the game board together and provided necessary illusion.
==The Board==
The board is a three-dimensional field representing a mall with two stories. The bank and the speaker are located in the center. Some of the stores and locations are on the second floor and can only be reached by stairs or elevator.
==Electronic Computer==
The game featured an electronic computer which dictated game play. Its colour varied from game to game, but was almost always peach or grey. The computer uses four AA alkaline batteries. All computers in the early version of the game were manufactured in the U.S.A., and Milton Bradley copyrighted the computer in 1989. The computers complied with Part 15 of the FCC's rules. The top of the computer featured three buttons; one to start or reset game play, one to begin and end turns, and one to repeat the last announcement. The computer has two voices, one is female, the other male. The male voice announces errors and sale/ clearance items, and the female voice dictates actual game play (in the 1989 version, the voices were swapped). There are two slots on the computers top. Both of these slots were designed for the credit cards that accompanied the game. One slot was to buy items, the other was to use the banking feature.
The 1989 and 1996 versions only had an on button and no off switch, and simply shut off automatically after five minutes. Beginning with the 2004 version, an on/off switch was added to the side of the computer. This was once again removed in the 2020 version, which can simply be turned on and off by holding down the celebration button for two seconds.
The 1989 version was orange, while the 1996 version was grey. The computer received a vast redesign in the 2004 version, resembling an atrium with a fountain in the middle which acts as the enter button, with the ATM and food court spaces adjacent on either side. The buying slot was changed to resemble a swiping slot, with the ATM slot alongside it. The 2020 version received another vast redesign, which is smaller and resembles a fountain with the enter button in the middle. The buying and ATM slots are once again apart, and are opposite of the enter button. There was also a new button, the celebration button, which is pressed when someone wins the game. Said button also acts as the new button, used to start a new game or start the game over from the beginning when held for two seconds during gameplay.
==Money==
The game had two components of currency; paper cash and credit cards. These were used together to accomplish the game's objective.
Four credit cards were included, one for each player. The names of the credit cards are; ''Fast Cash, Quick Draw, MEGAmoney,'' and ''Easy Money.''
==Shoppers==
In the 1989 and 1996 versions, the shoppers were unnamed.
Beginning with the 2004 version, there were eight unique shoppers, two for each color. Each has a distinct personality:
'''Red shoppers:'''
*'''Rachael''' - Rachael is a funky girl who's really into dancing and hip-hop music. She dresses in outrageous styles and is very assertive.
*'''Bryan''' - Bryan is a popular boy who's really into sports. He is a fly dresser and is very outgoing.
'''Blue shoppers:'''
*'''Tameka''' - Tameka is a slightly rebellious girl who's really into skateboarding. She's adventurous, opinionated, and a thrill seeker.
*'''Kara''' - Kara is a spunky girl who's really into sports. She's athletic, confident, and extremely competitive.
'''Green shoppers:'''
*'''Sarah''' - Sarah is a friendly girl who is into just about everything. She can be girly at times but she also likes to compete at sports and build things.
*'''Vanessa''' - Vanessa is an intelligent girl who can tend to be a little shy. She keeps to herself but is a sweetheart once you get to know her.
'''Yellow shoppers:'''
*'''Megan''' - Megan is a popular girl who's really into looking pretty. She is outgoing and very sure of herself.
*'''Scott''' - Scott is a talkative boy who's really into games. He excels at science and math and is also a big music fan.
In the 2020 version, the number of shoppers has decreased to four, one for each color.
*'''Gwen (red)'''
*'''Avery (blue)'''
*'''Dax (green)'''
*'''Sage (yellow)'''
==Stores==
'''''Mall Madness''''' featured eighteen stores:
{{Div col|cols=3}}
*DRUG STORE
*MEN'S SHOP
*SHOE STORE
*ELECTRONICS
*PET SHOP
*RECORD STORE
*BOOK STORE
*FASION BOUTIQUE
*CARD SHOP
*KITCHEN STORE
*CAMERA STORE
*SPORTS SHOP
*SUNGLASSES
*COMPUTER STORE
*JEWELRY STORE
*PHONE STORE
*DEPARTMENT STORE
*TOY STORE
{{Div col end}}
Players could also visit four other areas:
{{Div col|cols=3}}
*PIZZA SHOP
*ICE CREAM
*REST ROOMS
*ARCADE
{{Div col end}}
A limited variety of items could be purchased, the most inexpensive being pizza, which is five dollars, and the most expensive is a regular priced exotic parrot, which is two hundred dollars.
==Object of the Game==
The object of the game is to be the first player to purchase six items on the player's shopping list and get back to the parking lot. For a more challenging game play, the goal can be increased up to ten items.
Beginning with the 2004 edition, the object is to be the first player to buy six items and get to your final destination, which the game will assign you. However, with the 2020 edition, it was changed back to the parking lot for the final destination.
==Gameplay==
The game takes place on a board representing a two-story mall.The game is designed for two to four players. Each player receives 200 dollars from one player who is designated to be the banker. The banker dispenses cash in the following manner; two $50 bills, three $20 bills, three $10 bills, and two $5 dollar bills. The first player presses the computers gameplay button; which directs the player to move a random number of spaces. When arriving at a store, each player makes purchases with a cardboard credit card, and the computer tracks the game play. After the player purchases items with credit card he/she will pay the banker with the appropriate amount of cash. At the start of each turn, an electronic voice announces a clearance at one store and sales at two others, players can use these sales to their advantage, since it takes up a turn to get to the ATM.
At random intervals, a player may be given a clearance or a sale at a store that does not currently have one. Other times, a player may have to pay an additional fee for the item.
Sometimes, the game will refuse a sale, or will refuse to dispense more cash. Occasionally, the game will randomly instruct players to move to the bank, the arcade, restrooms, or to various stores.
Once a player gets all of the items on their list, they must be the first to reach the parking lot of their respective color. Beginning with the 2004, the game will assign the player their "final destination", which is where they have to go to win.
The first person to accomplish this wins the game.
==Changes==
===1996===
*The multiple mall pathways have changed to a single pathway that can fold out.
*The mall voice was changed to a female voice for general rules, while a male voice announces the sales/clearances and shop announcements.
===2004===
*The winning rule was changed to a "final destination" rather than just getting back to the parking lot.
*The "last longer" rule was ommited, and the game recognizes the sixth item as your last item.
*The pegs were replaced with plastic clips which can be moved over blank boxes.
*An on/off switch and "new" button were added.
*Some of the specific instructions and shop announcements were removed.
*The game no longer shuts off automatically.
===2020===
*The gameboard is smaller and square-shaped instead of rectangular, and there are fewer shops.
*The electronic computer was redesigned and slightly smaller.
*The bridge in the upper floor pathway was removed.
*The ATM was moved to the upper floor edge of the gameboard.
*The food court and ATM spaces were incorporated into the gameboard.
*The on/off switch was removed. Pressing and holding the "Celebration" button simply turns the game on.
*The winning rule was changed back to the parking lot.
*Instead of starting in the parking lot, players now start their pawns on start spaces just inside the entrances.
*A "celebration" button can be pressed once someone has won the game.
==External links==
*{{bgg|15162|''Mall Madness''|5086|''Electronic Mall Madness''}}
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
0juirvwu9c1xau9hbwvcyxgoq51ryvk
Man Bites Dog (game)
0
2289
4414
2009-10-01T22:36:16Z
24.184.202.108
/* Playing The Game */
4414
wikitext
text/x-wiki
{{Orphan|date=February 2009}}
{{Articleissues|notability=December 2008|wikify=December 2008}}
'''Man Bites Dog''' is a card game created by [[University Games]] made for 2-6 Players. The objective of the game is to create the funniest headline and earn the most points. Included in the pack are 110 cards, 106 Headline cards, 3 Exclusive cards, and 1 instruction card.
==Rules==
===Objective===
The Objective is to score 500 points by making funny, zany headlines. Each card has a point value ranging from 0-50.
===The Exclusive Card===
Getting one of these can greatly improve your chances of winning the game. Play one of these in your headline, and your score for that round doubles.
===Playing The Game===
1) The youngest player deals first. He/She deals five cards to each player.
2) Each player examines his/her hand and decides wether to discard any cards. Each player can discard up to 3 cards in the round at any time. They then replace the discarded cards with ones from the deck.
3) After every player has figured out their headline and are ready to play, the dealer lays down their headline first. Headlines must be funny and unbelievable, but must be structurally sound.
*Acceptable: Blind Dog Weeps For Mayor.
*Unacceptable: Vaccine Tells On Blonde.
If the majority of players decide that the headline does not make any sense, the player must pick up his/her cards and submit a new headline. If a player cannot submit a headline, their score for that hand is zero.
4) Someone records each persons score.
===Scoring===
When a player has played their headline, and it makes sense, their score is added up. The card value is on the bottom of the card. Say somebody played this headline:
*340 LB. NUN STABS HERO COP
Their score would be added up.
*50, 50, 25, 10, 10.
Their score for the round would be 145. This is a high score because it included two 50 point cards. In the deck there are:
*Five Cards Worth 0 points
*Thirty-Two Cards Worth 5 Points
*Thirty-Six Cards Worth 10 Points
*Twenty-Five Cards Worth 25 Points
*Eight Cards Worth 50 Points
One of the highest combinations you could achieve would be:
*EXCLUSIVE: 340 LB. NUN RUNS OFF WITH UROLOGIST
This would score you 400 points.
===Winning The Game===
Once a player reaches 500 (or more points, if you prefer) points, the round is finished and the game is over. If two players reach 500 in the same turn, then the player with the highest score wins.
===List Of Cards===
FIVE CARDS WORTH 0 POINTS
1 FEDS
2
3
4
5
THIRTY-TWO CARDS WORTH 5 POINTS
1 GENERAL
2 DEAD
3 CONVICT
4 LADY
5 MAYOR
6 SINGER
7 SNUBS
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
THIRTY-SIX CARDS WORTH 10 POINTS
1 HERO
2 COP
3 ATTACKS
4 NAVY
5 NURSE
6 DUMPS
7 KILLER
8 ANGEL
9 FIRST
10 HEIRESS
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
TWENTY-FIVE CARDS WORTH 25 POINTS
1 STABS
2 BEAUTY
3 BLOND
4 PREZ
5 MOB BOSS
6 CROOKED
7 DEVOTED
8 NUDE
9 WEEPS FOR
10 INDICTED
11 DRUGS
12 PHYCHIC
13 TOT
14
15
16
17
18
19
20
21
22
23
24
25
EIGHT CARDS WORTH 50 POINTS
1 340LB
2 NUN
3 RUNS OFF WITH
4 UROLOGIST
5 BIZARRE
6 REVEALED
7 TERROR
8
3 EXCLUSIVE CARDS
[[Category:Dedicated deck card games]]
{{card-game-stub}}
79nxl66ucyx8d0q14b5ibwr0tbzjeg2
4415
4414
2009-12-09T23:30:55Z
Kingstonlee
1735031
1 revision
4415
wikitext
text/x-wiki
{{Orphan|date=February 2009}}
{{Articleissues|notability=December 2008|wikify=December 2008}}
'''Man Bites Dog''' is a card game created by [[University Games]] made for 2-6 Players. The objective of the game is to create the funniest headline and earn the most points. Included in the pack are 110 cards, 106 Headline cards, 3 Exclusive cards, and 1 instruction card.
==Rules==
===Objective===
The Objective is to score 500 points by making funny, zany headlines. Each card has a point value ranging from 0-50.
===The Exclusive Card===
Getting one of these can greatly improve your chances of winning the game. Play one of these in your headline, and your score for that round doubles.
===Playing The Game===
1) The youngest player deals first. He/She deals five cards to each player.
2) Each player examines his/her hand and decides wether to discard any cards. Each player can discard up to 3 cards in the round at any time. They then replace the discarded cards with ones from the deck.
3) After every player has figured out their headline and are ready to play, the dealer lays down their headline first. Headlines must be funny and unbelievable, but must be structurally sound.
*Acceptable: Blind Dog Weeps For Mayor.
*Unacceptable: Vaccine Tells On Blonde.
If the majority of players decide that the headline does not make any sense, the player must pick up his/her cards and submit a new headline. If a player cannot submit a headline, their score for that hand is zero.
4) Someone records each persons score.
===Scoring===
When a player has played their headline, and it makes sense, their score is added up. The card value is on the bottom of the card. Say somebody played this headline:
*340 LB. NUN STABS HERO COP
Their score would be added up.
*50, 50, 25, 10, 10.
Their score for the round would be 145. This is a high score because it included two 50 point cards. In the deck there are:
*Five Cards Worth 0 points
*Thirty-Two Cards Worth 5 Points
*Thirty-Six Cards Worth 10 Points
*Twenty-Five Cards Worth 25 Points
*Eight Cards Worth 50 Points
One of the highest combinations you could achieve would be:
*EXCLUSIVE: 340 LB. NUN RUNS OFF WITH UROLOGIST
This would score you 400 points.
===Winning The Game===
Once a player reaches 500 (or more points, if you prefer) points, the round is finished and the game is over. If two players reach 500 in the same turn, then the player with the highest score wins.
===List Of Cards===
FIVE CARDS WORTH 0 POINTS
1 FEDS
2
3
4
5
THIRTY-TWO CARDS WORTH 5 POINTS
1 GENERAL
2 DEAD
3 CONVICT
4 LADY
5 MAYOR
6 SINGER
7 SNUBS
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
THIRTY-SIX CARDS WORTH 10 POINTS
1 HERO
2 COP
3 ATTACKS
4 NAVY
5 NURSE
6 DUMPS
7 KILLER
8 ANGEL
9 FIRST
10 HEIRESS
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
TWENTY-FIVE CARDS WORTH 25 POINTS
1 STABS
2 BEAUTY
3 BLOND
4 PREZ
5 MOB BOSS
6 CROOKED
7 DEVOTED
8 NUDE
9 WEEPS FOR
10 INDICTED
11 DRUGS
12 PHYCHIC
13 TOT
14
15
16
17
18
19
20
21
22
23
24
25
EIGHT CARDS WORTH 50 POINTS
1 340LB
2 NUN
3 RUNS OFF WITH
4 UROLOGIST
5 BIZARRE
6 REVEALED
7 TERROR
8
3 EXCLUSIVE CARDS
[[Category:Dedicated deck card games]]
{{card-game-stub}}
79nxl66ucyx8d0q14b5ibwr0tbzjeg2
4517
4415
2019-03-12T19:00:49Z
148.59.198.126
/* Rules */
4517
wikitext
text/x-wiki
{{Orphan|date=February 2009}}
{{Articleissues|notability=December 2008|wikify=December 2008}}
'''Man Bites Dog''' is a card game created by [[University Games]] made for 2-6 Players. The objective of the game is to create the funniest headline and earn the most points. Included in the pack are 110 cards, 106 Headline cards, 3 Exclusive cards, and 1 instruction card.
==Oi==
===Objective===
The Objective is to score 500 points by making funny, zany headlines. Each card has a point value ranging from 0-50.
===The Exclusive Card===
Getting one of these can greatly improve your chances of winning the game. Play one of these in your headline, and your score for that round doubles.
===Playing The Game===
1) The youngest player deals first. He/She deals five cards to each player.
2) Each player examines his/her hand and decides wether to discard any cards. Each player can discard up to 3 cards in the round at any time. They then replace the discarded cards with ones from the deck.
3) After every player has figured out their headline and are ready to play, the dealer lays down their headline first. Headlines must be funny and unbelievable, but must be structurally sound.
*Acceptable: Blind Dog Weeps For Mayor.
*Unacceptable: Vaccine Tells On Blonde.
If the majority of players decide that the headline does not make any sense, the player must pick up his/her cards and submit a new headline. If a player cannot submit a headline, their score for that hand is zero.
4) Someone records each persons score.
===Scoring===
When a player has played their headline, and it makes sense, their score is added up. The card value is on the bottom of the card. Say somebody played this headline:
*340 LB. NUN STABS HERO COP
Their score would be added up.
*50, 50, 25, 10, 10.
Their score for the round would be 145. This is a high score because it included two 50 point cards. In the deck there are:
*Five Cards Worth 0 points
*Thirty-Two Cards Worth 5 Points
*Thirty-Six Cards Worth 10 Points
*Twenty-Five Cards Worth 25 Points
*Eight Cards Worth 50 Points
One of the highest combinations you could achieve would be:
*EXCLUSIVE: 340 LB. NUN RUNS OFF WITH UROLOGIST
This would score you 400 points.
===Winning The Game===
Once a player reaches 500 (or more points, if you prefer) points, the round is finished and the game is over. If two players reach 500 in the same turn, then the player with the highest score wins.
===List Of Cards===
FIVE CARDS WORTH 0 POINTS
1 FEDS
2
3
4
5
THIRTY-TWO CARDS WORTH 5 POINTS
1 GENERAL
2 DEAD
3 CONVICT
4 LADY
5 MAYOR
6 SINGER
7 SNUBS
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
THIRTY-SIX CARDS WORTH 10 POINTS
1 HERO
2 COP
3 ATTACKS
4 NAVY
5 NURSE
6 DUMPS
7 KILLER
8 ANGEL
9 FIRST
10 HEIRESS
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
TWENTY-FIVE CARDS WORTH 25 POINTS
1 STABS
2 BEAUTY
3 BLOND
4 PREZ
5 MOB BOSS
6 CROOKED
7 DEVOTED
8 NUDE
9 WEEPS FOR
10 INDICTED
11 DRUGS
12 PHYCHIC
13 TOT
14
15
16
17
18
19
20
21
22
23
24
25
EIGHT CARDS WORTH 50 POINTS
1 340LB
2 NUN
3 RUNS OFF WITH
4 UROLOGIST
5 BIZARRE
6 REVEALED
7 TERROR
8
3 EXCLUSIVE CARDS
[[Category:Dedicated deck card games]]
{{card-game-stub}}
jv447doblocez9htrf39a5kpnz7dtsg
4518
4517
2019-03-12T19:01:13Z
148.59.198.126
/* Oi */
4518
wikitext
text/x-wiki
{{Orphan|date=February 2009}}
{{Articleissues|notability=December 2008|wikify=December 2008}}
'''Man Bites Dog''' is a card game created by [[University Games]] made for 2-6 Players. The objective of the game is to create the funniest headline and earn the most points. Included in the pack are 110 cards, 106 Headline cards, 3 Exclusive cards, and 1 instruction card.
==UWU==
===Objective===
The Objective is to score 500 points by making funny, zany headlines. Each card has a point value ranging from 0-50.
===The Exclusive Card===
Getting one of these can greatly improve your chances of winning the game. Play one of these in your headline, and your score for that round doubles.
===Playing The Game===
1) The youngest player deals first. He/She deals five cards to each player.
2) Each player examines his/her hand and decides wether to discard any cards. Each player can discard up to 3 cards in the round at any time. They then replace the discarded cards with ones from the deck.
3) After every player has figured out their headline and are ready to play, the dealer lays down their headline first. Headlines must be funny and unbelievable, but must be structurally sound.
*Acceptable: Blind Dog Weeps For Mayor.
*Unacceptable: Vaccine Tells On Blonde.
If the majority of players decide that the headline does not make any sense, the player must pick up his/her cards and submit a new headline. If a player cannot submit a headline, their score for that hand is zero.
4) Someone records each persons score.
===Scoring===
When a player has played their headline, and it makes sense, their score is added up. The card value is on the bottom of the card. Say somebody played this headline:
*340 LB. NUN STABS HERO COP
Their score would be added up.
*50, 50, 25, 10, 10.
Their score for the round would be 145. This is a high score because it included two 50 point cards. In the deck there are:
*Five Cards Worth 0 points
*Thirty-Two Cards Worth 5 Points
*Thirty-Six Cards Worth 10 Points
*Twenty-Five Cards Worth 25 Points
*Eight Cards Worth 50 Points
One of the highest combinations you could achieve would be:
*EXCLUSIVE: 340 LB. NUN RUNS OFF WITH UROLOGIST
This would score you 400 points.
===Winning The Game===
Once a player reaches 500 (or more points, if you prefer) points, the round is finished and the game is over. If two players reach 500 in the same turn, then the player with the highest score wins.
===List Of Cards===
FIVE CARDS WORTH 0 POINTS
1 FEDS
2
3
4
5
THIRTY-TWO CARDS WORTH 5 POINTS
1 GENERAL
2 DEAD
3 CONVICT
4 LADY
5 MAYOR
6 SINGER
7 SNUBS
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
THIRTY-SIX CARDS WORTH 10 POINTS
1 HERO
2 COP
3 ATTACKS
4 NAVY
5 NURSE
6 DUMPS
7 KILLER
8 ANGEL
9 FIRST
10 HEIRESS
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
TWENTY-FIVE CARDS WORTH 25 POINTS
1 STABS
2 BEAUTY
3 BLOND
4 PREZ
5 MOB BOSS
6 CROOKED
7 DEVOTED
8 NUDE
9 WEEPS FOR
10 INDICTED
11 DRUGS
12 PHYCHIC
13 TOT
14
15
16
17
18
19
20
21
22
23
24
25
EIGHT CARDS WORTH 50 POINTS
1 340LB
2 NUN
3 RUNS OFF WITH
4 UROLOGIST
5 BIZARRE
6 REVEALED
7 TERROR
8
3 EXCLUSIVE CARDS
[[Category:Dedicated deck card games]]
{{card-game-stub}}
asl0r43fjaw2bz6oyketcj0y7s8ylwt
Management (game)
0
2067
3962
2007-10-01T12:37:26Z
Im>Cydebot
0
Robot - Moving category Avalon Hill to Avalon Hill games per [[WP:CFD|CFD]] at [[Wikipedia:Categories for discussion/Log/2007 September 23]].
3962
wikitext
text/x-wiki
'''''Management''''' is a [[business simulation]] [[board game]] released by [[Avalon Hill]] in [[1960s in games|1960]]. Players operate their own [[manufacturing]] companies, making decisions on purchasing supplies, determining production volume, setting sale prices, and expanding factories. Turns are measured in [[business cycle]]s. The winner is the player with the largest business at the end of the game.
==External links==
*{{bgg|7006|''Management''}}
{{board-game-stub}}
[[Category:Avalon Hill games]]
[[Category:Charles S. Roberts games]]
[[Category:Economic simulation board games]]
i20ezkvqc4jetlkddcrk6j6gdt9iz89
3963
3962
2009-12-09T23:29:57Z
Kingstonlee
1735031
1 revision
3963
wikitext
text/x-wiki
'''''Management''''' is a [[business simulation]] [[board game]] released by [[Avalon Hill]] in [[1960s in games|1960]]. Players operate their own [[manufacturing]] companies, making decisions on purchasing supplies, determining production volume, setting sale prices, and expanding factories. Turns are measured in [[business cycle]]s. The winner is the player with the largest business at the end of the game.
==External links==
*{{bgg|7006|''Management''}}
{{board-game-stub}}
[[Category:Avalon Hill games]]
[[Category:Charles S. Roberts games]]
[[Category:Economic simulation board games]]
i20ezkvqc4jetlkddcrk6j6gdt9iz89
Manhattan (game)
0
2074
3976
2009-08-24T17:39:50Z
Pavel.nps
3206542
/* External links */
3976
wikitext
text/x-wiki
'''Manhattan''' is a boardgame designed by [[Andreas Seyfarth]] and originally published by the German company Hans im Glück. It was the winner of [[Spiel des Jahres]] in 1994. An English language version was published by [[Mayfair Games]] in 1996.
==External links==
* [http://www.boardgamegeek.com/game/199 Manhattan page] at [[BoardGameGeek]]
{{start box}}
{{succession box
| before = [[Call My Bluff (game)|Call My Bluff]]
| title = [[Spiel des Jahres]]
| years = 1994
| after = [[The Settlers of Catan]]
}}
{{board-game-stub}}
[[Category:Economic simulation board games]]
[[Category:Andreas Seyfarth games]]
[[Category:Spiel des Jahres winners]]
[[Category:Hans im Glück games]]
[[Category:Mayfair Games games]]
[[de:Manhattan (Spiel)]]
[[fr:Manhattan (jeu)]]
[[ja:マンハッタン (ゲーム)]]
ftirzdzhvohllqrrx66dvperf859sgw
3977
3976
2009-12-09T23:29:58Z
Kingstonlee
1735031
1 revision
3977
wikitext
text/x-wiki
'''Manhattan''' is a boardgame designed by [[Andreas Seyfarth]] and originally published by the German company Hans im Glück. It was the winner of [[Spiel des Jahres]] in 1994. An English language version was published by [[Mayfair Games]] in 1996.
==External links==
* [http://www.boardgamegeek.com/game/199 Manhattan page] at [[BoardGameGeek]]
{{start box}}
{{succession box
| before = [[Call My Bluff (game)|Call My Bluff]]
| title = [[Spiel des Jahres]]
| years = 1994
| after = [[The Settlers of Catan]]
}}
{{board-game-stub}}
[[Category:Economic simulation board games]]
[[Category:Andreas Seyfarth games]]
[[Category:Spiel des Jahres winners]]
[[Category:Hans im Glück games]]
[[Category:Mayfair Games games]]
[[de:Manhattan (Spiel)]]
[[fr:Manhattan (jeu)]]
[[ja:マンハッタン (ゲーム)]]
ftirzdzhvohllqrrx66dvperf859sgw
Maths24
0
2242
4318
2009-07-02T17:05:29Z
85.130.250.149
4318
wikitext
text/x-wiki
{{orphan|date=July 2008}}
[[Image:maths24card.jpg|thumbnail|right|280px|A typical, basic Maths24 card. The two red dots in the corners refer to a second-degree level of difficulty. The number 9 is filled with red to differentiate it from a 6.]]
'''Maths24''' is a competitive, [[arithmetic]]al card game aimed predominantly at [[primary school|primary]] and [[high school]] pupils. Although it can be played informally, the game was organised and operated within [[Southern Africa]] in a series of interschool, geographically increasing tournaments. The game experienced its peak during the 1990s, and is now no longer produced or played in any official manner.
== History ==
The '''Maths24''' game was devised, sponsored and officiated by the [[Old Mutual]] insurance company. It first began appearing in schools in 1989, and was even sold commercially to the public for a short period in the early 1990s.
Old Mutual devised the game and competitions chiefly as a promotional activity to publicise the company. The project aimed to introduce pupils and encourage their participation in [[mathematics]] via entertaining activities.
Interest in '''Maths24''' began to taper off towards the end of the 1990s. Although official sponsorship and promotion of the game stopped, many schools and individuals continue to play the game informally.
Due to its unconventional release and propagation, the game went through a variety of rules, playing-styles and even names, being known for some time as ''The I-Got-It Game''.
== Card Description ==
The cards are double-sided, thin cardboard squares with sides measuring approximately 10 cm. The conventional cards bare the Old Mutual logo in the centres of each side, however with the green and white inverted on one side to differentiate. Later variations of the cards bore red, blue and black logos.
The conventional card displays four numbers, each a single digit from 1 to 9. Numbers may repeat. The cards are designed to be viewed from any angle.
The card difficulty is ranked by displaying one, two or three dots in each corner of the card in white, red and yellow respectively, as the difficulty increases.
== Rules ==
Although official rules were later published, the game evolved with common basic rules, and many smaller variations.
Any number of competitors (usually four at most) sit around a table. The cards are placed, one at a time, in the centre of the table. The first person to cover the card with their hand and claim to have the solution would then be given the first opportunity to give their answer.
Cards are solved by using the numbers, applying only the [[addition]], [[subtraction]], [[multiplication]] and [[Division (mathematics)|division]] operations to achieve a final mathematical solution of 24.
All four numbers must be included. The numbers can only be used once. No other mathematical operations are allowed. There may be more than one way to solve each card.
== Tournament Play ==
The '''Maths24''' game was intended and mostly played in tournament scenarios, ranging from school to international levels.
Competitors are initially distributed into tables of four, each with their own adjudicator. The game is played in rounds, with participants competing for points. Points are earned by solving cards, with one, two or three points assigned to cards of increasing difficulty. After claiming a solution to a card, if a participant failed to give a correct or legal solution their points would be deducted according to the difficulty. Rounds continue for a predefined length of time, at the end of which the points are tallied and the winners proceed.
Participants claim a card by covering it with their hand after it has been placed onto the table, and audibly declaring "I've got it". Later, due to minor injuries, the rules enforced covering only the centre of the card with only the index and middle fingers.
At the top competition levels, there would typically be almost no delay between a card's placement and a participant's claiming it. This is because there are only a finite number of cards that can be made, and participant's ability to give a solution from memory. Also, participants could exploit the small delay, instead, between claiming a card and giving its solution, to work out the solution then.
== Variations ==
Because of the finite extent of the basic cards, many variations and adaptations of the game were introduced to add complexity to tournaments.
=== 25, 36 & 48 ===
Using the regular cards, the target total could be changed for a round, from the usual 24, to 25, 36 or 48.
=== Time Trial ===
Instead of many participants competing to solve communal cards for a set time, each participant could be presented with an entire pack of cards. The times taken to work through the pack, solving all cards would be could be recorded and compared.
=== The Sleeve ===
A cardboard sleeve that could hold two cards side-by-side could be used in the game. The sleeve allows three numbers from each card to be visible, while concealing the forth number from each. Participants would be required to solve a sleeve by identifying a number that could be common to both cards, as well as giving both card solutions.
=== Fractions ===
New cards were later introduced to the games. The first card adaptation was the introduction of natural fractions.
=== Variables ===
[[Image:Maths24variables.jpg|thumb|left|A Maths24 card with the inclusion of variables, being used in an algebraic expression, in fractional form and with powers.]]
Finally, cards were printed with ''x'' and ''y'' variables that could appear in many forms, including fractions, powers and algebraic expressions. Participants would be required to find natural numbers (from 1 to 9) that the variables could represent, as well as the solution.
This type of card effectively removes the previous limitations to the cards.
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
== Combinations ==
One<ref>http://en.wikipedia.org/wiki/Mitchell_Brom</ref> of the officially recognized, international top-twenty '''Maths24''' participants has shown that although the total possible number of four repeatable single-digit combinations, where order does not matter is 495, there are only 402 legally solvable possible combinations.
All 402 possible cards, in ascending order, with one possible solution are given below:
{| class="wikitable"
|-
! Number
! Combination
! Solution
|-
| 1.
| 1118
| ((1+1)+1)x8
|-
| 2.
| 1126
| ((1+1)+2)x6
|-
| 3.
| 1127
| (1+2)x(1+7)
|-
| 4.
| 1128
| ((1+2)x1)x8
|-
| 5.
| 1129
| (1+2)x(9-1)
|-
| 6.
| 1134
| ((1+1)x3)x4
|-
| 7.
| 1135
| (1+3)x(1+5)
|-
| 8.
| 1136
| ((1+1)+6)x3
|-
| 9.
| 1137
| ((1+7)x1)x3
|-
| 10.
| 1138
| ((1+3)-1)x8
|-
| 11.
| 1139
| ((1x9)-1)x3
|-
| 12.
| 1144
| ((1+1)+4)x4
|-
| 13.
| 1145
| ((1+4)x5)-1
|-
| 14.
| 1146
| ((1+4)-1)x6
|-
| 15.
| 1147
| ((1x7)-1)x4
|-
| 16.
| 1148
| ((1x4)-1)x8
|-
| 17.
| 1149
| (1-4)x(1-9)
|-
| 18.
| 1155
| ((1x5)x5)-1
|-
| 19.
| 1156
| ((1x5)-1)x6
|-
| 20.
| 1157
| (1+1)x(5+7)
|-
| 21.
| 1158
| ((5-1)-1)x8
|-
| 22.
| 1166
| ((6-1)-1)x6
|-
| 23.
| 1168
| (6x8)÷(1+1)
|-
| 24.
| 1169
| ((1+1)x9)+6
|-
| 25.
| 1188
| ((1+1)x8)+8
|-
| 26.
| 1224
| ((1+2)x2)x4
|-
| 27.
| 1225
| ((1+5)x2)x2
|-
| 28.
| 1226
| ((1x2)+2)x6
|-
| 29.
| 1227
| ((7-1)x2)x2
|-
| 30.
| 1228
| ((2+2)-1)x8
|-
| 31.
| 1229
| ((1+2)+9)x2
|-
| 32.
| 1233
| ((1+3)x2)x3
|-
| 33.
| 1234
| ((1+2)+3)x4
|-
| 34.
| 1235
| ((1+2)+5)x3
|-
| 35.
| 1236
| ((1x2)+6)x3
|-
| 36.
| 1237
| ((1+2)x7)+3
|-
| 37.
| 1238
| ((1+3)+8)x2
|-
| 38.
| 1239
| ((1+2)x9)-3
|-
| 39.
| 1244
| ((1x2)+4)x4
|-
| 40.
| 1245
| ((2+5)-1)x4
|-
| 41.
| 1246
| ((2-1)x4)x6
|-
| 42.
| 1247
| ((1+4)+7)x2
|-
| 43.
| 1248
| ((1+4)-2)x8
|-
| 44.
| 1249
| ((1+9)x2)+4
|-
| 45.
| 1255
| ((5x5)+1)-2
|-
| 46.
| 1256
| ((1+5)+6)x2
|-
| 47.
| 1257
| ((1x5)+7)x2
|-
| 48.
| 1258
| ((1+5)x8)÷2
|-
| 49.
| 1259
| ((1+2)x5)+9
|-
| 50.
| 1266
| ((1+2)x6)+6
|-
| 51.
| 1267
| ((1+7)x6)÷2
|-
| 52.
| 1268
| ((1+8)x2)+6
|-
| 53.
| 1269
| ((1x2)x9)+6
|-
| 54.
| 1277
| ((7x7)-1)÷2
|-
| 55.
| 1278
| ((1+7)x2)+8
|-
| 56.
| 1279
| ((2x7)+1)+9
|-
| 57.
| 1288
| ((1x2)x8)+8
|-
| 58.
| 1289
| ((2x8)+9)-1
|-
| 59.
| 1333
| ((3x3)-1)x3
|-
| 60.
| 1334
| ((1+3)+4)x3
|-
| 61.
| 1335
| ((1x3)+5)x3
|-
| 62.
| 1336
| ((1+6)x3)+3
|-
| 63.
| 1337
| ((1x3)x7)+3
|-
| 64.
| 1338
| ((1+8)x3)-3
|-
| 65.
| 1339
| ((1x3)x9)-3
|-
| 66.
| 1344
| ((1x4)+4)x3
|-
| 67.
| 1345
| ((1+3)x5)+4
|-
| 68.
| 1346
| 6÷(1-(3÷4))
|-
| 69.
| 1347
| ((1+3)x7)-4
|-
| 70.
| 1348
| ((1+3)x4)+8
|-
| 71.
| 1349
| ((1+4)x3)+9
|-
| 72.
| 1356
| ((1+5)x3)+6
|-
| 73.
| 1357
| (1+5)x(7-3)
|-
| 74.
| 1358
| ((1+5)-3)x8
|-
| 75.
| 1359
| ((1x3)x5)+9
|-
| 76.
| 1366
| ((1+6)-3)x6
|-
| 77.
| 1367
| ((1x7)-3)x6
|-
| 78.
| 1368
| ((1x6)-3)x8
|-
| 79.
| 1369
| ((1+9)x3)-6
|-
| 80.
| 1377
| (1-7)x(3-7)
|-
| 81.
| 1378
| ((7-1)-3)x8
|-
| 82.
| 1379
| ((1+7)x9)÷3
|-
| 83.
| 1388
| ((1+3)x8)-8
|-
| 84.
| 1389
| ((1x8)x9)÷3
|-
| 85.
| 1399
| ((9-1)x9)÷3
|-
| 86.
| 1444
| ((1+4)x4)+4
|-
| 87.
| 1445
| ((1x4)x5)+4
|-
| 88.
| 1446
| ((1+6)x4)-4
|-
| 89.
| 1447
| ((1x4)x7)-4
|-
| 90.
| 1448
| ((1x4)x4)+8
|-
| 91.
| 1449
| ((1+9)-4)x4
|-
| 92.
| 1455
| ((4x5)+5)-1
|-
| 93.
| 1456
| 6÷((5÷4)-1)
|-
| 94.
| 1457
| ((4x7)+1)-5
|-
| 95.
| 1458
| ((5-1)x4)+8
|-
| 96.
| 1459
| ((4-1)x5)+9
|-
| 97.
| 1466
| ((1+4)x6)-6
|-
| 98.
| 1467
| ((1+7)-4)x6
|-
| 99.
| 1468
| ((1+6)-4)x8
|-
| 100.
| 1469
| ((9-1)-4)x6
|-
| 101.
| 1477
| (1+7)x(7-4)
|-
| 102.
| 1478
| ((1+7)x4)-8
|-
| 103.
| 1479
| (1-9)x(4-7)
|-
| 104.
| 1488
| ((1x4)x8)-8
|-
| 105.
| 1489
| ((4x8)+1)-9
|-
| 106.
| 1556
| ((1+5)x5)-6
|-
| 107.
| 1559
| (1+5)x(9-5)
|-
| 108.
| 1566
| ((1x5)x6)-6
|-
| 109.
| 1567
| ((5x6)+1)-7
|-
| 110.
| 1568
| ((1+8)-5)x6
|-
| 111.
| 1569
| ((1x9)-5)x6
|-
| 112.
| 1578
| ((1+7)-5)x8
|-
| 113.
| 1579
| (1-7)x(5-9)
|-
| 114.
| 1588
| ((1x8)-5)x8
|-
| 115.
| 1589
| ((9-1)-5)x8
|-
| 116.
| 1599
| ((1+5)+9)+9
|-
| 117.
| 1666
| ((6-1)x6)-6
|-
| 118.
| 1668
| 6÷(1-(6÷8))
|-
| 119.
| 1669
| ((1+9)-6)x6
|-
| 120.
| 1679
| (1+7)x(9-6)
|-
| 121.
| 1688
| ((1+8)-6)x8
|-
| 122.
| 1689
| ((1+6)+8)+9
|-
| 123.
| 1699
| ((1x6)+9)+9
|-
| 124.
| 1779
| ((1+7)+7)+9
|-
| 125.
| 1788
| ((1+7)+8)+8
|-
| 126.
| 1789
| ((1+9)-7)x8
|-
| 127.
| 1799
| ((7+9)+9)-1
|-
| 128.
| 1888
| ((1x8)+8)+8
|-
| 129.
| 1889
| ((8+8)+9)-1
|-
| 130.
| 2223
| ((2+2)x2)x3
|-
| 131.
| 2224
| ((2+2)+2)x4
|-
| 132.
| 2225
| ((2x5)+2)x2
|-
| 133.
| 2227
| ((2x7)-2)x2
|-
| 134.
| 2228
| ((2+2)+8)x2
|-
| 135.
| 2229
| ((2+9)x2)+2
|-
| 136.
| 2233
| ((2x3)+2)x3
|-
| 137.
| 2234
| ((2+2)+4)x3
|-
| 138.
| 2235
| ((2x5)-2)x3
|-
| 139.
| 2236
| ((2x3)+6)x2
|-
| 140.
| 2237
| ((2+3)+7)x2
|-
| 141.
| 2238
| ((2+3)-2)x8
|-
| 142.
| 2239
| ((2÷3)+2)x9
|-
| 143.
| 2244
| ((2x4)+4)x2
|-
| 144.
| 2245
| ((2+2)x5)+4
|-
| 145.
| 2246
| ((2+4)+6)x2
|-
| 146.
| 2247
| ((2+2)x7)-4
|-
| 147.
| 2248
| ((2+2)x4)+8
|-
| 148.
| 2249
| ((2x9)+2)+4
|-
| 149.
| 2255
| ((2+5)+5)x2
|-
| 150.
| 2256
| ((5+6)x2)+2
|-
| 151.
| 2257
| (2x5)+(2x7)
|-
| 152.
| 2258
| ((5+8)x2)-2
|-
| 153.
| 2259
| ((5+9)-2)x2
|-
| 154.
| 2266
| ((2+6)x6)÷2
|-
| 155.
| 2267
| ((2+7)x2)+6
|-
| 156.
| 2268
| ((2+6)x2)+8
|-
| 157.
| 2269
| ((2x9)-6)x2
|-
| 158.
| 2277
| ((7+7)-2)x2
|-
| 159.
| 2278
| ((2x7)+2)+8
|-
| 160.
| 2288
| ((2+2)x8)-8
|-
| 161.
| 2289
| ((2x9)+8)-2
|-
| 162.
| 2333
| ((2+3)+3)x3
|-
| 163.
| 2335
| ((2+5)x3)+3
|-
| 164.
| 2336
| ((2x3)x3)+6
|-
| 165.
| 2337
| ((2+7)x3)-3
|-
| 166.
| 2338
| ((2x3)-3)x8
|-
| 167.
| 2339
| ((2+3)x3)+9
|-
| 168.
| 2344
| ((2+3)x4)+4
|-
| 169.
| 2345
| ((3+4)+5)x2
|-
| 170.
| 2346
| ((2+4)x3)+6
|-
| 171.
| 2347
| ((2+7)-3)x4
|-
| 172.
| 2348
| ((2+4)-3)x8
|-
| 173.
| 2349
| ((2x4)x9)÷3
|-
| 174.
| 2355
| ((5+5)-2)x3
|-
| 175.
| 2356
| ((2+5)-3)x6
|-
| 176.
| 2357
| ((3x5)+2)+7
|-
| 177.
| 2358
| ((2x8)+3)+5
|-
| 178.
| 2359
| ((3x9)+2)-5
|-
| 179.
| 2366
| ((2+3)x6)-6
|-
| 180.
| 2367
| ((2x7)-6)x3
|-
| 181.
| 2368
| ((2+8)x3)-6
|-
| 182.
| 2369
| ((2+6)x9)÷3
|-
| 183.
| 2377
| ((2x7)+3)+7
|-
| 184.
| 2378
| ((2+7)x8)÷3
|-
| 185.
| 2379
| ((3x7)-9)x2
|-
| 186.
| 2388
| ((2x8)-8)x3
|-
| 187.
| 2389
| ((9-3)x8)÷2
|-
| 188.
| 2399
| ((2+9)x3)-9
|-
| 189.
| 2444
| ((4+4)+4)x2
|-
| 190.
| 2445
| ((2+5)x4)-4
|-
| 191.
| 2446
| ((2x4)-4)x6
|-
| 192.
| 2447
| ((7-2)x4)+4
|-
| 193.
| 2448
| ((2+8)-4)x4
|-
| 194.
| 2449
| ((9-2)x4)-4
|-
| 195.
| 2455
| ((5+5)x2)+4
|-
| 196.
| 2456
| ((2+4)x5)-6
|-
| 197.
| 2457
| ((5+7)x4)÷2
|-
| 198.
| 2458
| ((2+5)-4)x8
|-
| 199.
| 2459
| ((2+9)-5)x4
|-
| 200.
| 2466
| ((2+6)-4)x6
|-
| 201.
| 2467
| ((2x7)+4)+6
|-
| 202.
| 2468
| ((2+6)x4)-8
|-
| 203.
| 2469
| ((4-2)x9)+6
|-
| 204.
| 2477
| ((7+7)x2)-4
|-
| 205.
| 2478
| ((2x7)-8)x4
|-
| 206.
| 2479
| ((2x4)+7)+9
|-
| 207.
| 2488
| ((2x4)+8)+8
|-
| 208.
| 2489
| ((9-2)-4)x8
|-
| 209.
| 2499
| ((2+4)+9)+9
|-
| 210.
| 2557
| ((2x7)+5)+5
|-
| 211.
| 2558
| ((5÷5)+2)x8
|-
| 212.
| 2559
| ((2x5)+5)+9
|-
| 213.
| 2566
| ((2x5)-6)x6
|-
| 214.
| 2567
| ((2+7)-5)x6
|-
| 215.
| 2568
| ((2+6)-5)x8
|-
| 216.
| 2569
| ((5x6)÷2)+9
|-
| 217.
| 2577
| ((2x5)+7)+7
|-
| 218.
| 2578
| ((2x5)-7)x8
|-
| 219.
| 2579
| ((5x7)-2)-9
|-
| 220.
| 2588
| ((5x8)+8)÷2
|-
| 221.
| 2589
| ((2+5)+8)+9
|-
| 222.
| 2666
| ((2x6)+6)+6
|-
| 223.
| 2667
| ((6x7)+6)÷2
|-
| 224.
| 2668
| ((2+8)-6)x6
|-
| 225.
| 2669
| ((6+9)x2)-6
|-
| 226.
| 2678
| ((2+7)-6)x8
|-
| 227.
| 2679
| ((2+6)+7)+9
|-
| 228.
| 2688
| ((2+6)+8)+8
|-
| 229.
| 2689
| ((2x6)-9)x8
|-
| 230.
| 2699
| ((6÷9)+2)x9
|-
| 231.
| 2778
| ((2+7)+7)+8
|-
| 232.
| 2788
| ((2+8)-7)x8
|-
| 233.
| 2789
| ((7+9)x2)-8
|-
| 234.
| 2888
| ((8+8)x2)-8
|-
| 235.
| 2889
| ((2+9)-8)x8
|-
| 236.
| 2899
| ((8+9)+9)-2
|-
| 237.
| 3333
| ((3x3)x3)-3
|-
| 238.
| 3334
| ((3+4)x3)+3
|-
| 239.
| 3335
| (3x3)+(3x5)
|-
| 240.
| 3336
| ((3+3)x3)+6
|-
| 241.
| 3337
| ((3÷3)+7)x3
|-
| 242.
| 3338
| ((3+3)-3)x8
|-
| 243.
| 3339
| (9-(3÷3))x3
|-
| 244.
| 3344
| ((3x4)-4)x3
|-
| 245.
| 3345
| ((3÷3)+5)x4
|-
| 246.
| 3346
| ((3+4)-3)x6
|-
| 247.
| 3347
| ((4+7)-3)x3
|-
| 248.
| 3348
| ((4-3)x3)x8
|-
| 249.
| 3349
| ((3+9)-4)x3
|-
| 250.
| 3355
| (5x5)-(3÷3)
|-
| 251.
| 3356
| ((3+3)x5)-6
|-
| 252.
| 3357
| ((3x5)-7)x3
|-
| 253.
| 3359
| ((3+5)x9)÷3
|-
| 254.
| 3366
| ((6÷3)+6)x3
|-
| 255.
| 3367
| ((3+7)x3)-6
|-
| 256.
| 3368
| ((3+6)x8)÷3
|-
| 257.
| 3369
| ((3+9)x6)÷3
|-
| 258.
| 3377
| ((3÷7)+3)x7
|-
| 259.
| 3378
| ((3x3)+7)+8
|-
| 260.
| 3379
| ((7x9)÷3)+3
|-
| 261.
| 3389
| ((3+8)x3)-9
|-
| 262.
| 3399
| ((3+3)+9)+9
|-
| 263.
| 3444
| ((3+4)x4)-4
|-
| 264.
| 3445
| ((4+5)-3)x4
|-
| 265.
| 3446
| ((3x4)-6)x4
|-
| 266.
| 3447
| ((3+7)-4)x4
|-
| 267.
| 3448
| ((3+4)-4)x8
|-
| 268.
| 3449
| ((4+4)x9)÷3
|-
| 269.
| 3455
| ((3x5)+4)+5
|-
| 270.
| 3456
| ((3+5)-4)x6
|-
| 271.
| 3457
| ((3x4)+5)+7
|-
| 272.
| 3458
| ((3+5)x4)-8
|-
| 273.
| 3459
| ((3x5)-9)x4
|-
| 274.
| 3466
| ((3x4)+6)+6
|-
| 275.
| 3468
| ((3x4)-8)x6
|-
| 276.
| 3469
| ((3+9)-6)x4
|-
| 277.
| 3477
| ((3x7)+7)-4
|-
| 278.
| 3478
| ((7-3)x4)+8
|-
| 279.
| 3479
| ((3x9)+4)-7
|-
| 280.
| 3489
| ((3+4)+8)+9
|-
| 281.
| 3499
| ((4x9)-3)-9
|-
| 282.
| 3556
| ((5+5)x3)-6
|-
| 283.
| 3557
| ((5÷5)+7)x3
|-
| 284.
| 3558
| ((3+5)-5)x8
|-
| 285.
| 3559
| (9-(5÷5))x3
|-
| 286.
| 3566
| ((3+6)-5)x6
|-
| 287.
| 3567
| ((5+7)x6)÷3
|-
| 288.
| 3568
| ((6-5)x3)x8
|-
| 289.
| 3569
| ((5+6)x3)-9
|-
| 290.
| 3578
| ((3x7)+8)-5
|-
| 291.
| 3579
| ((3+5)+7)+9
|-
| 292.
| 3588
| ((3+5)+8)+8
|-
| 293.
| 3589
| ((3x9)+5)-8
|-
| 294.
| 3599
| ((5x9)÷3)+9
|-
| 295.
| 3666
| ((6+6)x6)÷3
|-
| 296.
| 3667
| ((3+7)-6)x6
|-
| 297.
| 3668
| ((3+6)-6)x8
|-
| 298.
| 3669
| ((3+6)+6)+9
|-
| 299.
| 3677
| ((7+7)-6)x3
|-
| 300.
| 3678
| ((3+6)+7)+8
|-
| 301.
| 3679
| ((3x7)+9)-6
|-
| 302.
| 3688
| ((6x8)÷3)+8
|-
| 303.
| 3689
| ((3+9)-8)x6
|-
| 304.
| 3699
| ((3x9)+6)-9
|-
| 305.
| 3777
| ((3+7)+7)+7
|-
| 306.
| 3778
| ((3+7)-7)x8
|-
| 307.
| 3779
| (9-(7÷7))x3
|-
| 308.
| 3788
| ((7-3)x8)-8
|-
| 309.
| 3789
| ((7+9)-8)x3
|-
| 310.
| 3799
| ((7x9)+9)÷3
|-
| 311.
| 3888
| ((3+8)-8)x8
|-
| 312.
| 3889
| ((9-8)x3)x8
|-
| 313.
| 3899
| ((3+9)-9)x8
|-
| 314.
| 3999
| ((9+9)+9)-3
|-
| 315.
| 4444
| ((4x4)+4)+4
|-
| 316.
| 4445
| ((4÷4)+5)x4
|-
| 317.
| 4446
| ((4+4)-4)x6
|-
| 318.
| 4447
| (4+4)x(7-4)
|-
| 319.
| 4448
| ((4+4)x4)-8
|-
| 320.
| 4449
| ((9-4)x4)+4
|-
| 321.
| 4455
| ((5+5)-4)x4
|-
| 322.
| 4456
| ((5-4)x4)x6
|-
| 323.
| 4457
| ((4+7)-5)x4
|-
| 324.
| 4458
| ((4+4)-5)x8
|-
| 325.
| 4468
| ((4+8)-6)x4
|-
| 326.
| 4469
| ((4x4)x9)÷6
|-
| 327.
| 4477
| (4-(4÷7))x7
|-
| 328.
| 4478
| ((4x7)+4)-8
|-
| 329.
| 4479
| ((4+4)+7)+9
|-
| 330.
| 4488
| ((4+4)+8)+8
|-
| 331.
| 4489
| ((4x9)-4)-8
|-
| 332.
| 4555
| ((5x5)+4)-5
|-
| 333.
| 4556
| ((4+5)-5)x6
|-
| 334.
| 4557
| (7-(5÷5))x4
|-
| 335.
| 4558
| (4-(5÷5))x8
|-
| 336.
| 4559
| ((4x5)+9)-5
|-
| 337.
| 4566
| ((6-5)x4)x6
|-
| 338.
| 4567
| ((5+7)-6)x4
|-
| 339.
| 4568
| ((4+5)-6)x8
|-
| 340.
| 4569
| ((4+5)+6)+9
|-
| 341.
| 4577
| ((5x7)-4)-7
|-
| 342.
| 4578
| ((4+5)+7)+8
|-
| 343.
| 4579
| ((4x7)+5)-9
|-
| 344.
| 4588
| ((8÷8)+5)x4
|-
| 345.
| 4589
| ((5+9)-8)x4
|-
| 346.
| 4599
| ((9÷9)+5)x4
|-
| 347.
| 4666
| ((4+6)-6)x6
|-
| 348.
| 4667
| ((7-4)x6)+6
|-
| 349.
| 4668
| ((4+6)+6)+8
|-
| 350.
| 4669
| ((4x9)-6)-6
|-
| 351.
| 4677
| ((4+6)+7)+7
|-
| 352.
| 4678
| ((4+6)-7)x8
|-
| 353.
| 4679
| ((7+9)x6)÷4
|-
| 354.
| 4688
| ((4+8)-8)x6
|-
| 355.
| 4689
| ((8x9)÷4)+6
|-
| 356.
| 4699
| ((4+9)-9)x6
|-
| 357.
| 4777
| (7-(7÷7))x4
|-
| 358.
| 4778
| ((7+7)-8)x4
|-
| 359.
| 4788
| ((4+7)-8)x8
|-
| 360.
| 4789
| ((7+8)-9)x4
|-
| 361.
| 4799
| (7-(9÷9))x4
|-
| 362.
| 4888
| ((8-4)x8)-8
|-
| 363.
| 4889
| ((4+8)-9)x8
|-
| 364.
| 4899
| (4-(9÷9))x8
|-
| 365.
| 5555
| (5x5)-(5÷5)
|-
| 366.
| 5556
| ((5x5)+5)-6
|-
| 367.
| 5559
| ((5+5)+5)+9
|-
| 368.
| 5566
| ((5+5)-6)x6
|-
| 369.
| 5567
| ((5x5)+6)-7
|-
| 370.
| 5568
| ((5+5)+6)+8
|-
| 371.
| 5577
| ((5+5)+7)+7
|-
| 372.
| 5578
| ((5+5)-7)x8
|-
| 373.
| 5588
| (5x5)-(8÷8)
|-
| 374.
| 5589
| ((5x5)+8)-9
|-
| 375.
| 5599
| (5x5)-(9÷9)
|-
| 376.
| 5666
| (5-(6÷6))x6
|-
| 377.
| 5667
| ((5+6)+6)+7
|-
| 378.
| 5668
| ((8-5)x6)+6
|-
| 379.
| 5669
| (6x9)-(5x6)
|-
| 380.
| 5677
| (5-(7÷7))x6
|-
| 381.
| 5678
| ((5+7)-8)x6
|-
| 382.
| 5679
| ((7-5)x9)+6
|-
| 383.
| 5688
| ((5+6)-8)x8
|-
| 384.
| 5689
| ((5+8)-9)x6
|-
| 385.
| 5699
| ((9-6)x5)+9
|-
| 386.
| 5779
| (5+7)x(9-7)
|-
| 387.
| 5788
| ((7+8)x8)÷5
|-
| 388.
| 5789
| ((5+7)-9)x8
|-
| 389.
| 5888
| ((5x8)-8)-8
|-
| 390.
| 5889
| ((9-5)x8)-8
|-
| 391.
| 6666
| ((6+6)+6)+6
|-
| 392.
| 6668
| ((6+6)-8)x6
|-
| 393.
| 6669
| ((6x6)x6)÷9
|-
| 394.
| 6679
| ((6+7)-9)x6
|-
| 395.
| 6688
| (6x8)÷(8-6)
|-
| 396.
| 6689
| ((6+6)-9)x8
|-
| 397.
| 6789
| (6x8)÷(9-7)
|-
| 398.
| 6799
| ((6x7)-9)-9
|-
| 399.
| 6888
| ((8-6)x8)+8
|-
| 400.
| 6889
| ((8+8)x9)÷6
|-
| 401.
| 6899
| ((9+9)x8)÷6
|-
| 402.
| 7889
| ((9-7)x8)+8
|}
== See also ==
*[[Math 24]]
*[[24 Game]]
== References ==
<references/>
[[Category:Dedicated deck card games]]
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{{orphan|date=July 2008}}
[[Image:maths24card.jpg|thumbnail|right|280px|A typical, basic Maths24 card. The two red dots in the corners refer to a second-degree level of difficulty. The number 9 is filled with red to differentiate it from a 6.]]
'''Maths24''' is a competitive, [[arithmetic]]al card game aimed predominantly at [[primary school|primary]] and [[high school]] pupils. Although it can be played informally, the game was organised and operated within [[Southern Africa]] in a series of interschool, geographically increasing tournaments. The game experienced its peak during the 1990s, and is now no longer produced or played in any official manner.
== History ==
The '''Maths24''' game was devised, sponsored and officiated by the [[Old Mutual]] insurance company. It first began appearing in schools in 1989, and was even sold commercially to the public for a short period in the early 1990s.
Old Mutual devised the game and competitions chiefly as a promotional activity to publicise the company. The project aimed to introduce pupils and encourage their participation in [[mathematics]] via entertaining activities.
Interest in '''Maths24''' began to taper off towards the end of the 1990s. Although official sponsorship and promotion of the game stopped, many schools and individuals continue to play the game informally.
Due to its unconventional release and propagation, the game went through a variety of rules, playing-styles and even names, being known for some time as ''The I-Got-It Game''.
== Card Description ==
The cards are double-sided, thin cardboard squares with sides measuring approximately 10 cm. The conventional cards bare the Old Mutual logo in the centres of each side, however with the green and white inverted on one side to differentiate. Later variations of the cards bore red, blue and black logos.
The conventional card displays four numbers, each a single digit from 1 to 9. Numbers may repeat. The cards are designed to be viewed from any angle.
The card difficulty is ranked by displaying one, two or three dots in each corner of the card in white, red and yellow respectively, as the difficulty increases.
== Rules ==
Although official rules were later published, the game evolved with common basic rules, and many smaller variations.
Any number of competitors (usually four at most) sit around a table. The cards are placed, one at a time, in the centre of the table. The first person to cover the card with their hand and claim to have the solution would then be given the first opportunity to give their answer.
Cards are solved by using the numbers, applying only the [[addition]], [[subtraction]], [[multiplication]] and [[Division (mathematics)|division]] operations to achieve a final mathematical solution of 24.
All four numbers must be included. The numbers can only be used once. No other mathematical operations are allowed. There may be more than one way to solve each card.
== Tournament Play ==
The '''Maths24''' game was intended and mostly played in tournament scenarios, ranging from school to international levels.
Competitors are initially distributed into tables of four, each with their own adjudicator. The game is played in rounds, with participants competing for points. Points are earned by solving cards, with one, two or three points assigned to cards of increasing difficulty. After claiming a solution to a card, if a participant failed to give a correct or legal solution their points would be deducted according to the difficulty. Rounds continue for a predefined length of time, at the end of which the points are tallied and the winners proceed.
Participants claim a card by covering it with their hand after it has been placed onto the table, and audibly declaring "I've got it". Later, due to minor injuries, the rules enforced covering only the centre of the card with only the index and middle fingers.
At the top competition levels, there would typically be almost no delay between a card's placement and a participant's claiming it. This is because there are only a finite number of cards that can be made, and participant's ability to give a solution from memory. Also, participants could exploit the small delay, instead, between claiming a card and giving its solution, to work out the solution then.
== Variations ==
Because of the finite extent of the basic cards, many variations and adaptations of the game were introduced to add complexity to tournaments.
=== 25, 36 & 48 ===
Using the regular cards, the target total could be changed for a round, from the usual 24, to 25, 36 or 48.
=== Time Trial ===
Instead of many participants competing to solve communal cards for a set time, each participant could be presented with an entire pack of cards. The times taken to work through the pack, solving all cards would be could be recorded and compared.
=== The Sleeve ===
A cardboard sleeve that could hold two cards side-by-side could be used in the game. The sleeve allows three numbers from each card to be visible, while concealing the forth number from each. Participants would be required to solve a sleeve by identifying a number that could be common to both cards, as well as giving both card solutions.
=== Fractions ===
New cards were later introduced to the games. The first card adaptation was the introduction of natural fractions.
=== Variables ===
[[Image:Maths24variables.jpg|thumb|left|A Maths24 card with the inclusion of variables, being used in an algebraic expression, in fractional form and with powers.]]
Finally, cards were printed with ''x'' and ''y'' variables that could appear in many forms, including fractions, powers and algebraic expressions. Participants would be required to find natural numbers (from 1 to 9) that the variables could represent, as well as the solution.
This type of card effectively removes the previous limitations to the cards.
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
== Combinations ==
One<ref>http://en.wikipedia.org/wiki/Mitchell_Brom</ref> of the officially recognized, international top-twenty '''Maths24''' participants has shown that although the total possible number of four repeatable single-digit combinations, where order does not matter is 495, there are only 402 legally solvable possible combinations.
All 402 possible cards, in ascending order, with one possible solution are given below:
{| class="wikitable"
|-
! Number
! Combination
! Solution
|-
| 1.
| 1118
| ((1+1)+1)x8
|-
| 2.
| 1126
| ((1+1)+2)x6
|-
| 3.
| 1127
| (1+2)x(1+7)
|-
| 4.
| 1128
| ((1+2)x1)x8
|-
| 5.
| 1129
| (1+2)x(9-1)
|-
| 6.
| 1134
| ((1+1)x3)x4
|-
| 7.
| 1135
| (1+3)x(1+5)
|-
| 8.
| 1136
| ((1+1)+6)x3
|-
| 9.
| 1137
| ((1+7)x1)x3
|-
| 10.
| 1138
| ((1+3)-1)x8
|-
| 11.
| 1139
| ((1x9)-1)x3
|-
| 12.
| 1144
| ((1+1)+4)x4
|-
| 13.
| 1145
| ((1+4)x5)-1
|-
| 14.
| 1146
| ((1+4)-1)x6
|-
| 15.
| 1147
| ((1x7)-1)x4
|-
| 16.
| 1148
| ((1x4)-1)x8
|-
| 17.
| 1149
| (1-4)x(1-9)
|-
| 18.
| 1155
| ((1x5)x5)-1
|-
| 19.
| 1156
| ((1x5)-1)x6
|-
| 20.
| 1157
| (1+1)x(5+7)
|-
| 21.
| 1158
| ((5-1)-1)x8
|-
| 22.
| 1166
| ((6-1)-1)x6
|-
| 23.
| 1168
| (6x8)÷(1+1)
|-
| 24.
| 1169
| ((1+1)x9)+6
|-
| 25.
| 1188
| ((1+1)x8)+8
|-
| 26.
| 1224
| ((1+2)x2)x4
|-
| 27.
| 1225
| ((1+5)x2)x2
|-
| 28.
| 1226
| ((1x2)+2)x6
|-
| 29.
| 1227
| ((7-1)x2)x2
|-
| 30.
| 1228
| ((2+2)-1)x8
|-
| 31.
| 1229
| ((1+2)+9)x2
|-
| 32.
| 1233
| ((1+3)x2)x3
|-
| 33.
| 1234
| ((1+2)+3)x4
|-
| 34.
| 1235
| ((1+2)+5)x3
|-
| 35.
| 1236
| ((1x2)+6)x3
|-
| 36.
| 1237
| ((1+2)x7)+3
|-
| 37.
| 1238
| ((1+3)+8)x2
|-
| 38.
| 1239
| ((1+2)x9)-3
|-
| 39.
| 1244
| ((1x2)+4)x4
|-
| 40.
| 1245
| ((2+5)-1)x4
|-
| 41.
| 1246
| ((2-1)x4)x6
|-
| 42.
| 1247
| ((1+4)+7)x2
|-
| 43.
| 1248
| ((1+4)-2)x8
|-
| 44.
| 1249
| ((1+9)x2)+4
|-
| 45.
| 1255
| ((5x5)+1)-2
|-
| 46.
| 1256
| ((1+5)+6)x2
|-
| 47.
| 1257
| ((1x5)+7)x2
|-
| 48.
| 1258
| ((1+5)x8)÷2
|-
| 49.
| 1259
| ((1+2)x5)+9
|-
| 50.
| 1266
| ((1+2)x6)+6
|-
| 51.
| 1267
| ((1+7)x6)÷2
|-
| 52.
| 1268
| ((1+8)x2)+6
|-
| 53.
| 1269
| ((1x2)x9)+6
|-
| 54.
| 1277
| ((7x7)-1)÷2
|-
| 55.
| 1278
| ((1+7)x2)+8
|-
| 56.
| 1279
| ((2x7)+1)+9
|-
| 57.
| 1288
| ((1x2)x8)+8
|-
| 58.
| 1289
| ((2x8)+9)-1
|-
| 59.
| 1333
| ((3x3)-1)x3
|-
| 60.
| 1334
| ((1+3)+4)x3
|-
| 61.
| 1335
| ((1x3)+5)x3
|-
| 62.
| 1336
| ((1+6)x3)+3
|-
| 63.
| 1337
| ((1x3)x7)+3
|-
| 64.
| 1338
| ((1+8)x3)-3
|-
| 65.
| 1339
| ((1x3)x9)-3
|-
| 66.
| 1344
| ((1x4)+4)x3
|-
| 67.
| 1345
| ((1+3)x5)+4
|-
| 68.
| 1346
| 6÷(1-(3÷4))
|-
| 69.
| 1347
| ((1+3)x7)-4
|-
| 70.
| 1348
| ((1+3)x4)+8
|-
| 71.
| 1349
| ((1+4)x3)+9
|-
| 72.
| 1356
| ((1+5)x3)+6
|-
| 73.
| 1357
| (1+5)x(7-3)
|-
| 74.
| 1358
| ((1+5)-3)x8
|-
| 75.
| 1359
| ((1x3)x5)+9
|-
| 76.
| 1366
| ((1+6)-3)x6
|-
| 77.
| 1367
| ((1x7)-3)x6
|-
| 78.
| 1368
| ((1x6)-3)x8
|-
| 79.
| 1369
| ((1+9)x3)-6
|-
| 80.
| 1377
| (1-7)x(3-7)
|-
| 81.
| 1378
| ((7-1)-3)x8
|-
| 82.
| 1379
| ((1+7)x9)÷3
|-
| 83.
| 1388
| ((1+3)x8)-8
|-
| 84.
| 1389
| ((1x8)x9)÷3
|-
| 85.
| 1399
| ((9-1)x9)÷3
|-
| 86.
| 1444
| ((1+4)x4)+4
|-
| 87.
| 1445
| ((1x4)x5)+4
|-
| 88.
| 1446
| ((1+6)x4)-4
|-
| 89.
| 1447
| ((1x4)x7)-4
|-
| 90.
| 1448
| ((1x4)x4)+8
|-
| 91.
| 1449
| ((1+9)-4)x4
|-
| 92.
| 1455
| ((4x5)+5)-1
|-
| 93.
| 1456
| 6÷((5÷4)-1)
|-
| 94.
| 1457
| ((4x7)+1)-5
|-
| 95.
| 1458
| ((5-1)x4)+8
|-
| 96.
| 1459
| ((4-1)x5)+9
|-
| 97.
| 1466
| ((1+4)x6)-6
|-
| 98.
| 1467
| ((1+7)-4)x6
|-
| 99.
| 1468
| ((1+6)-4)x8
|-
| 100.
| 1469
| ((9-1)-4)x6
|-
| 101.
| 1477
| (1+7)x(7-4)
|-
| 102.
| 1478
| ((1+7)x4)-8
|-
| 103.
| 1479
| (1-9)x(4-7)
|-
| 104.
| 1488
| ((1x4)x8)-8
|-
| 105.
| 1489
| ((4x8)+1)-9
|-
| 106.
| 1556
| ((1+5)x5)-6
|-
| 107.
| 1559
| (1+5)x(9-5)
|-
| 108.
| 1566
| ((1x5)x6)-6
|-
| 109.
| 1567
| ((5x6)+1)-7
|-
| 110.
| 1568
| ((1+8)-5)x6
|-
| 111.
| 1569
| ((1x9)-5)x6
|-
| 112.
| 1578
| ((1+7)-5)x8
|-
| 113.
| 1579
| (1-7)x(5-9)
|-
| 114.
| 1588
| ((1x8)-5)x8
|-
| 115.
| 1589
| ((9-1)-5)x8
|-
| 116.
| 1599
| ((1+5)+9)+9
|-
| 117.
| 1666
| ((6-1)x6)-6
|-
| 118.
| 1668
| 6÷(1-(6÷8))
|-
| 119.
| 1669
| ((1+9)-6)x6
|-
| 120.
| 1679
| (1+7)x(9-6)
|-
| 121.
| 1688
| ((1+8)-6)x8
|-
| 122.
| 1689
| ((1+6)+8)+9
|-
| 123.
| 1699
| ((1x6)+9)+9
|-
| 124.
| 1779
| ((1+7)+7)+9
|-
| 125.
| 1788
| ((1+7)+8)+8
|-
| 126.
| 1789
| ((1+9)-7)x8
|-
| 127.
| 1799
| ((7+9)+9)-1
|-
| 128.
| 1888
| ((1x8)+8)+8
|-
| 129.
| 1889
| ((8+8)+9)-1
|-
| 130.
| 2223
| ((2+2)x2)x3
|-
| 131.
| 2224
| ((2+2)+2)x4
|-
| 132.
| 2225
| ((2x5)+2)x2
|-
| 133.
| 2227
| ((2x7)-2)x2
|-
| 134.
| 2228
| ((2+2)+8)x2
|-
| 135.
| 2229
| ((2+9)x2)+2
|-
| 136.
| 2233
| ((2x3)+2)x3
|-
| 137.
| 2234
| ((2+2)+4)x3
|-
| 138.
| 2235
| ((2x5)-2)x3
|-
| 139.
| 2236
| ((2x3)+6)x2
|-
| 140.
| 2237
| ((2+3)+7)x2
|-
| 141.
| 2238
| ((2+3)-2)x8
|-
| 142.
| 2239
| ((2÷3)+2)x9
|-
| 143.
| 2244
| ((2x4)+4)x2
|-
| 144.
| 2245
| ((2+2)x5)+4
|-
| 145.
| 2246
| ((2+4)+6)x2
|-
| 146.
| 2247
| ((2+2)x7)-4
|-
| 147.
| 2248
| ((2+2)x4)+8
|-
| 148.
| 2249
| ((2x9)+2)+4
|-
| 149.
| 2255
| ((2+5)+5)x2
|-
| 150.
| 2256
| ((5+6)x2)+2
|-
| 151.
| 2257
| (2x5)+(2x7)
|-
| 152.
| 2258
| ((5+8)x2)-2
|-
| 153.
| 2259
| ((5+9)-2)x2
|-
| 154.
| 2266
| ((2+6)x6)÷2
|-
| 155.
| 2267
| ((2+7)x2)+6
|-
| 156.
| 2268
| ((2+6)x2)+8
|-
| 157.
| 2269
| ((2x9)-6)x2
|-
| 158.
| 2277
| ((7+7)-2)x2
|-
| 159.
| 2278
| ((2x7)+2)+8
|-
| 160.
| 2288
| ((2+2)x8)-8
|-
| 161.
| 2289
| ((2x9)+8)-2
|-
| 162.
| 2333
| ((2+3)+3)x3
|-
| 163.
| 2335
| ((2+5)x3)+3
|-
| 164.
| 2336
| ((2x3)x3)+6
|-
| 165.
| 2337
| ((2+7)x3)-3
|-
| 166.
| 2338
| ((2x3)-3)x8
|-
| 167.
| 2339
| ((2+3)x3)+9
|-
| 168.
| 2344
| ((2+3)x4)+4
|-
| 169.
| 2345
| ((3+4)+5)x2
|-
| 170.
| 2346
| ((2+4)x3)+6
|-
| 171.
| 2347
| ((2+7)-3)x4
|-
| 172.
| 2348
| ((2+4)-3)x8
|-
| 173.
| 2349
| ((2x4)x9)÷3
|-
| 174.
| 2355
| ((5+5)-2)x3
|-
| 175.
| 2356
| ((2+5)-3)x6
|-
| 176.
| 2357
| ((3x5)+2)+7
|-
| 177.
| 2358
| ((2x8)+3)+5
|-
| 178.
| 2359
| ((3x9)+2)-5
|-
| 179.
| 2366
| ((2+3)x6)-6
|-
| 180.
| 2367
| ((2x7)-6)x3
|-
| 181.
| 2368
| ((2+8)x3)-6
|-
| 182.
| 2369
| ((2+6)x9)÷3
|-
| 183.
| 2377
| ((2x7)+3)+7
|-
| 184.
| 2378
| ((2+7)x8)÷3
|-
| 185.
| 2379
| ((3x7)-9)x2
|-
| 186.
| 2388
| ((2x8)-8)x3
|-
| 187.
| 2389
| ((9-3)x8)÷2
|-
| 188.
| 2399
| ((2+9)x3)-9
|-
| 189.
| 2444
| ((4+4)+4)x2
|-
| 190.
| 2445
| ((2+5)x4)-4
|-
| 191.
| 2446
| ((2x4)-4)x6
|-
| 192.
| 2447
| ((7-2)x4)+4
|-
| 193.
| 2448
| ((2+8)-4)x4
|-
| 194.
| 2449
| ((9-2)x4)-4
|-
| 195.
| 2455
| ((5+5)x2)+4
|-
| 196.
| 2456
| ((2+4)x5)-6
|-
| 197.
| 2457
| ((5+7)x4)÷2
|-
| 198.
| 2458
| ((2+5)-4)x8
|-
| 199.
| 2459
| ((2+9)-5)x4
|-
| 200.
| 2466
| ((2+6)-4)x6
|-
| 201.
| 2467
| ((2x7)+4)+6
|-
| 202.
| 2468
| ((2+6)x4)-8
|-
| 203.
| 2469
| ((4-2)x9)+6
|-
| 204.
| 2477
| ((7+7)x2)-4
|-
| 205.
| 2478
| ((2x7)-8)x4
|-
| 206.
| 2479
| ((2x4)+7)+9
|-
| 207.
| 2488
| ((2x4)+8)+8
|-
| 208.
| 2489
| ((9-2)-4)x8
|-
| 209.
| 2499
| ((2+4)+9)+9
|-
| 210.
| 2557
| ((2x7)+5)+5
|-
| 211.
| 2558
| ((5÷5)+2)x8
|-
| 212.
| 2559
| ((2x5)+5)+9
|-
| 213.
| 2566
| ((2x5)-6)x6
|-
| 214.
| 2567
| ((2+7)-5)x6
|-
| 215.
| 2568
| ((2+6)-5)x8
|-
| 216.
| 2569
| ((5x6)÷2)+9
|-
| 217.
| 2577
| ((2x5)+7)+7
|-
| 218.
| 2578
| ((2x5)-7)x8
|-
| 219.
| 2579
| ((5x7)-2)-9
|-
| 220.
| 2588
| ((5x8)+8)÷2
|-
| 221.
| 2589
| ((2+5)+8)+9
|-
| 222.
| 2666
| ((2x6)+6)+6
|-
| 223.
| 2667
| ((6x7)+6)÷2
|-
| 224.
| 2668
| ((2+8)-6)x6
|-
| 225.
| 2669
| ((6+9)x2)-6
|-
| 226.
| 2678
| ((2+7)-6)x8
|-
| 227.
| 2679
| ((2+6)+7)+9
|-
| 228.
| 2688
| ((2+6)+8)+8
|-
| 229.
| 2689
| ((2x6)-9)x8
|-
| 230.
| 2699
| ((6÷9)+2)x9
|-
| 231.
| 2778
| ((2+7)+7)+8
|-
| 232.
| 2788
| ((2+8)-7)x8
|-
| 233.
| 2789
| ((7+9)x2)-8
|-
| 234.
| 2888
| ((8+8)x2)-8
|-
| 235.
| 2889
| ((2+9)-8)x8
|-
| 236.
| 2899
| ((8+9)+9)-2
|-
| 237.
| 3333
| ((3x3)x3)-3
|-
| 238.
| 3334
| ((3+4)x3)+3
|-
| 239.
| 3335
| (3x3)+(3x5)
|-
| 240.
| 3336
| ((3+3)x3)+6
|-
| 241.
| 3337
| ((3÷3)+7)x3
|-
| 242.
| 3338
| ((3+3)-3)x8
|-
| 243.
| 3339
| (9-(3÷3))x3
|-
| 244.
| 3344
| ((3x4)-4)x3
|-
| 245.
| 3345
| ((3÷3)+5)x4
|-
| 246.
| 3346
| ((3+4)-3)x6
|-
| 247.
| 3347
| ((4+7)-3)x3
|-
| 248.
| 3348
| ((4-3)x3)x8
|-
| 249.
| 3349
| ((3+9)-4)x3
|-
| 250.
| 3355
| (5x5)-(3÷3)
|-
| 251.
| 3356
| ((3+3)x5)-6
|-
| 252.
| 3357
| ((3x5)-7)x3
|-
| 253.
| 3359
| ((3+5)x9)÷3
|-
| 254.
| 3366
| ((6÷3)+6)x3
|-
| 255.
| 3367
| ((3+7)x3)-6
|-
| 256.
| 3368
| ((3+6)x8)÷3
|-
| 257.
| 3369
| ((3+9)x6)÷3
|-
| 258.
| 3377
| ((3÷7)+3)x7
|-
| 259.
| 3378
| ((3x3)+7)+8
|-
| 260.
| 3379
| ((7x9)÷3)+3
|-
| 261.
| 3389
| ((3+8)x3)-9
|-
| 262.
| 3399
| ((3+3)+9)+9
|-
| 263.
| 3444
| ((3+4)x4)-4
|-
| 264.
| 3445
| ((4+5)-3)x4
|-
| 265.
| 3446
| ((3x4)-6)x4
|-
| 266.
| 3447
| ((3+7)-4)x4
|-
| 267.
| 3448
| ((3+4)-4)x8
|-
| 268.
| 3449
| ((4+4)x9)÷3
|-
| 269.
| 3455
| ((3x5)+4)+5
|-
| 270.
| 3456
| ((3+5)-4)x6
|-
| 271.
| 3457
| ((3x4)+5)+7
|-
| 272.
| 3458
| ((3+5)x4)-8
|-
| 273.
| 3459
| ((3x5)-9)x4
|-
| 274.
| 3466
| ((3x4)+6)+6
|-
| 275.
| 3468
| ((3x4)-8)x6
|-
| 276.
| 3469
| ((3+9)-6)x4
|-
| 277.
| 3477
| ((3x7)+7)-4
|-
| 278.
| 3478
| ((7-3)x4)+8
|-
| 279.
| 3479
| ((3x9)+4)-7
|-
| 280.
| 3489
| ((3+4)+8)+9
|-
| 281.
| 3499
| ((4x9)-3)-9
|-
| 282.
| 3556
| ((5+5)x3)-6
|-
| 283.
| 3557
| ((5÷5)+7)x3
|-
| 284.
| 3558
| ((3+5)-5)x8
|-
| 285.
| 3559
| (9-(5÷5))x3
|-
| 286.
| 3566
| ((3+6)-5)x6
|-
| 287.
| 3567
| ((5+7)x6)÷3
|-
| 288.
| 3568
| ((6-5)x3)x8
|-
| 289.
| 3569
| ((5+6)x3)-9
|-
| 290.
| 3578
| ((3x7)+8)-5
|-
| 291.
| 3579
| ((3+5)+7)+9
|-
| 292.
| 3588
| ((3+5)+8)+8
|-
| 293.
| 3589
| ((3x9)+5)-8
|-
| 294.
| 3599
| ((5x9)÷3)+9
|-
| 295.
| 3666
| ((6+6)x6)÷3
|-
| 296.
| 3667
| ((3+7)-6)x6
|-
| 297.
| 3668
| ((3+6)-6)x8
|-
| 298.
| 3669
| ((3+6)+6)+9
|-
| 299.
| 3677
| ((7+7)-6)x3
|-
| 300.
| 3678
| ((3+6)+7)+8
|-
| 301.
| 3679
| ((3x7)+9)-6
|-
| 302.
| 3688
| ((6x8)÷3)+8
|-
| 303.
| 3689
| ((3+9)-8)x6
|-
| 304.
| 3699
| ((3x9)+6)-9
|-
| 305.
| 3777
| ((3+7)+7)+7
|-
| 306.
| 3778
| ((3+7)-7)x8
|-
| 307.
| 3779
| (9-(7÷7))x3
|-
| 308.
| 3788
| ((7-3)x8)-8
|-
| 309.
| 3789
| ((7+9)-8)x3
|-
| 310.
| 3799
| ((7x9)+9)÷3
|-
| 311.
| 3888
| ((3+8)-8)x8
|-
| 312.
| 3889
| ((9-8)x3)x8
|-
| 313.
| 3899
| ((3+9)-9)x8
|-
| 314.
| 3999
| ((9+9)+9)-3
|-
| 315.
| 4444
| ((4x4)+4)+4
|-
| 316.
| 4445
| ((4÷4)+5)x4
|-
| 317.
| 4446
| ((4+4)-4)x6
|-
| 318.
| 4447
| (4+4)x(7-4)
|-
| 319.
| 4448
| ((4+4)x4)-8
|-
| 320.
| 4449
| ((9-4)x4)+4
|-
| 321.
| 4455
| ((5+5)-4)x4
|-
| 322.
| 4456
| ((5-4)x4)x6
|-
| 323.
| 4457
| ((4+7)-5)x4
|-
| 324.
| 4458
| ((4+4)-5)x8
|-
| 325.
| 4468
| ((4+8)-6)x4
|-
| 326.
| 4469
| ((4x4)x9)÷6
|-
| 327.
| 4477
| (4-(4÷7))x7
|-
| 328.
| 4478
| ((4x7)+4)-8
|-
| 329.
| 4479
| ((4+4)+7)+9
|-
| 330.
| 4488
| ((4+4)+8)+8
|-
| 331.
| 4489
| ((4x9)-4)-8
|-
| 332.
| 4555
| ((5x5)+4)-5
|-
| 333.
| 4556
| ((4+5)-5)x6
|-
| 334.
| 4557
| (7-(5÷5))x4
|-
| 335.
| 4558
| (4-(5÷5))x8
|-
| 336.
| 4559
| ((4x5)+9)-5
|-
| 337.
| 4566
| ((6-5)x4)x6
|-
| 338.
| 4567
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|-
| 339.
| 4568
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|-
| 340.
| 4569
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|-
| 341.
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|-
| 342.
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|-
| 343.
| 4579
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|-
| 344.
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|-
| 345.
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|-
| 346.
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| 347.
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| 348.
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|-
| 349.
| 4668
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|-
| 350.
| 4669
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|-
| 351.
| 4677
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|-
| 352.
| 4678
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|-
| 353.
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|-
| 354.
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|-
| 355.
| 4689
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|-
| 356.
| 4699
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|-
| 357.
| 4777
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|-
| 358.
| 4778
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| 359.
| 4788
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|-
| 360.
| 4789
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|-
| 361.
| 4799
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|-
| 362.
| 4888
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|-
| 363.
| 4889
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|-
| 364.
| 4899
| (4-(9÷9))x8
|-
| 365.
| 5555
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|-
| 366.
| 5556
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|-
| 367.
| 5559
| ((5+5)+5)+9
|-
| 368.
| 5566
| ((5+5)-6)x6
|-
| 369.
| 5567
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|-
| 370.
| 5568
| ((5+5)+6)+8
|-
| 371.
| 5577
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|-
| 372.
| 5578
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|-
| 373.
| 5588
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|-
| 374.
| 5589
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|-
| 375.
| 5599
| (5x5)-(9÷9)
|-
| 376.
| 5666
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|-
| 377.
| 5667
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|-
| 378.
| 5668
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|-
| 379.
| 5669
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|-
| 380.
| 5677
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|-
| 381.
| 5678
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|-
| 382.
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| 383.
| 5688
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| 385.
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|-
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|-
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|-
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| 5789
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|-
| 389.
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| ((5x8)-8)-8
|-
| 390.
| 5889
| ((9-5)x8)-8
|-
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|-
| 392.
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|-
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|-
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| 7889
| ((9-7)x8)+8
|}
== See also ==
*[[Math 24]]
*[[24 Game]]
== References ==
<references/>
[[Category:Dedicated deck card games]]
rqis3hkexhpp0iwmy0upggol84xpx45
Mayfair Exponential Game System
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The '''Mayfair Exponential Game System''' or '''MEGS''' is a [[role-playing game system|rules system]] developed for [[role-playing games]]. It is noteworthy for its use of an exponential system for measuring nearly everything in the game. This system makes it possible to have both cosmically-powered characters and ordinary human characters meaningfully interact within the same universe. For example, in [[DC Heroes]], the first game to use MEGS, [[Superman]]'s strength is several [[orders of magnitude]] more than [[Batman]]'s. With the MEGS system, however, this large difference in strength is scaled down. So, while Superman would still have a clear advantage in a brawl, Batman is at least able to hold out for a while, mirroring how superhero combat often operates in [[comic books]].
MEGS was originally developed for the company [[Mayfair Games]] for the modern [[superhero]] RPG [[DC Heroes]]. The system was heavily modified for Mayfair's [[cyberpunk]] war veteran RPG [[Underground (role playing game)|Underground]]. The original incarnation of [[Pulsar Games]] licensed MEGS from Mayfair Games and used it in their modern superhero RPG [[Blood of Heroes]]. Blood of Heroes is very similar to DC Heroes, mostly replacing the superheroes created by [[DC Comics]] with new ones for the Blood of Heroes universe.
The core idea in MEGS is that all measurements are done using a [[logarithmic scale]]. The units on this scale are called "Attribute Points" or "APs" in the superhero games and simply "Units" for Underground, and the scale represents exponentially increasing values for length, weight, time, etc. Because of the nature of logarithms and exponents, 0 APs/Units is a meaningful, positive value. Indeed, even negative APs/Units still represent positive values, though exponentially smaller, down to -100 APs, which is defined as absolute zero for all units.
In the superhero games, 1 AP corresponds to 8 [[second]]s, 20 [[Foot (length)|feet]], 100 [[Pound (mass)|pounds]], 2 [[cubic feet]], [[USD|$]]50, or a typed [[Page (paper)|page]] of information. A single increase of an AP roughly doubles the value, so 2 APs of weight would be 200 pounds, while 6 APs of weight would be 3200 pounds, or about 1.5 [[ton]]s.
In Underground, 1 Unit corresponds to 125 pounds, 12 feet, 5 seconds, 64 cubic feet, or a bit more than a [[paragraph]] of text. An increase of 3 Units represents a doubling of the related value, so 4 Units of weight would be 250 pounds while 7 Units of weight would be 500 pounds.
With a logarithmic scale, multiplication and division are simplified to addition and subtraction, so that the MEGS scale functions essentially the same way that [[slide rules]] do. For example, distance travelled is normally calculated by multiplying speed by time. In MEGS, speed and time (in APs/Units) are simply added to yield the distance travelled (again, in APs/Units). So a car traveling at a speed of 5 APs (about 55 [[MPH]]) for 9 APs of time (about 34 [[minute]]s) will travel 14 APs of distance (about 31 [[mile]]s). The results of other important game events can be determined in similar ways, such as calculating the distance an object can be thrown (the [[player character|PC]]'s strength score minus the weight of the object).
{{RPG systems}}
[[Category:Role-playing game systems]]
[[Category:Articles lacking sources (Erik9bot)]]
[[Category:Mayfair Games games]]
m1vbnfg0h36xovrl3kcypv2q8xl3xbl
4445
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Kingstonlee
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text/x-wiki
The '''Mayfair Exponential Game System''' or '''MEGS''' is a [[role-playing game system|rules system]] developed for [[role-playing games]]. It is noteworthy for its use of an exponential system for measuring nearly everything in the game. This system makes it possible to have both cosmically-powered characters and ordinary human characters meaningfully interact within the same universe. For example, in [[DC Heroes]], the first game to use MEGS, [[Superman]]'s strength is several [[orders of magnitude]] more than [[Batman]]'s. With the MEGS system, however, this large difference in strength is scaled down. So, while Superman would still have a clear advantage in a brawl, Batman is at least able to hold out for a while, mirroring how superhero combat often operates in [[comic books]].
MEGS was originally developed for the company [[Mayfair Games]] for the modern [[superhero]] RPG [[DC Heroes]]. The system was heavily modified for Mayfair's [[cyberpunk]] war veteran RPG [[Underground (role playing game)|Underground]]. The original incarnation of [[Pulsar Games]] licensed MEGS from Mayfair Games and used it in their modern superhero RPG [[Blood of Heroes]]. Blood of Heroes is very similar to DC Heroes, mostly replacing the superheroes created by [[DC Comics]] with new ones for the Blood of Heroes universe.
The core idea in MEGS is that all measurements are done using a [[logarithmic scale]]. The units on this scale are called "Attribute Points" or "APs" in the superhero games and simply "Units" for Underground, and the scale represents exponentially increasing values for length, weight, time, etc. Because of the nature of logarithms and exponents, 0 APs/Units is a meaningful, positive value. Indeed, even negative APs/Units still represent positive values, though exponentially smaller, down to -100 APs, which is defined as absolute zero for all units.
In the superhero games, 1 AP corresponds to 8 [[second]]s, 20 [[Foot (length)|feet]], 100 [[Pound (mass)|pounds]], 2 [[cubic feet]], [[USD|$]]50, or a typed [[Page (paper)|page]] of information. A single increase of an AP roughly doubles the value, so 2 APs of weight would be 200 pounds, while 6 APs of weight would be 3200 pounds, or about 1.5 [[ton]]s.
In Underground, 1 Unit corresponds to 125 pounds, 12 feet, 5 seconds, 64 cubic feet, or a bit more than a [[paragraph]] of text. An increase of 3 Units represents a doubling of the related value, so 4 Units of weight would be 250 pounds while 7 Units of weight would be 500 pounds.
With a logarithmic scale, multiplication and division are simplified to addition and subtraction, so that the MEGS scale functions essentially the same way that [[slide rules]] do. For example, distance travelled is normally calculated by multiplying speed by time. In MEGS, speed and time (in APs/Units) are simply added to yield the distance travelled (again, in APs/Units). So a car traveling at a speed of 5 APs (about 55 [[MPH]]) for 9 APs of time (about 34 [[minute]]s) will travel 14 APs of distance (about 31 [[mile]]s). The results of other important game events can be determined in similar ways, such as calculating the distance an object can be thrown (the [[player character|PC]]'s strength score minus the weight of the object).
{{RPG systems}}
[[Category:Role-playing game systems]]
[[Category:Articles lacking sources (Erik9bot)]]
[[Category:Mayfair Games games]]
m1vbnfg0h36xovrl3kcypv2q8xl3xbl
Mille Bornes
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[[Image:Card-mille-1975b-roll.png|right|200px]]
'''Mille Bornes''' ({{IPA-en|ˌmɪl ˈbɔrn}}) (French for ''a thousand milestones,'' referring to the stone distance markers on many French roads) is a [[France|French]] [[card game]]. In the [[United States]], Mille Bornes is manufactured and distributed by Winning Moves Games under license from Hasbro. It was previously produced by [[Parker Brothers]] and is commonly available in stores that sell games. There are also several computer-based versions.
Mille Bornes is listed in the [[GAMES 100#Hall of Fame|GAMES Magazine Hall of Fame]].
==History==
The game was created in 1954 by Frenchman Edmond Dujardin,<ref>[http://books.google.com/books?id=7DiB3z2fBpAC&pg=PT38&dq=mille+borne+card+game&lr=&hl=cs#v=onepage&q=mille%20borne%20card%20game&f=false Encyclopedia of Play in Today's Society], pg xxxviii, Rodney P. Carlisle Sage Publications (2009) ISBN 1412966701</ref> and was quite similar to the earlier American automotive card game [[Touring (card game)|Touring]]. A key innovation was the addition of the ''coup-fourré,'' whereby bonus points are earned by holding back a safety card (such as the puncture-proof tire) until an opponent plays the corresponding hazard card (in this case, the flat tire).<ref>[http://www.spotlightongames.com/list/takethat.html History of "take that!" style dedicated-deck card games]</ref>
Some Mille Bornes decks are printed in both English and [[French language|French]]. The Spanish version ''Mil Hitos,'' distributed by [[Heraclio Fournier]], was very popular in [[Spain]] during the 1970s.{{Citation needed|date=July 2009}} In [[the Netherlands]] there is a variant of this game, [[w:nl:Stap op|Stap op]], which deals with cycling instead of driving.{{Citation needed|date=July 2009}} The hazards and distances are different, but the mechanics of the game are exactly the same.
== Playing the game ==
===Object===
The premise of Mille Bornes is that the players are in a [[Auto racing|road race]]. Each race—or hand—is usually 700 miles (or kilometers) long, but the first player to complete that distance exactly has the option to declare an ''extension'' in which case the race becomes 1,000 miles. (In the four-player version, the target distance is 1,000 miles from the start.) The object of the game is to reach 5,000 points, which normally takes several hands.
=== Deck ===
Mille Bornes is played with a special deck of cards. There are ''hazard,'' ''remedy,'' ''safety,'' and ''distance'' cards. Each hazard is corrected by a corresponding remedy, and is actually ''prevented'' from happening in the first place by a corresponding safety. The target distance is reached by playing distance cards.
::Note that the Right of Way card is unique in that it protects against both the Speed Limit and Stop hazards.
:::{|
|- style ="background-color:#f99; "
| colspan =9 | '''Hazards'''
|-
| 3x
| 3x
| 3x
| 4x
| 5x
|-
| width = 60px | [[Image:MB-crash.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-empty.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-flat.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-limit.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-stop.svg|width = 60px |48px]]
|- style ="vertical-align:top; "
| Accident
| Out of Gas
| Flat Tire
| Speed Limit
| Stop
|- style ="vertical-align:top; "
| ''Accident''
| ''Panne d'essence''
| ''Crevé!''
| ''Limite de vitesse''
| ''Feu rouge''
|
|- style ="background-color:#9f9; "
| colspan =9 | '''Remedies'''
|-
| 6x
| 6x
| 6x
| 6x
| 14x
|-
| width = 60px | [[Image:MB-repair.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-gas.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-spare.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-unlimited.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-roll.svg|width = 60px |48px]]
|- style ="vertical-align:top; "
| Repairs
| Gasoline
| Spare Tire
| End of Limit
| Roll
|- style ="vertical-align:top; "
| ''Réparations''
| ''Essence''
| ''Roue de secours''
| ''Fin de limite de vitesse''
| ''Roulez''
|- style ="background-color:#b9f; "
| colspan =9 | '''Safeties'''
|-
| 1x
| 1x
| 1x
| colspan = 2 | <center><div>1x</div></center>
|-
| width = 60px | [[Image:MB-ace.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-tanker.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-sealant.svg|width = 60px |48px]]
| colspan = 2 width = 60px | <center><div>[[Image:MB-emergency.svg|width = 60px |48px]]</center></div>
|- style ="vertical-align:top; "
| Driving Ace
| Extra Tank
| Puncture-<br>proof
| colspan = 2 | <center><div>Right of Way</center></div>
|- style ="vertical-align:top; "
| ''As du volant''
| ''Camion citerne''
| ''Increvable''
| colspan = 2 | <center><div>''Véhicule prioritaire''</center></div>
|- style ="background-color:#bbb; "
| colspan =5 | '''Distance cards'''
|-
| 10x
| 10x
| 10x
| 12x
| 4x
|-
| width = 60px | [[Image:MB-25.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-50.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-75.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-100.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-200.svg|width = 60px |48px]]
|- style ="vertical-align:top; "
| 25 km
| 50 km
| 75 km
| 100 km
| 200 km
|}
Also included in the deck are nonplayable cards that list the playable cards and summarize the scoring. In some decks, some of these are printed entirely in French.
===The Cards===
As mentioned above, there are ''Hazards'', ''Remedies'', ''Safeties'' and ''Distances'' cards.
The ''Hazards'' are:
* '''Accident:''' Gets a player in an Accident
* '''Out of Gas:''' Siphons a player's Gas.
* '''Flat Tire:''' Gives players a Flat Tire.
* '''Stop:''' Stops players.
* '''Speed Limit:''' Limits players to play only 25 or 50 km distance cards.
There are three each of ''Accident'', ''Out of Gas'' and ''Flat Tire'' in a standard game, there are 5 ''Stops'' in a standard game and there are 4 ''Speed Limits'' in a standard game.
The ''Remedies'' are:
* '''Repairs:''' Goes with the ''Accident''
* '''Gasoline:''' Goes with ''Out of Gas''
* '''Spare Tire:''' Goes with ''Flat Tire''
* '''Go:''' Goes with ''Stop'' and must be played after fixing a hazard before a player can play any distance with the exception of the Safety ''Right of Way''. (See more below)
* '''End of Limit:''' Ends a ''Speed Limit''
There are six each of ''Repairs'', ''Gasoline'', ''Spare Tire'' and ''End of Limit'' in a standard game. There are fourteen ''Go'' cards in a standard game because they are needed more often.
The ''Safeties'' are:
* '''Driving Ace:''' Protects against ''Accident''.
* '''Extra Tank:''' Protects against ''Out of Gas''.
* '''Puncture Proof:''' Protects against ''Flat Tire''.
* '''Right of Way:''' Protects against ''Stop'' and ''Speed Limit'' and, when played, eliminates the need for ''Go'' cards to be played after fixing other hazards. It is the best card in the deck.
There is one of every safety.
The ''Distances Cards'' are:
* 25 Kilometer
* 50 Kilometer
* 75 Kilometer
* 100 Kilometer
* 200 Kilometer
There are ten each of ''25 Kilometer'', ''50 Kilometer'' and ''75 Kilometer'' cards. There are twelve ''100 Kilometer'' cards and four ''200 Kilometer'' cards.
==Play==
The deck is shuffled and 6 cards are dealt to each player; the remainder becomes a draw pile and a discard pile forms next to it. Each player's turn begins with a draw of one card and a play of one card, so that each player always holds 6 cards at the end of his turn. If he cannot play he must discard. Discarded cards are dead and cannot be taken for any reason.
Each player (or team) builds a ''tableau.'' The tableau is divided into ''battle, speed, distance,'' and ''safety areas;'' cards in the battle and speed areas are stacked so that only the top card shows. The example shows a typical tableau midway through a game.
Hazards and remedies (with the exception of Speed Limit and End of Limit) are played in the battle area, where a Roll card is shown in the example. Speed Limit and End of Limit cards are played in their own area. Distance cards are played according to value; it is common to play the 200-km cards distinctly, rather than fanned. Safety cards are played along the top of the tableau; note that the horizontal placement of the Extra Tank card in the example has a special significance.
[[Image:MB-tableau1.svg|336px|right]]
In turn, a player may choose to play one of the following:
* A distance card on his own tableau if a Roll card is showing in his battle area.
* A remedy on top of the corresponding hazard if one is showing in his battle area.
* An End of Limit on top of a Speed Limit if one is showing in his speed area.
* A hazard on top of his ''opponent's'' Roll if one is showing and his opponent has not already played the corresponding Safety.
* A safety in his own safety area (at any time).
* A Roll card in his own battle area if a Stop or remedy is showing, or if his battle area is empty. Note that a hazard cannot be played unless one's opponent is moving, except for the Speed Limit.
Once an Accident, Out of Gas, or Flat Tire hazard has been played, and the appropriate remedy card played as a counter, the player must next play a Roll card in order to get moving again.
Playing a safety corrects the corresponding hazard and also protects against future hazards of this type. However, when the safety is played normally, a Roll must still be played before any distance cards. Whenever the safety is played, the same player draws another card immediately and plays again. It is possible to play another safety and another, each time drawing a card before playing again.
A player whose speed is limited (as shown in the example) may only play 25 and 50 km cards. No more than two 200 km cards may be played by any player or team in a single hand.
The Right of Way card both remedies and protects against Stop and Speed Limit hazards; if a player (or team) has played this card then he (or they) need not display a Roll card in order to move; any Stop or Speed Limit showing is removed to the discard pile at the time the Right of Way card is played. However, the player is still vulnerable to other hazards.
Players ''may'' always discard, even if they have a legal play available. A player who cannot play in any other way ''must'' discard.
Under no circumstances may a distance card be played that would put the player's total over the race goal of 1000 km.
Play continues until either:
* one player (or team) reaches exactly 1000 km in total distance cards, or
* all players have played or discarded all their cards.
Note that play continues after the draw pile is exhausted, each player playing or discarding one card per turn.
==== Coup-Fourré ====
In the event that a player holds the corresponding safety ''at the moment'' when a hazard is played in his battle area, the player may call ''"coup-fourré"'' (a French fencing term for a counter-thrust in which a fencer parries his opponent's thrust and counterattacks in the same maneuver) and immediately play the safety in his own safety area; the safety is placed horizontally (as the Extra Tank is shown in the example). The hazard is removed to the discard pile, revealing the Roll card beneath it. As when any safety is played, the player calling ''"coup-fourré"'' draws another card at once and plays again. Play resumes to that player's left, not to that of the one who played the offending hazard; thus any intervening players lose their turns.
Note that because the hazard is removed and not merely corrected by the ''coup-fourré,'' a Roll card now shows and distance cards may be played immediately. This is an advantage over playing a safety later (normally), when it merely corrects the hazard and a Roll card is still required in order to move. The exception is the Right of Way card; as soon as it is played (normally or by ''coup-fourré''), the player is considered to be moving (unless he suffers another hazard).
A safety may be played as a ''coup-fourré'' only immediately after the offending hazard; as soon as the next player plays or discards, the opportunity is lost.
==== Extension ====<!-- This section is linked from [[Mille Bornes]] -->
''Mille'' means 1,000, and the game is normally played to a total of 1,000 km. In some variations it may be agreed that the goal is 700 km instead. A player reaching this total may choose either to end the hand immediately and collect the appropriate scores for trip completion or to call "extension," in which case the hand continues to a goal of 1,000 km. One must still reach the goal of 700 km exactly either to win the hand or call for extension.
Trip completion itself is worth 400 points in either case; but there is a bonus for the extension itself. Note that it is possible to reach 700 km, call for extension, and fail to reach 1,000 km. If one's opponents reach 1,000 km first, the opponent collects all trip completion scores and bonuses.
=== Scoring ===
When a hand ends it is scored with the following points:
::{| padding = 2
|- style ="background-color:#99f; "
| colspan =9 | '''Scored by each side'''
|-
| '''Distance'''
| style ="text-align:right; " | 1
| per km traveled
|-
| '''Each safety'''
| style ="text-align:right; " | 100
| however played
|-
| '''All 4 safeties'''
| style ="text-align:right; " | 300
| in addition to the 100 per Safety (700 total)
|-
| '''''Coup-fourré'''''
| style ="text-align:right; " | 300
| in addition to the 100 scored normally
|-
|
|- style ="background-color:#9f9; "
| colspan =9 | '''Scored only by side that completes trip'''
|-
| '''Trip completed'''
| style ="text-align:right; " | 400
| for playing a total of 1000 km
|-
| '''Delayed action'''
| style ="text-align:right; " | 300
| for completing the trip after the draw pile is exhausted
|-
| '''Safe trip'''
| style ="text-align:right; " | 300
| for completing the trip without playing any 200 km cards
|-
| '''Extension'''
| style ="text-align:right; " | 200
| for completing the trip after calling for an Extension
|-
| '''Shutout'''
| style ="text-align:right; " | 500
| for completing a trip of 1000 miles before the opponent has played any Distance cards
|}
In a 2-player game, the maximum score that can be made in one hand is 4,600 points. In a standard 4-player game there is no extension, so the maximum score is 4,400. In a 3-player game, two shutout bonuses are achievable, yielding a perfect score of 5,100.
Note that some points are scored even if a side does not complete a trip; it is possible for the completing side to score fewer points than their opponents. If the hand ends by exhaustion rather than by completion, each side still scores its distance and safety points.
According to the printed rules distributed by Parker Brothers, a game continues until one or both sides reaches a cumulative point total of 5,000. If both sides go over 5,000 during the same hand, the higher point total wins the game. When the game is played for fun the exact point total is irrelevant, so long as one is higher. Note that it is possible for the game to end in a tie, in which case the rules are silent.
If the game is played for money, then generally the point difference is paid from the loser to the winner, and every point is significant.
=== With larger or smaller groups ===
The game is normally played with 4 players in two teams of two each. Each team shares only one tableau. Either player may make a ''Coup Fourré'' in response to a Hazard.
When 4 players are not available, the game may be played with some variations.
==== 2- or 3-player version ====
Three players play cutthroat, each one for himself. In some versions, a player may only play Hazards on the person to his left. Some rulebooks say that one of each Hazard should be removed, since not having a partner makes it harder to hold a full set of Remedies. This version is usually played to 700 kilomters with the Extension option, but the normal goal of 1,000 kilometers is also playable.
==== 6-player version ====
This is theoretically possible as two teams of three or three teams of two, but isn't really practical. It is played to 700 kilometers with the Extension option.
=== Strategy ===
As in most card games the most important skill is remembering what cards have been played or discarded. ''Who'' has discarded may be quite as important as ''what''.
As in other games of the Rummy family, one may spend many turns discarding while waiting for a needed card. It is vital to spend this time improving one's hand; so one must constantly re-evaluate one's hand to determine which card is most discardable. Often this devolves into a choice between the least of several evils.
==== By card ====
'''Safeties:'''
* The Right of Way card is the most valuable in the deck. Every effort should be made to delay playing it normally, as it can be played in ''Coup Fourré'' to a total of 9 Hazards.
* All Safeties ''should'' be retained against the corresponding Hazard, as a ''Coup Fourré'' is worth bonus points.
* Safeties may ''always'' be played and at any time, so there is no excuse for being caught with one in hand at trip completion.
'''Remedies:'''
* There are 3 each of Accident, Out of Gas, and Flat Tire Hazards (2 each if one has been removed before play). When all of one type has been seen, there's no need to keep the corresponding Remedy or Safety in one's hand. The former may be discarded and the latter played normally.
* There are 4 Speed Limit Hazards (or 3 if one has been removed); again, once all have been seen there is no need to keep any End of Limit Remedies. However, the Right of Way should probably be retained.
* There are only 5 Stop cards, but it's not wise to discard Roll cards because you've seen all the Stops. You may still need Rolls in order to get "moving" after another Hazard.
* It's probably wise to retain one of each major Remedy if at all possible; if no corresponding Hazard has been seen, it's essential. It's probably unwise to keep ''two'' of the same Remedy and certainly pointless to do so if only one corresponding Hazard remains.
* Discarding a Remedy leads one's opponents to the natural conclusion that one may have the corresponding Safety in hand (or at least another of the same Remedy), thus discouraging them from retaining or playing that Hazard. This opens the door to an element of '''bluff''' and the possibility of confusing the other team. If one has a reputation of bluffing then discarding a Remedy may provoke the Hazard, permitting one to ''Coup Fourré''; if one has a reputation for "honesty", then it may be better not to telegraph one's riches by discarding the Remedy.
'''Hazards:'''
* Stop and Speed Limit are minor Hazards, the former corrected with a mere Roll and the latter not even entirely "stopping" the opposition. The other, major Hazards are more valuable.
* Retaining two or more of the same Hazard may be dubious. If the corresponding Safety is available to the other team then both Hazards may be rendered useless at a stroke.
* If one's opponents have already played a given Safety then all corresponding Hazards are worthless; if the Safety is unavailable to them then the Hazards gain in value.
* Count played and discarded Remedies. Each increases the value of the corresponding Hazard and of each remaining Remedy of the same type.
'''Distance:'''
* Distance cards are numerous and usually should be discarded before other cards. Discard smaller Distance cards first.
* The need to reach the race goal ''exactly'' imposes certain restrictions on the combinations that may be played. It's common to reach a Distance total of, say, 975 km and lose the hand while waiting for a final 25 kilometer; any other Distance cards are useless. It may be wise to hold a 25 kilometer against such a possibility.
* Since 100-kilometer cards are relatively common, one may wish to hesitate before playing smaller values unless one also has others in hand. The closer to the end of the hand, the more important this becomes. When the other team seems about ready to complete a trip it's easy to get flustered and play a lone 25 or 50, because that's all one has got; but it might be wiser to wait and see if another 100 is drawn.
* Playing a lone 50-kilometer card requires that one later play one of the following combinations (to arrive at a round point total): one other 50, two 25s, or two 75s. Thus this is fairly safe.
* Playing a lone 25 km requires a later play of: one 75, one 50 and one 25, or three more 25s. Since one may well have discarded several 25s this may be a risky play.
* Playing a lone 75 km requires a later play of one 75 and one 50, or of one 25. Thus this is the most risky Distance play. It's safer to wait until one has a pair of 75s before playing either, especially close to the end.
* It may be better to discard a 75-kilometer before discarding 25s and 50s—because of the above-noted disadvantage and also because a 75 exceeds a possible Speed Limit.
* If a player or team has already played two 200-kilometer cards, then any others are worthless. Likewise, there's no need to keep more than two in hand.
==== By phase of play ====
'''Opening:'''
One may or may not have a Roll card initially dealt; one may or may not have a Hazard initially dealt; one may or may not have first play. Since the other team's hands are completely unknown at first, the primary determinate of opening strategy is one's aggressiveness.
* If one has first play and a Roll card, it's clearly best to play it.
* If you have first play but no Roll card, look for a Speed Limit card before discarding; it is the only Hazard you can play when your opponent is not "moving".
* Lacking a Roll card, you might be tempted to play Right of Way on first play. ''Don't.'' Hold it against possible ''Coup Fourré'' as the chances are very good for this card.
* If the other team has first play, or you are forced to discard on first play, then watch discards closely; don't just draw to the Roll.
* You often face the situation where your opponent has played Roll and now it is your turn; you hold both a Roll and one or more Hazards. It's aggressive to play the Hazard; Parker Brothers recommends playing the Roll instead. If you have a major Hazard it may be wise to play it, especially if you are fairly well-off in Remedies and Roll cards generally; your opponent may have to Remedy the Hazard, then play a Roll, by which time you will already have played your Roll and some Distance. If you can only play a minor Hazard it's probably unwise; a single Roll will get your opponent moving again after a Stop, while a Speed Limit may not interfere at all with his coming out with a small Distance card.
:''Note: Regardless of the Hazard played, your opponent may well ''Coup Fourré'', playing Distance immediately and adding points to the insult. Against this risk is the hope of holding the other team to a Shut Out.''
* Until you have played ''some'' Distance, you face a potential Shut Out yourself. If your opponent ''has'' played Distance, you must bend your efforts to breaking Shut Out ahead of every other consideration.
* Keep a small Distance card in hand when waiting to get "moving". This is better than an End of Limit card; you might see two or three Speed Limits played on your team and not be able to move when you get that Roll. Better to discard the End of Limit or a larger Distance card.
'''Middle Game:'''
* Never forget to draw before playing. Who knows? The draw may be the card you need.
* Be alert for Hazards played on your team. It's exasperating to miss one's chance for ''Coup Fourré''.
* If you have large Distance in hand, play it at once instead of an uncertain Hazard. If you have only small Distance then the Hazard is more attractive. Of course, if you know your opponent will have trouble with the Hazard then it's a good play.
* Remember that Speed Limit is a weak card; your opponent may still make good progress 50 km at a time. It's generally unwise to play Speed Limit on a "stopped" opponent; he may ''Coup Fourré'' with the Right of Way card even if he cannot then play any Distance.
* Constantly be ready to re-evaluate the relative strengths of the cards you hold in light of those you have seen. Play strong Hazards before weak ones; discard worthless cards before useful ones and cards of lesser use before those more likely to be useful.
* Since there are 3 of each major Hazard (perhaps only 2), it is, relatively speaking, fairly likely that you will face each one at least once. So it is wise to keep a full set of Remedies (or corresponding Safeties) at first. However, with each Hazard seen the risk of taking another of the same Hazard falls—and so does the value of the Remedy.
* If you have corrected a Hazard with a Remedy and have no Roll card, one may play Right of Way normally to get "moving" again ''and'' play Distance on the same turn. One forgoes an ordinarily-good chance at ''Coup Fourré'' for certain Distance. This is a great way to break a difficult Shut Out.
'''End of Hand:'''
* When you near trip completion it is mandatory to take care to go out evenly; going over the trip limit is not allowed. You may want to put together ''all'' of the last 200 km in your hand before playing any of it.
* When your opponent is getting ready to go out and you are far from completion you may want to discard Remedies quickly. Your situation is desperate and you will need a lot of Distance to overtake; if you take a Hazard and cannot go at all you may not have lost much.
* Play for fun and play for money imposes different end game strategies. In play for fun, all that matters is exceeding 5000 points; if necessary, exceeding the other team as well. There is no need to take any risks if you can win without them. Playing for money, every point counts and it may be a good gamble to go for the Extension or ''Coup Fourré''.
'''Extension:'''
When playing with the possibility of Extension, the decision (when reaching 700 km) whether to go out immediately or call for the Extension is critical. The Extension itself is worth 200 points; there is also the opportunity to score another 300 points' worth of Distance. There is also considerable risk.
Generally, Extension should be used to consolidate one's existing superior position. Lacking overwhelming superiority, Extension may backfire on the caller.
* The safest time to call for Extension is when one is protected against all possible Hazards—by holding at least one appropriate Remedy ''and'' one or more Roll cards, by holding or having played the appropriate Safety, or by exhaustion of that Hazard.
* It may be wiser to call an Extension when one's opponent is already facing an intractable Hazard. Holding, say, two Accident cards ''and'' the Driving Ace when several Repairs have already been played places one in a strong position for Extension.
* Be careful to avoid Extension unless one has the needed 300 km in hand unless sufficient cards remain in the draw pile.
* Let us say that '''Blue''' has played a total of 300 km and is "stopped" due to a Flat Tire when '''Red''' reaches 700 km. Red chooses to extend, hoping for an additional 500 points. Before Red reaches 1000 km, Blue corrects the Hazard and rolls on to 900 km. Red completes the trip and scores 500 more points than he would have had he ''not'' called for Extension. However, Blue has scored 600 more than ''he'' would have; Red faces a 100-point net loss for his Extension call.
* Having an unplayed Safety in one's hand at the time 700 km is reached raises the stakes. One might dare Extension hoping for ''Coup Fourré''. Don't forget, though, to play the Safety normally just before going out.
* It's not enough merely to have appropriate Remedies in case of Hazard; one must also have Roll cards. For this reason, having the Right of Way card in one's favor is a strong indicator of a good possible Extension; conversely, failure to hold this card may be a good reason to decline.
* Successful Extension is demoralizing to the opposition, so an aggressive strategy here may have a payoff beyond the hand.
* The riskiest time to call Extension is when one's opponent has, so far, been Shut Out. The Shut Out is worth 500 points by itself; it would be a shame to lose that advantage. You should be entirely sure of keeping your opponent "stopped" in this case.
* The strategic points in this section apply generally to the case of Delayed Action. You may be ''able'' to complete a trip before the draw pile runs out, yet continue to discard until you can score the additional 300 points. Do so with care only.
==See also==
*[[Touring (card game)|Touring]]
*[[Grass (card game)]]
==References==
<references />
== External links ==
* [http://www.sourcefiles.org/Games/Card/Miscellaneous/mille-2.0.tar.gz.shtml Mille Bournes at SourceFiles.org] game description, rules, and strategy notes
* [http://members.fortunecity.com/themillebornestournamentpage/index.htm The Mille Bornes Tournament Home Page] description and rules
* [irc://irc.globalgamers.net:6667/Milestone Milestone on irc.globalgamers.net], Milestone on [[Internet Relay Chat]].
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[[Category:Dedicated deck card games]]
[[Category:Parker Brothers games]]
[[eo:Mil Mejloŝtonoj]]
[[fr:1000 bornes]]
[[io:Mil distanc-unaji]]
[[ja:ミールボーンズ]]
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[[Image:Card-mille-1975b-roll.png|right|200px]]
'''Mille Bornes''' ({{IPA-en|ˌmɪl ˈbɔrn}}) (French for ''a thousand milestones,'' referring to the stone distance markers on many French roads) is a [[France|French]] [[card game]]. In the [[United States]], Mille Bornes is manufactured and distributed by Winning Moves Games under license from Hasbro. It was previously produced by [[Parker Brothers]] and is commonly available in stores that sell games. There are also several computer-based versions.
Mille Bornes is listed in the [[GAMES 100#Hall of Fame|GAMES Magazine Hall of Fame]].
==History==
The game was created in 1954 by Frenchman Edmond Dujardin,<ref>[http://books.google.com/books?id=7DiB3z2fBpAC&pg=PT38&dq=mille+borne+card+game&lr=&hl=cs#v=onepage&q=mille%20borne%20card%20game&f=false Encyclopedia of Play in Today's Society], pg xxxviii, Rodney P. Carlisle Sage Publications (2009) ISBN 1412966701</ref> and was quite similar to the earlier American automotive card game [[Touring (card game)|Touring]]. A key innovation was the addition of the ''coup-fourré,'' whereby bonus points are earned by holding back a safety card (such as the puncture-proof tire) until an opponent plays the corresponding hazard card (in this case, the flat tire).<ref>[http://www.spotlightongames.com/list/takethat.html History of "take that!" style dedicated-deck card games]</ref>
Some Mille Bornes decks are printed in both English and [[French language|French]]. The Spanish version ''Mil Hitos,'' distributed by [[Heraclio Fournier]], was very popular in [[Spain]] during the 1970s.{{Citation needed|date=July 2009}} In [[the Netherlands]] there is a variant of this game, [[w:nl:Stap op|Stap op]], which deals with cycling instead of driving.{{Citation needed|date=July 2009}} The hazards and distances are different, but the mechanics of the game are exactly the same.
== Playing the game ==
===Object===
The premise of Mille Bornes is that the players are in a [[Auto racing|road race]]. Each race—or hand—is usually 700 miles (or kilometers) long, but the first player to complete that distance exactly has the option to declare an ''extension'' in which case the race becomes 1,000 miles. (In the four-player version, the target distance is 1,000 miles from the start.) The object of the game is to reach 5,000 points, which normally takes several hands.
=== Deck ===
Mille Bornes is played with a special deck of cards. There are ''hazard,'' ''remedy,'' ''safety,'' and ''distance'' cards. Each hazard is corrected by a corresponding remedy, and is actually ''prevented'' from happening in the first place by a corresponding safety. The target distance is reached by playing distance cards.
::Note that the Right of Way card is unique in that it protects against both the Speed Limit and Stop hazards.
:::{|
|- style ="background-color:#f99; "
| colspan =9 | '''Hazards'''
|-
| 3x
| 3x
| 3x
| 4x
| 5x
|-
| width = 60px | [[Image:MB-crash.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-empty.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-flat.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-limit.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-stop.svg|width = 60px |48px]]
|- style ="vertical-align:top; "
| Accident
| Out of Gas
| Flat Tire
| Speed Limit
| Stop
|- style ="vertical-align:top; "
| ''Accident''
| ''Panne d'essence''
| ''Crevé!''
| ''Limite de vitesse''
| ''Feu rouge''
|
|- style ="background-color:#9f9; "
| colspan =9 | '''Remedies'''
|-
| 6x
| 6x
| 6x
| 6x
| 14x
|-
| width = 60px | [[Image:MB-repair.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-gas.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-spare.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-unlimited.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-roll.svg|width = 60px |48px]]
|- style ="vertical-align:top; "
| Repairs
| Gasoline
| Spare Tire
| End of Limit
| Roll
|- style ="vertical-align:top; "
| ''Réparations''
| ''Essence''
| ''Roue de secours''
| ''Fin de limite de vitesse''
| ''Roulez''
|- style ="background-color:#b9f; "
| colspan =9 | '''Safeties'''
|-
| 1x
| 1x
| 1x
| colspan = 2 | <center><div>1x</div></center>
|-
| width = 60px | [[Image:MB-ace.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-tanker.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-sealant.svg|width = 60px |48px]]
| colspan = 2 width = 60px | <center><div>[[Image:MB-emergency.svg|width = 60px |48px]]</center></div>
|- style ="vertical-align:top; "
| Driving Ace
| Extra Tank
| Puncture-<br>proof
| colspan = 2 | <center><div>Right of Way</center></div>
|- style ="vertical-align:top; "
| ''As du volant''
| ''Camion citerne''
| ''Increvable''
| colspan = 2 | <center><div>''Véhicule prioritaire''</center></div>
|- style ="background-color:#bbb; "
| colspan =5 | '''Distance cards'''
|-
| 10x
| 10x
| 10x
| 12x
| 4x
|-
| width = 60px | [[Image:MB-25.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-50.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-75.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-100.svg|width = 60px |48px]]
| width = 60px | [[Image:MB-200.svg|width = 60px |48px]]
|- style ="vertical-align:top; "
| 25 km
| 50 km
| 75 km
| 100 km
| 200 km
|}
Also included in the deck are nonplayable cards that list the playable cards and summarize the scoring. In some decks, some of these are printed entirely in French.
===The Cards===
As mentioned above, there are ''Hazards'', ''Remedies'', ''Safeties'' and ''Distances'' cards.
The ''Hazards'' are:
* '''Accident:''' Gets a player in an Accident
* '''Out of Gas:''' Siphons a player's Gas.
* '''Flat Tire:''' Gives players a Flat Tire.
* '''Stop:''' Stops players.
* '''Speed Limit:''' Limits players to play only 25 or 50 km distance cards.
There are three each of ''Accident'', ''Out of Gas'' and ''Flat Tire'' in a standard game, there are 5 ''Stops'' in a standard game and there are 4 ''Speed Limits'' in a standard game.
The ''Remedies'' are:
* '''Repairs:''' Goes with the ''Accident''
* '''Gasoline:''' Goes with ''Out of Gas''
* '''Spare Tire:''' Goes with ''Flat Tire''
* '''Go:''' Goes with ''Stop'' and must be played after fixing a hazard before a player can play any distance with the exception of the Safety ''Right of Way''. (See more below)
* '''End of Limit:''' Ends a ''Speed Limit''
There are six each of ''Repairs'', ''Gasoline'', ''Spare Tire'' and ''End of Limit'' in a standard game. There are fourteen ''Go'' cards in a standard game because they are needed more often.
The ''Safeties'' are:
* '''Driving Ace:''' Protects against ''Accident''.
* '''Extra Tank:''' Protects against ''Out of Gas''.
* '''Puncture Proof:''' Protects against ''Flat Tire''.
* '''Right of Way:''' Protects against ''Stop'' and ''Speed Limit'' and, when played, eliminates the need for ''Go'' cards to be played after fixing other hazards. It is the best card in the deck.
There is one of every safety.
The ''Distances Cards'' are:
* 25 Kilometer
* 50 Kilometer
* 75 Kilometer
* 100 Kilometer
* 200 Kilometer
There are ten each of ''25 Kilometer'', ''50 Kilometer'' and ''75 Kilometer'' cards. There are twelve ''100 Kilometer'' cards and four ''200 Kilometer'' cards.
==Play==
The deck is shuffled and 6 cards are dealt to each player; the remainder becomes a draw pile and a discard pile forms next to it. Each player's turn begins with a draw of one card and a play of one card, so that each player always holds 6 cards at the end of his turn. If he cannot play he must discard. Discarded cards are dead and cannot be taken for any reason.
Each player (or team) builds a ''tableau.'' The tableau is divided into ''battle, speed, distance,'' and ''safety areas;'' cards in the battle and speed areas are stacked so that only the top card shows. The example shows a typical tableau midway through a game.
Hazards and remedies (with the exception of Speed Limit and End of Limit) are played in the battle area, where a Roll card is shown in the example. Speed Limit and End of Limit cards are played in their own area. Distance cards are played according to value; it is common to play the 200-km cards distinctly, rather than fanned. Safety cards are played along the top of the tableau; note that the horizontal placement of the Extra Tank card in the example has a special significance.
[[Image:MB-tableau1.svg|336px|right]]
In turn, a player may choose to play one of the following:
* A distance card on his own tableau if a Roll card is showing in his battle area.
* A remedy on top of the corresponding hazard if one is showing in his battle area.
* An End of Limit on top of a Speed Limit if one is showing in his speed area.
* A hazard on top of his ''opponent's'' Roll if one is showing and his opponent has not already played the corresponding Safety.
* A safety in his own safety area (at any time).
* A Roll card in his own battle area if a Stop or remedy is showing, or if his battle area is empty. Note that a hazard cannot be played unless one's opponent is moving, except for the Speed Limit.
Once an Accident, Out of Gas, or Flat Tire hazard has been played, and the appropriate remedy card played as a counter, the player must next play a Roll card in order to get moving again.
Playing a safety corrects the corresponding hazard and also protects against future hazards of this type. However, when the safety is played normally, a Roll must still be played before any distance cards. Whenever the safety is played, the same player draws another card immediately and plays again. It is possible to play another safety and another, each time drawing a card before playing again.
A player whose speed is limited (as shown in the example) may only play 25 and 50 km cards. No more than two 200 km cards may be played by any player or team in a single hand.
The Right of Way card both remedies and protects against Stop and Speed Limit hazards; if a player (or team) has played this card then he (or they) need not display a Roll card in order to move; any Stop or Speed Limit showing is removed to the discard pile at the time the Right of Way card is played. However, the player is still vulnerable to other hazards.
Players ''may'' always discard, even if they have a legal play available. A player who cannot play in any other way ''must'' discard.
Under no circumstances may a distance card be played that would put the player's total over the race goal of 1000 km.
Play continues until either:
* one player (or team) reaches exactly 1000 km in total distance cards, or
* all players have played or discarded all their cards.
Note that play continues after the draw pile is exhausted, each player playing or discarding one card per turn.
==== Coup-Fourré ====
In the event that a player holds the corresponding safety ''at the moment'' when a hazard is played in his battle area, the player may call ''"coup-fourré"'' (a French fencing term for a counter-thrust in which a fencer parries his opponent's thrust and counterattacks in the same maneuver) and immediately play the safety in his own safety area; the safety is placed horizontally (as the Extra Tank is shown in the example). The hazard is removed to the discard pile, revealing the Roll card beneath it. As when any safety is played, the player calling ''"coup-fourré"'' draws another card at once and plays again. Play resumes to that player's left, not to that of the one who played the offending hazard; thus any intervening players lose their turns.
Note that because the hazard is removed and not merely corrected by the ''coup-fourré,'' a Roll card now shows and distance cards may be played immediately. This is an advantage over playing a safety later (normally), when it merely corrects the hazard and a Roll card is still required in order to move. The exception is the Right of Way card; as soon as it is played (normally or by ''coup-fourré''), the player is considered to be moving (unless he suffers another hazard).
A safety may be played as a ''coup-fourré'' only immediately after the offending hazard; as soon as the next player plays or discards, the opportunity is lost.
==== Extension ====<!-- This section is linked from [[Mille Bornes]] -->
''Mille'' means 1,000, and the game is normally played to a total of 1,000 km. In some variations it may be agreed that the goal is 700 km instead. A player reaching this total may choose either to end the hand immediately and collect the appropriate scores for trip completion or to call "extension," in which case the hand continues to a goal of 1,000 km. One must still reach the goal of 700 km exactly either to win the hand or call for extension.
Trip completion itself is worth 400 points in either case; but there is a bonus for the extension itself. Note that it is possible to reach 700 km, call for extension, and fail to reach 1,000 km. If one's opponents reach 1,000 km first, the opponent collects all trip completion scores and bonuses.
=== Scoring ===
When a hand ends it is scored with the following points:
::{| padding = 2
|- style ="background-color:#99f; "
| colspan =9 | '''Scored by each side'''
|-
| '''Distance'''
| style ="text-align:right; " | 1
| per km traveled
|-
| '''Each safety'''
| style ="text-align:right; " | 100
| however played
|-
| '''All 4 safeties'''
| style ="text-align:right; " | 300
| in addition to the 100 per Safety (700 total)
|-
| '''''Coup-fourré'''''
| style ="text-align:right; " | 300
| in addition to the 100 scored normally
|-
|
|- style ="background-color:#9f9; "
| colspan =9 | '''Scored only by side that completes trip'''
|-
| '''Trip completed'''
| style ="text-align:right; " | 400
| for playing a total of 1000 km
|-
| '''Delayed action'''
| style ="text-align:right; " | 300
| for completing the trip after the draw pile is exhausted
|-
| '''Safe trip'''
| style ="text-align:right; " | 300
| for completing the trip without playing any 200 km cards
|-
| '''Extension'''
| style ="text-align:right; " | 200
| for completing the trip after calling for an Extension
|-
| '''Shutout'''
| style ="text-align:right; " | 500
| for completing a trip of 1000 miles before the opponent has played any Distance cards
|}
In a 2-player game, the maximum score that can be made in one hand is 4,600 points. In a standard 4-player game there is no extension, so the maximum score is 4,400. In a 3-player game, two shutout bonuses are achievable, yielding a perfect score of 5,100.
Note that some points are scored even if a side does not complete a trip; it is possible for the completing side to score fewer points than their opponents. If the hand ends by exhaustion rather than by completion, each side still scores its distance and safety points.
According to the printed rules distributed by Parker Brothers, a game continues until one or both sides reaches a cumulative point total of 5,000. If both sides go over 5,000 during the same hand, the higher point total wins the game. When the game is played for fun the exact point total is irrelevant, so long as one is higher. Note that it is possible for the game to end in a tie, in which case the rules are silent.
If the game is played for money, then generally the point difference is paid from the loser to the winner, and every point is significant.
=== With larger or smaller groups ===
The game is normally played with 4 players in two teams of two each. Each team shares only one tableau. Either player may make a ''Coup Fourré'' in response to a Hazard.
When 4 players are not available, the game may be played with some variations.
==== 2- or 3-player version ====
Three players play cutthroat, each one for himself. In some versions, a player may only play Hazards on the person to his left. Some rulebooks say that one of each Hazard should be removed, since not having a partner makes it harder to hold a full set of Remedies. This version is usually played to 700 kilomters with the Extension option, but the normal goal of 1,000 kilometers is also playable.
==== 6-player version ====
This is theoretically possible as two teams of three or three teams of two, but isn't really practical. It is played to 700 kilometers with the Extension option.
=== Strategy ===
As in most card games the most important skill is remembering what cards have been played or discarded. ''Who'' has discarded may be quite as important as ''what''.
As in other games of the Rummy family, one may spend many turns discarding while waiting for a needed card. It is vital to spend this time improving one's hand; so one must constantly re-evaluate one's hand to determine which card is most discardable. Often this devolves into a choice between the least of several evils.
==== By card ====
'''Safeties:'''
* The Right of Way card is the most valuable in the deck. Every effort should be made to delay playing it normally, as it can be played in ''Coup Fourré'' to a total of 9 Hazards.
* All Safeties ''should'' be retained against the corresponding Hazard, as a ''Coup Fourré'' is worth bonus points.
* Safeties may ''always'' be played and at any time, so there is no excuse for being caught with one in hand at trip completion.
'''Remedies:'''
* There are 3 each of Accident, Out of Gas, and Flat Tire Hazards (2 each if one has been removed before play). When all of one type has been seen, there's no need to keep the corresponding Remedy or Safety in one's hand. The former may be discarded and the latter played normally.
* There are 4 Speed Limit Hazards (or 3 if one has been removed); again, once all have been seen there is no need to keep any End of Limit Remedies. However, the Right of Way should probably be retained.
* There are only 5 Stop cards, but it's not wise to discard Roll cards because you've seen all the Stops. You may still need Rolls in order to get "moving" after another Hazard.
* It's probably wise to retain one of each major Remedy if at all possible; if no corresponding Hazard has been seen, it's essential. It's probably unwise to keep ''two'' of the same Remedy and certainly pointless to do so if only one corresponding Hazard remains.
* Discarding a Remedy leads one's opponents to the natural conclusion that one may have the corresponding Safety in hand (or at least another of the same Remedy), thus discouraging them from retaining or playing that Hazard. This opens the door to an element of '''bluff''' and the possibility of confusing the other team. If one has a reputation of bluffing then discarding a Remedy may provoke the Hazard, permitting one to ''Coup Fourré''; if one has a reputation for "honesty", then it may be better not to telegraph one's riches by discarding the Remedy.
'''Hazards:'''
* Stop and Speed Limit are minor Hazards, the former corrected with a mere Roll and the latter not even entirely "stopping" the opposition. The other, major Hazards are more valuable.
* Retaining two or more of the same Hazard may be dubious. If the corresponding Safety is available to the other team then both Hazards may be rendered useless at a stroke.
* If one's opponents have already played a given Safety then all corresponding Hazards are worthless; if the Safety is unavailable to them then the Hazards gain in value.
* Count played and discarded Remedies. Each increases the value of the corresponding Hazard and of each remaining Remedy of the same type.
'''Distance:'''
* Distance cards are numerous and usually should be discarded before other cards. Discard smaller Distance cards first.
* The need to reach the race goal ''exactly'' imposes certain restrictions on the combinations that may be played. It's common to reach a Distance total of, say, 975 km and lose the hand while waiting for a final 25 kilometer; any other Distance cards are useless. It may be wise to hold a 25 kilometer against such a possibility.
* Since 100-kilometer cards are relatively common, one may wish to hesitate before playing smaller values unless one also has others in hand. The closer to the end of the hand, the more important this becomes. When the other team seems about ready to complete a trip it's easy to get flustered and play a lone 25 or 50, because that's all one has got; but it might be wiser to wait and see if another 100 is drawn.
* Playing a lone 50-kilometer card requires that one later play one of the following combinations (to arrive at a round point total): one other 50, two 25s, or two 75s. Thus this is fairly safe.
* Playing a lone 25 km requires a later play of: one 75, one 50 and one 25, or three more 25s. Since one may well have discarded several 25s this may be a risky play.
* Playing a lone 75 km requires a later play of one 75 and one 50, or of one 25. Thus this is the most risky Distance play. It's safer to wait until one has a pair of 75s before playing either, especially close to the end.
* It may be better to discard a 75-kilometer before discarding 25s and 50s—because of the above-noted disadvantage and also because a 75 exceeds a possible Speed Limit.
* If a player or team has already played two 200-kilometer cards, then any others are worthless. Likewise, there's no need to keep more than two in hand.
==== By phase of play ====
'''Opening:'''
One may or may not have a Roll card initially dealt; one may or may not have a Hazard initially dealt; one may or may not have first play. Since the other team's hands are completely unknown at first, the primary determinate of opening strategy is one's aggressiveness.
* If one has first play and a Roll card, it's clearly best to play it.
* If you have first play but no Roll card, look for a Speed Limit card before discarding; it is the only Hazard you can play when your opponent is not "moving".
* Lacking a Roll card, you might be tempted to play Right of Way on first play. ''Don't.'' Hold it against possible ''Coup Fourré'' as the chances are very good for this card.
* If the other team has first play, or you are forced to discard on first play, then watch discards closely; don't just draw to the Roll.
* You often face the situation where your opponent has played Roll and now it is your turn; you hold both a Roll and one or more Hazards. It's aggressive to play the Hazard; Parker Brothers recommends playing the Roll instead. If you have a major Hazard it may be wise to play it, especially if you are fairly well-off in Remedies and Roll cards generally; your opponent may have to Remedy the Hazard, then play a Roll, by which time you will already have played your Roll and some Distance. If you can only play a minor Hazard it's probably unwise; a single Roll will get your opponent moving again after a Stop, while a Speed Limit may not interfere at all with his coming out with a small Distance card.
:''Note: Regardless of the Hazard played, your opponent may well ''Coup Fourré'', playing Distance immediately and adding points to the insult. Against this risk is the hope of holding the other team to a Shut Out.''
* Until you have played ''some'' Distance, you face a potential Shut Out yourself. If your opponent ''has'' played Distance, you must bend your efforts to breaking Shut Out ahead of every other consideration.
* Keep a small Distance card in hand when waiting to get "moving". This is better than an End of Limit card; you might see two or three Speed Limits played on your team and not be able to move when you get that Roll. Better to discard the End of Limit or a larger Distance card.
'''Middle Game:'''
* Never forget to draw before playing. Who knows? The draw may be the card you need.
* Be alert for Hazards played on your team. It's exasperating to miss one's chance for ''Coup Fourré''.
* If you have large Distance in hand, play it at once instead of an uncertain Hazard. If you have only small Distance then the Hazard is more attractive. Of course, if you know your opponent will have trouble with the Hazard then it's a good play.
* Remember that Speed Limit is a weak card; your opponent may still make good progress 50 km at a time. It's generally unwise to play Speed Limit on a "stopped" opponent; he may ''Coup Fourré'' with the Right of Way card even if he cannot then play any Distance.
* Constantly be ready to re-evaluate the relative strengths of the cards you hold in light of those you have seen. Play strong Hazards before weak ones; discard worthless cards before useful ones and cards of lesser use before those more likely to be useful.
* Since there are 3 of each major Hazard (perhaps only 2), it is, relatively speaking, fairly likely that you will face each one at least once. So it is wise to keep a full set of Remedies (or corresponding Safeties) at first. However, with each Hazard seen the risk of taking another of the same Hazard falls—and so does the value of the Remedy.
* If you have corrected a Hazard with a Remedy and have no Roll card, one may play Right of Way normally to get "moving" again ''and'' play Distance on the same turn. One forgoes an ordinarily-good chance at ''Coup Fourré'' for certain Distance. This is a great way to break a difficult Shut Out.
'''End of Hand:'''
* When you near trip completion it is mandatory to take care to go out evenly; going over the trip limit is not allowed. You may want to put together ''all'' of the last 200 km in your hand before playing any of it.
* When your opponent is getting ready to go out and you are far from completion you may want to discard Remedies quickly. Your situation is desperate and you will need a lot of Distance to overtake; if you take a Hazard and cannot go at all you may not have lost much.
* Play for fun and play for money imposes different end game strategies. In play for fun, all that matters is exceeding 5000 points; if necessary, exceeding the other team as well. There is no need to take any risks if you can win without them. Playing for money, every point counts and it may be a good gamble to go for the Extension or ''Coup Fourré''.
'''Extension:'''
When playing with the possibility of Extension, the decision (when reaching 700 km) whether to go out immediately or call for the Extension is critical. The Extension itself is worth 200 points; there is also the opportunity to score another 300 points' worth of Distance. There is also considerable risk.
Generally, Extension should be used to consolidate one's existing superior position. Lacking overwhelming superiority, Extension may backfire on the caller.
* The safest time to call for Extension is when one is protected against all possible Hazards—by holding at least one appropriate Remedy ''and'' one or more Roll cards, by holding or having played the appropriate Safety, or by exhaustion of that Hazard.
* It may be wiser to call an Extension when one's opponent is already facing an intractable Hazard. Holding, say, two Accident cards ''and'' the Driving Ace when several Repairs have already been played places one in a strong position for Extension.
* Be careful to avoid Extension unless one has the needed 300 km in hand unless sufficient cards remain in the draw pile.
* Let us say that '''Blue''' has played a total of 300 km and is "stopped" due to a Flat Tire when '''Red''' reaches 700 km. Red chooses to extend, hoping for an additional 500 points. Before Red reaches 1000 km, Blue corrects the Hazard and rolls on to 900 km. Red completes the trip and scores 500 more points than he would have had he ''not'' called for Extension. However, Blue has scored 600 more than ''he'' would have; Red faces a 100-point net loss for his Extension call.
* Having an unplayed Safety in one's hand at the time 700 km is reached raises the stakes. One might dare Extension hoping for ''Coup Fourré''. Don't forget, though, to play the Safety normally just before going out.
* It's not enough merely to have appropriate Remedies in case of Hazard; one must also have Roll cards. For this reason, having the Right of Way card in one's favor is a strong indicator of a good possible Extension; conversely, failure to hold this card may be a good reason to decline.
* Successful Extension is demoralizing to the opposition, so an aggressive strategy here may have a payoff beyond the hand.
* The riskiest time to call Extension is when one's opponent has, so far, been Shut Out. The Shut Out is worth 500 points by itself; it would be a shame to lose that advantage. You should be entirely sure of keeping your opponent "stopped" in this case.
* The strategic points in this section apply generally to the case of Delayed Action. You may be ''able'' to complete a trip before the draw pile runs out, yet continue to discard until you can score the additional 300 points. Do so with care only.
==See also==
*[[Touring (card game)|Touring]]
*[[Grass (card game)]]
==References==
<references />
== External links ==
* [http://www.sourcefiles.org/Games/Card/Miscellaneous/mille-2.0.tar.gz.shtml Mille Bournes at SourceFiles.org] game description, rules, and strategy notes
* [http://members.fortunecity.com/themillebornestournamentpage/index.htm The Mille Bornes Tournament Home Page] description and rules
* [irc://irc.globalgamers.net:6667/Milestone Milestone on irc.globalgamers.net], Milestone on [[Internet Relay Chat]].
----
{{Copied to Wikibooks}}
[[Category:Dedicated deck card games]]
[[Category:Parker Brothers games]]
[[eo:Mil Mejloŝtonoj]]
[[fr:1000 bornes]]
[[io:Mil distanc-unaji]]
[[ja:ミールボーンズ]]
kztvqxxd06hxfn4i41jcybb5gs1to03
Minchiate
0
2198
4230
2009-10-12T19:22:12Z
Im>Krenakarore
0
add to category
4230
wikitext
text/x-wiki
'''Minchiate''' is a late-medieval [[card game]], probably originating in 15th century [[Florence]], [[Italy]]; it is no longer widely played. Minchiate can also refer to the special deck of [[playing cards]] used in the game. The deck is closely related to the [[tarot]] cards, but contains an expanded suit of [[trump]]s. The game was similar to ''[[tarocchi]]'' and the [[tarot (game)|game of tarot]]. In the view of some people, the larger number of trump cards may shed light on what the original intentions of the creators of the Tarot deck meant by the images they included.
[[Image:Minchiate08.jpg|frame|VII, Strength, from the Minchiate deck, depicts a woman breaking a pillar.]]
==History==
Scholars generally believe that the Tarot cards were invented in [[Lombardy]] and the [[Piedmont]] regions of northern Italy; they spread elsewhere in Italy early on. The ''Minchiate'' represents a Florentine variant on the original game. The name first appears in Italian sources dated to 1466 in a "lost letter", 1471 in a case of prohibition and 1477, in which it is listed in a list of games permitted by law; literary references may date to around 1440 ([http://trionfi.com/0/p/09/ documents]). The game was later also known as ''Gallerini'' or ''Germini''.
The name ''Giuoco delle Minchiate'' means only "Game of Minchiate"; the name ''minchiate'' has no other certain meaning, but it has been suggested that it derives from the [[Latin]] ''[[Latin profanity#Mentula and verpa: the penis|mentula]]'', originally meaning "[[penis]]". The word ''minchiate'' comes from a dialect word meaning "[[nonsense]]" or "trifle." The word ''minchione'' is attested in [[Italian language|Italian]] as meaning "fool," and ''minchionare'' means "to laugh at" someone. The intended meaning may be "The Game of the Fool," considering that the card "The Fool," also called "The Excuse," features prominently in the game play of all tarot games.
===The deck itself===
''Minchiate'' differs from the standard tarot deck in several particulars. The first and most obvious difference from the tarot deck is that the trumps, which occultists call the [[major arcana]], has almost doubled in size; there are forty trumps in the ''Minchiate'', in addition to the unnumbered card [[The Fool (Zero)|The Fool]] or the "Excuse".
The trumps of the ''Minchiate'' deck, and their corresponding Tarot cards (if any) are:
<TABLE BORDER=1>
<TR>
<TD>
I the Juggler ([[The Magician (Tarot card)|The Mountebank]])
</TD>
<TD>
XI the Hunchback (or Time) ([[The Hermit]])
</TD>
<TD>
XXI Water (none)
</TD>
<TD>
XXXI Pisces (none)
</TD>
</TR>
<TR>
<TD>
II the Grand Duke (none)
</TD>
<TD>
XII the Traitor ([[The Hanged Man]])
</TD>
<TD>
XXII Air (none)
</TD>
<TD>
XXXII Aquarius (none)
</TD>
</TR>
<TR>
<TD>
III the Western Emperor ([[The Emperor (Tarot card)|The Emperor]])
</TD>
<TD>
XIII Death ([[Death (Tarot card)|Death]])
</TD>
<TD>
XXIII Earth (none)
</TD>
<TD>
XXXIII Leo (none)
</TD>
</TR>
<TR>
<TD>
IV the Eastern Emperor (none)
</TD>
<TD>
XIV the Devil ([[The Devil (Tarot card)|The Devil]])
</TD>
<TD>
XXIV Libra (none)
</TD>
<TD>
XXXIV Taurus (none)
</TD>
</TR>
<TR>
<TD>
V Love ([[The Lovers|The Lover]])
</TD>
<TD>
XV the Devil's House ([[The Tower (Tarot card)|The House of God]])
</TD>
<TD>
XXV Virgo (none)
</TD>
<TD>
XXXV Gemini (none)
</TD>
</TR>
<TR>
<TD>
VI Temperance ([[Temperance (Tarot card)|Temperance]])
</TD>
<TD>
XVI Hope (none)
</TD>
<TD>
XXVI Scorpio (none)
</TD>
<TD>
XXXVI the Star ([[The Star (Tarot card)|The Star]])
</TD>
</TR>
<TR>
<TD>
VII Fortitude ([[Strength (Tarot card)|Strength]])
</TD>
<TD>
XVII Prudence (none)
</TD>
<TD>
XXVII Aries (none)
</TD>
<TD>
XXXVII the Moon ([[The Moon (Tarot card)|The Moon]])
</TD>
</TR>
<TR>
<TD>
VIII Justice ([[Justice (Tarot card)|Justice]])
</TD>
<TD>
XVIII Faith (none)
</TD>
<TD>
XXVIII Capricorn (none)
</TD>
<TD>
XXXVIII the Sun ([[The Sun (Tarot card)|The Sun]])
</TD>
</TR>
<TR>
<TD>
IX Wheel of Fortune ([[Wheel of Fortune (Tarot card)|Wheel of Fortune]])
</TD>
<TD>
XIX Charity (none)
</TD>
<TD>
XXIX Sagittarius (none)
</TD>
<TD>
XXXIX the World ([[The World (Tarot card)|The World]])
</TD>
</TR>
<TR>
<TD>
X the Chariot ([[The Chariot (Tarot card)|The Chariot]])
</TD>
<TD>
XX Fire (none)
</TD>
<TD>
XXX Cancer (none)
</TD>
<TD>
XL the Trumpets (or, Fame)([[Judgement (Tarot card)|Judgment]])
</TD>
</TR>
</TABLE>
The Ace to Ten and court cards, which occultists call the [[minor arcana]], resemble their tarot counterparts more closely. There are the four standard tarot and Spanish and Italian playing card suits of swords, batons, coins, and cups; these contain pip cards from [[ace]] to ten, and four [[court card]]s: a jack, a knight, a queen, and a king. In the ''Minchiate'', however, in the suits of cups and coins, the "knaves" or "pages" ([[Italian language|Italian]] ''fanti'') have been replaced by "maids" (''fantine''). The knights, mounted figures in the [[Tarot of Marseilles]] and similar designs, are [[centaur]]s or [[sphinx]]es in many versions of the ''Minchiate''.
Significant differences exist also among the trumps between the ''Minchiate'' subjects and their ''Tarot de Marseille'' counterparts. As discussed below, the Pope and [[La Papessa|Papess]] or High Priestess are absent from the ''Minchiate''; instead, the ''Minchiate'' contains a Grand Duke and two different Emperors. The card subjects, depicting a western and an eastern emperor, likely predate the fall of [[Constantinople]].
The Tarot card The Tower, or House of God, becomes the House of the Devil in the ''Minchiate''; it depicts a nude figure fleeing a burning building. The Moon lacks the ''Tarot de Marseille'' [[lobster]] and [[dog]]s; it instead depicts an [[astrology|astrologer]] studying the moon. The card corresponding to the Hermit is often called Time, or the Hunchback; it depicts an elderly man on crutches. All four [[cardinal virtue]]s and the three [[theological virtue]]s appear only in the very early tarot called the Cary-Yale [[house of Visconti|Visconti]] tarot; the full series appears in no later deck, perhaps suggesting that the ''Minchiate'' series dates to early in the history of the game. The ''Minchiate'' version of the Hanged Man is called the Traitor; he carries bags in his hands as he hangs upside down, a symbol which may relate him to the medieval world's most notorious betrayer, [[Judas Iscariot]], and his thirty pieces of silver. The final card in the series is not the World, but an angel blowing trumpets; this figure is sometimes called Fame.
===The game of ''Minchiate''===
The game spread from Florence to the rest of Italy and to other areas of [[Europe]] including [[France]]. By the eighteenth century, ''Minchiate'' had overtaken the original game of Tarot in popularity in Italy. Paolo Minucci published a commentary on the game in 1676, and the game is described in detail by Romain Merlin in ''Origine des cartes à jouer'', published in [[Paris]] in 1869. The game was still played in [[Genoa]] in the 1930s, but its popularity declined in the late [[nineteenth century|nineteenth]] and early twentieth century.
The game, like other Tarot games, is a [[trick taking game]] in which points are scored by capturing certain cards and sets of cards. The lowest five trumps (Juggler, Grand Duke, Western Emperor, Eastern Emperor, Lover) were called ''papi'', "popes", even though [[The Hierophant|The Pope]] does not appear among the ''Minchiate'' trumps. The highest five trumps (Star, Moon, Sun, World, Trumpets) were called ''arie'' ("airs") and have a special high scoring value in the game.
==The ''Minchiate'' and the meaning of the tarot==
While the game of ''Minchiate'' died out during the early twentieth century, in more recent years the Minchiate has become the subject of further speculative interest. It is arguably a sister deck to the early Tarot, and the expanded set of trumps added to the ''Minchiate'' may, in the view of some, shed light on what the Tarot deck was originally intended to signify.
In fifteenth century Florence, at least, the Tarot was thought to contain [[religion|religious]], [[allegory|allegorical]], and [[cosmography|cosmographical]] symbols. [[Justice]], [[Fortitude|Strength]], and [[Temperance (virtue)|Temperance]] were three classical "cardinal [[virtue]]s" depicted in the more familiar Tarot trumps. The ''Minchiate'' supplies the remaining cardinal virtue — [[Prudence]] — and also includes the three theological virtues, [[Faith]], [[Hope]], and [[Charity (virtue)|Charity]]. The sun, moon, star, and world figure in the ''Tarot de Marseille'' trumps; the ''Minchiate'' completes the series by adding all the [[zodiac]] signs and the four [[classical element]]s.
Because of this allegorical and cosmological content, in recent years [[tarot|tarot occultists]] have proposed systems of [[divination]] and [[cartomancy]] that use the ''Minchiate'' deck as well as regular tarot cards. In [[Charles Godfrey Leland]]'s book 1890 book ''[[Aradia, or the Gospel of the Witches]]'', an [[incantation]] is given that mentions the use of "forty cards," which are renamed in the spell as forty [[deity|gods]] who are being invoked to compel the goddess [[Laverna]] to do the caster's bidding.<ref>[http://www.sacred-texts.com/pag/aradia/ara17.htm Aradia, ch. 17]</ref> [[Paul Huson]] has speculated that these forty cards are the forty trumps of the ''Minchiate'' deck<ref>Huson, Paul, ''The Devil's Picturebook'', p.67, New York: G.P. Putnams Sons, 1971</ref>. He has also pointed out that Leland's book ''Etruscan-Roman Remains in Popular Tradition'' (1892) contains a spell that is cast with ''tarocco'' cards<ref>Huson, Paul, ''The Devil's Picturebook'', p.189</ref>,<ref>[http://www.sacred-texts.com/pag/err/err10.htm Etruscan-Roman Remains], ch. 10</ref> to invoke [[Janus (mythology)|Janus]].
==References==
===Notes===
{{reflist}}
===Minchiate decks===
The Italian publisher ''Lo Scarabeo'' offers a reproduction of the "Ancient Minchiate Etruria", an engraved ''Minchiate'' deck that originally appeared in 1725.
The Italian publisher ''Il Meneghello'' offers a reproduction, in regular and mini sizes, of the "Minchiate Fiorentine", a woodcut Minchiate deck that originally appeared circa 1820 [http://www.themysticeye.com/pics/fiorentine.htm].
The Tarot artist [[Brian Williams]] has published a modern edition of the ''Minchiate'' deck, which accompanies his book referenced below.
Artist Constante Constantini has, though Italian publisher Solleone, published two different modern Minchiate decks[http://www.tarothermit.com/decks.htm]:
* Minchiate Fiorentine: modern redrawing of a woodcut design
* Nuove Minchiate Fiorentine: modern redrawing
===Books===
*Dummett, Michael: ''The Game of Tarot'' (U. S. Games, 1980) ISBN 0-7156-1014-7
*Huson, Paul: ''The Devil's Picturebook'' (G. P. Putnams Sons, 1971, BackInPrint, 2003) ISBN 0-595-27333-5
*Huson, Paul: ''Mystical Origins of the Tarot'' (Destiny Books, 2004) ISBN 0-89281-190-0
*Williams, Brian: ''The Minchiate Tarot'' (Destiny Books, 1999) ISBN 0-89281-651-1
===Web sites of interest===
*[http://www.tarothermit.com/florence.htm ''Tarot and Minchiate of Florence''] by Tom Tadfor Little
*[http://l-pollett.tripod.com/cards17.htm ''The Minchiate''] at Andy's Playing Cards
*[http://trionfi.com/0/e1/09/t.html ''Early notes about the'' Minchiate]
*[http://www.tarock.info/Minchiatta.htm ''Regeln des Minchiatta-Spiels''] Rules for the Minchiate game (in German)
*[http://www.tarocchino.com/ Rules in English for Minchiate and other tarot games]
*[http://www.tarot.org.il/Minchiate/ Images from Fiorentine Minchiate deck]
*[http://www.tarot.org.il/Minchiate%20Etruria/ Images from Etrurian Minchiate deck]
*[http://www.tarot.org.il/Minchiate%20Francesi/ Titles of and images from French Minchiate deck]
==See also==
*[[Tarot card games]]
{{Tarot, tarock and tarocchi games}}
[[Category:Tarot]]
[[Category:Tarot card games]]
[[Category:Dedicated deck card games]]
[[Category:Italian card games]]
[[Category:History of card decks]]
[[de:Minchiate]]
b0kmj1bzqw2d09ugzk214uctgd8ckfp
4231
4230
2009-12-09T23:30:35Z
Kingstonlee
1735031
1 revision
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wikitext
text/x-wiki
'''Minchiate''' is a late-medieval [[card game]], probably originating in 15th century [[Florence]], [[Italy]]; it is no longer widely played. Minchiate can also refer to the special deck of [[playing cards]] used in the game. The deck is closely related to the [[tarot]] cards, but contains an expanded suit of [[trump]]s. The game was similar to ''[[tarocchi]]'' and the [[tarot (game)|game of tarot]]. In the view of some people, the larger number of trump cards may shed light on what the original intentions of the creators of the Tarot deck meant by the images they included.
[[Image:Minchiate08.jpg|frame|VII, Strength, from the Minchiate deck, depicts a woman breaking a pillar.]]
==History==
Scholars generally believe that the Tarot cards were invented in [[Lombardy]] and the [[Piedmont]] regions of northern Italy; they spread elsewhere in Italy early on. The ''Minchiate'' represents a Florentine variant on the original game. The name first appears in Italian sources dated to 1466 in a "lost letter", 1471 in a case of prohibition and 1477, in which it is listed in a list of games permitted by law; literary references may date to around 1440 ([http://trionfi.com/0/p/09/ documents]). The game was later also known as ''Gallerini'' or ''Germini''.
The name ''Giuoco delle Minchiate'' means only "Game of Minchiate"; the name ''minchiate'' has no other certain meaning, but it has been suggested that it derives from the [[Latin]] ''[[Latin profanity#Mentula and verpa: the penis|mentula]]'', originally meaning "[[penis]]". The word ''minchiate'' comes from a dialect word meaning "[[nonsense]]" or "trifle." The word ''minchione'' is attested in [[Italian language|Italian]] as meaning "fool," and ''minchionare'' means "to laugh at" someone. The intended meaning may be "The Game of the Fool," considering that the card "The Fool," also called "The Excuse," features prominently in the game play of all tarot games.
===The deck itself===
''Minchiate'' differs from the standard tarot deck in several particulars. The first and most obvious difference from the tarot deck is that the trumps, which occultists call the [[major arcana]], has almost doubled in size; there are forty trumps in the ''Minchiate'', in addition to the unnumbered card [[The Fool (Zero)|The Fool]] or the "Excuse".
The trumps of the ''Minchiate'' deck, and their corresponding Tarot cards (if any) are:
<TABLE BORDER=1>
<TR>
<TD>
I the Juggler ([[The Magician (Tarot card)|The Mountebank]])
</TD>
<TD>
XI the Hunchback (or Time) ([[The Hermit]])
</TD>
<TD>
XXI Water (none)
</TD>
<TD>
XXXI Pisces (none)
</TD>
</TR>
<TR>
<TD>
II the Grand Duke (none)
</TD>
<TD>
XII the Traitor ([[The Hanged Man]])
</TD>
<TD>
XXII Air (none)
</TD>
<TD>
XXXII Aquarius (none)
</TD>
</TR>
<TR>
<TD>
III the Western Emperor ([[The Emperor (Tarot card)|The Emperor]])
</TD>
<TD>
XIII Death ([[Death (Tarot card)|Death]])
</TD>
<TD>
XXIII Earth (none)
</TD>
<TD>
XXXIII Leo (none)
</TD>
</TR>
<TR>
<TD>
IV the Eastern Emperor (none)
</TD>
<TD>
XIV the Devil ([[The Devil (Tarot card)|The Devil]])
</TD>
<TD>
XXIV Libra (none)
</TD>
<TD>
XXXIV Taurus (none)
</TD>
</TR>
<TR>
<TD>
V Love ([[The Lovers|The Lover]])
</TD>
<TD>
XV the Devil's House ([[The Tower (Tarot card)|The House of God]])
</TD>
<TD>
XXV Virgo (none)
</TD>
<TD>
XXXV Gemini (none)
</TD>
</TR>
<TR>
<TD>
VI Temperance ([[Temperance (Tarot card)|Temperance]])
</TD>
<TD>
XVI Hope (none)
</TD>
<TD>
XXVI Scorpio (none)
</TD>
<TD>
XXXVI the Star ([[The Star (Tarot card)|The Star]])
</TD>
</TR>
<TR>
<TD>
VII Fortitude ([[Strength (Tarot card)|Strength]])
</TD>
<TD>
XVII Prudence (none)
</TD>
<TD>
XXVII Aries (none)
</TD>
<TD>
XXXVII the Moon ([[The Moon (Tarot card)|The Moon]])
</TD>
</TR>
<TR>
<TD>
VIII Justice ([[Justice (Tarot card)|Justice]])
</TD>
<TD>
XVIII Faith (none)
</TD>
<TD>
XXVIII Capricorn (none)
</TD>
<TD>
XXXVIII the Sun ([[The Sun (Tarot card)|The Sun]])
</TD>
</TR>
<TR>
<TD>
IX Wheel of Fortune ([[Wheel of Fortune (Tarot card)|Wheel of Fortune]])
</TD>
<TD>
XIX Charity (none)
</TD>
<TD>
XXIX Sagittarius (none)
</TD>
<TD>
XXXIX the World ([[The World (Tarot card)|The World]])
</TD>
</TR>
<TR>
<TD>
X the Chariot ([[The Chariot (Tarot card)|The Chariot]])
</TD>
<TD>
XX Fire (none)
</TD>
<TD>
XXX Cancer (none)
</TD>
<TD>
XL the Trumpets (or, Fame)([[Judgement (Tarot card)|Judgment]])
</TD>
</TR>
</TABLE>
The Ace to Ten and court cards, which occultists call the [[minor arcana]], resemble their tarot counterparts more closely. There are the four standard tarot and Spanish and Italian playing card suits of swords, batons, coins, and cups; these contain pip cards from [[ace]] to ten, and four [[court card]]s: a jack, a knight, a queen, and a king. In the ''Minchiate'', however, in the suits of cups and coins, the "knaves" or "pages" ([[Italian language|Italian]] ''fanti'') have been replaced by "maids" (''fantine''). The knights, mounted figures in the [[Tarot of Marseilles]] and similar designs, are [[centaur]]s or [[sphinx]]es in many versions of the ''Minchiate''.
Significant differences exist also among the trumps between the ''Minchiate'' subjects and their ''Tarot de Marseille'' counterparts. As discussed below, the Pope and [[La Papessa|Papess]] or High Priestess are absent from the ''Minchiate''; instead, the ''Minchiate'' contains a Grand Duke and two different Emperors. The card subjects, depicting a western and an eastern emperor, likely predate the fall of [[Constantinople]].
The Tarot card The Tower, or House of God, becomes the House of the Devil in the ''Minchiate''; it depicts a nude figure fleeing a burning building. The Moon lacks the ''Tarot de Marseille'' [[lobster]] and [[dog]]s; it instead depicts an [[astrology|astrologer]] studying the moon. The card corresponding to the Hermit is often called Time, or the Hunchback; it depicts an elderly man on crutches. All four [[cardinal virtue]]s and the three [[theological virtue]]s appear only in the very early tarot called the Cary-Yale [[house of Visconti|Visconti]] tarot; the full series appears in no later deck, perhaps suggesting that the ''Minchiate'' series dates to early in the history of the game. The ''Minchiate'' version of the Hanged Man is called the Traitor; he carries bags in his hands as he hangs upside down, a symbol which may relate him to the medieval world's most notorious betrayer, [[Judas Iscariot]], and his thirty pieces of silver. The final card in the series is not the World, but an angel blowing trumpets; this figure is sometimes called Fame.
===The game of ''Minchiate''===
The game spread from Florence to the rest of Italy and to other areas of [[Europe]] including [[France]]. By the eighteenth century, ''Minchiate'' had overtaken the original game of Tarot in popularity in Italy. Paolo Minucci published a commentary on the game in 1676, and the game is described in detail by Romain Merlin in ''Origine des cartes à jouer'', published in [[Paris]] in 1869. The game was still played in [[Genoa]] in the 1930s, but its popularity declined in the late [[nineteenth century|nineteenth]] and early twentieth century.
The game, like other Tarot games, is a [[trick taking game]] in which points are scored by capturing certain cards and sets of cards. The lowest five trumps (Juggler, Grand Duke, Western Emperor, Eastern Emperor, Lover) were called ''papi'', "popes", even though [[The Hierophant|The Pope]] does not appear among the ''Minchiate'' trumps. The highest five trumps (Star, Moon, Sun, World, Trumpets) were called ''arie'' ("airs") and have a special high scoring value in the game.
==The ''Minchiate'' and the meaning of the tarot==
While the game of ''Minchiate'' died out during the early twentieth century, in more recent years the Minchiate has become the subject of further speculative interest. It is arguably a sister deck to the early Tarot, and the expanded set of trumps added to the ''Minchiate'' may, in the view of some, shed light on what the Tarot deck was originally intended to signify.
In fifteenth century Florence, at least, the Tarot was thought to contain [[religion|religious]], [[allegory|allegorical]], and [[cosmography|cosmographical]] symbols. [[Justice]], [[Fortitude|Strength]], and [[Temperance (virtue)|Temperance]] were three classical "cardinal [[virtue]]s" depicted in the more familiar Tarot trumps. The ''Minchiate'' supplies the remaining cardinal virtue — [[Prudence]] — and also includes the three theological virtues, [[Faith]], [[Hope]], and [[Charity (virtue)|Charity]]. The sun, moon, star, and world figure in the ''Tarot de Marseille'' trumps; the ''Minchiate'' completes the series by adding all the [[zodiac]] signs and the four [[classical element]]s.
Because of this allegorical and cosmological content, in recent years [[tarot|tarot occultists]] have proposed systems of [[divination]] and [[cartomancy]] that use the ''Minchiate'' deck as well as regular tarot cards. In [[Charles Godfrey Leland]]'s book 1890 book ''[[Aradia, or the Gospel of the Witches]]'', an [[incantation]] is given that mentions the use of "forty cards," which are renamed in the spell as forty [[deity|gods]] who are being invoked to compel the goddess [[Laverna]] to do the caster's bidding.<ref>[http://www.sacred-texts.com/pag/aradia/ara17.htm Aradia, ch. 17]</ref> [[Paul Huson]] has speculated that these forty cards are the forty trumps of the ''Minchiate'' deck<ref>Huson, Paul, ''The Devil's Picturebook'', p.67, New York: G.P. Putnams Sons, 1971</ref>. He has also pointed out that Leland's book ''Etruscan-Roman Remains in Popular Tradition'' (1892) contains a spell that is cast with ''tarocco'' cards<ref>Huson, Paul, ''The Devil's Picturebook'', p.189</ref>,<ref>[http://www.sacred-texts.com/pag/err/err10.htm Etruscan-Roman Remains], ch. 10</ref> to invoke [[Janus (mythology)|Janus]].
==References==
===Notes===
{{reflist}}
===Minchiate decks===
The Italian publisher ''Lo Scarabeo'' offers a reproduction of the "Ancient Minchiate Etruria", an engraved ''Minchiate'' deck that originally appeared in 1725.
The Italian publisher ''Il Meneghello'' offers a reproduction, in regular and mini sizes, of the "Minchiate Fiorentine", a woodcut Minchiate deck that originally appeared circa 1820 [http://www.themysticeye.com/pics/fiorentine.htm].
The Tarot artist [[Brian Williams]] has published a modern edition of the ''Minchiate'' deck, which accompanies his book referenced below.
Artist Constante Constantini has, though Italian publisher Solleone, published two different modern Minchiate decks[http://www.tarothermit.com/decks.htm]:
* Minchiate Fiorentine: modern redrawing of a woodcut design
* Nuove Minchiate Fiorentine: modern redrawing
===Books===
*Dummett, Michael: ''The Game of Tarot'' (U. S. Games, 1980) ISBN 0-7156-1014-7
*Huson, Paul: ''The Devil's Picturebook'' (G. P. Putnams Sons, 1971, BackInPrint, 2003) ISBN 0-595-27333-5
*Huson, Paul: ''Mystical Origins of the Tarot'' (Destiny Books, 2004) ISBN 0-89281-190-0
*Williams, Brian: ''The Minchiate Tarot'' (Destiny Books, 1999) ISBN 0-89281-651-1
===Web sites of interest===
*[http://www.tarothermit.com/florence.htm ''Tarot and Minchiate of Florence''] by Tom Tadfor Little
*[http://l-pollett.tripod.com/cards17.htm ''The Minchiate''] at Andy's Playing Cards
*[http://trionfi.com/0/e1/09/t.html ''Early notes about the'' Minchiate]
*[http://www.tarock.info/Minchiatta.htm ''Regeln des Minchiatta-Spiels''] Rules for the Minchiate game (in German)
*[http://www.tarocchino.com/ Rules in English for Minchiate and other tarot games]
*[http://www.tarot.org.il/Minchiate/ Images from Fiorentine Minchiate deck]
*[http://www.tarot.org.il/Minchiate%20Etruria/ Images from Etrurian Minchiate deck]
*[http://www.tarot.org.il/Minchiate%20Francesi/ Titles of and images from French Minchiate deck]
==See also==
*[[Tarot card games]]
{{Tarot, tarock and tarocchi games}}
[[Category:Tarot]]
[[Category:Tarot card games]]
[[Category:Dedicated deck card games]]
[[Category:Italian card games]]
[[Category:History of card decks]]
[[de:Minchiate]]
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Modern Art (game)
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{{Infobox Game
| title = Modern Art
| subtitle =
| image_link =
| image_caption =
| designer = [[Reiner Knizia]]
| illustrator =
| publisher = [[Mayfair Games]]
| players = 3-5
| ages = 10+
| setup_time = 5 minutes
| playing_time = 60 minutes
| random_chance = Low
| skills = Hand management, bidding
| footnotes =
| bggid = 118
| bggxrefs =
}}
:''This article is about the bidding game. For the artistic movement, see '''[[Modern art]]'''.''
'''''Modern Art''''' is a [[auction|bidding]] game designed by [[Reiner Knizia]] and first published in 1992 by [[Hans im Glück]] in [[German language|German]]. Players represent art dealers, both buying and selling works of art by five different fictional artists. At the end of each round, they sell the paintings they bought back to the "bank". More popular artists' works are worth more, and the value carries over into future rounds.
Although the game is played entirely using [[card game|cards]], a [[board game|board]] is used for scoring, so the game is sometimes referred to as a board game.
==Rules==
Each player is dealt a hand of cards, which represent works of art that the player may offer for sale. Players then take turns putting these cards up for auction. There are several auction formats; the one used is determined by the card offered for sale.
As soon as a fifth work of art by a particular artist is offered for sale, the round ends (the fifth painting is not sold). Players then sell purchased artwork back to the bank -- the more paintings of an artist that were sold in the round, the more that artist's paintings are worth. Only the three most popular artists' paintings are worth money; the others are worthless. Ties are broken by a fixed artist precedence. The game has a board to keep track of the value of a given artist's painting. Each artist occupies a column. The leftmost artist is always preferred in case of ties. The number of paintings in the deck reflects this; with the leftmost artist having the fewest paintings, and the rightmost artist having the most paintings.
The game is played in four rounds. In the second, third, and fourth rounds the value of paintings at the end of a round depends not just on how the artist did in that round, but carry over from previous rounds as well. Players are dealt additional cards in the second and third (but not fourth) rounds.
The player with the most money at the end of the fourth round is the winner.
==External links==
* {{bgg|118|''Modern Art''}}
[[Category:Auction board games]]
[[Category:Dedicated deck card games]]
[[Category:Reiner Knizia games]]
[[Category:Deutscher Spiele Preis winners]]
[[Category:Hans im Glück games]]
[[Category:Mayfair Games games]]
{{card-game-stub}}
[[it:Modern Art (gioco)]]
[[fi:Modern Art]]
t2yda88iqke3qcie1md6bcplcp7eiw1
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{{Infobox Game
| title = Modern Art
| subtitle =
| image_link =
| image_caption =
| designer = [[Reiner Knizia]]
| illustrator =
| publisher = [[Mayfair Games]]
| players = 3-5
| ages = 10+
| setup_time = 5 minutes
| playing_time = 60 minutes
| random_chance = Low
| skills = Hand management, bidding
| footnotes =
| bggid = 118
| bggxrefs =
}}
:''This article is about the bidding game. For the artistic movement, see '''[[Modern art]]'''.''
'''''Modern Art''''' is a [[auction|bidding]] game designed by [[Reiner Knizia]] and first published in 1992 by [[Hans im Glück]] in [[German language|German]]. Players represent art dealers, both buying and selling works of art by five different fictional artists. At the end of each round, they sell the paintings they bought back to the "bank". More popular artists' works are worth more, and the value carries over into future rounds.
Although the game is played entirely using [[card game|cards]], a [[board game|board]] is used for scoring, so the game is sometimes referred to as a board game.
==Rules==
Each player is dealt a hand of cards, which represent works of art that the player may offer for sale. Players then take turns putting these cards up for auction. There are several auction formats; the one used is determined by the card offered for sale.
As soon as a fifth work of art by a particular artist is offered for sale, the round ends (the fifth painting is not sold). Players then sell purchased artwork back to the bank -- the more paintings of an artist that were sold in the round, the more that artist's paintings are worth. Only the three most popular artists' paintings are worth money; the others are worthless. Ties are broken by a fixed artist precedence. The game has a board to keep track of the value of a given artist's painting. Each artist occupies a column. The leftmost artist is always preferred in case of ties. The number of paintings in the deck reflects this; with the leftmost artist having the fewest paintings, and the rightmost artist having the most paintings.
The game is played in four rounds. In the second, third, and fourth rounds the value of paintings at the end of a round depends not just on how the artist did in that round, but carry over from previous rounds as well. Players are dealt additional cards in the second and third (but not fourth) rounds.
The player with the most money at the end of the fourth round is the winner.
==External links==
* {{bgg|118|''Modern Art''}}
[[Category:Auction board games]]
[[Category:Dedicated deck card games]]
[[Category:Reiner Knizia games]]
[[Category:Deutscher Spiele Preis winners]]
[[Category:Hans im Glück games]]
[[Category:Mayfair Games games]]
{{card-game-stub}}
[[it:Modern Art (gioco)]]
[[fi:Modern Art]]
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Monopoly
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Created page with 'Object of the game of MONOPOLY The object of the game of MONOPOLY is to become the wealthiest player through buying, renting and selling property. Equipment in the game of MO…'
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Object of the game of MONOPOLY
The object of the game of MONOPOLY is to become the wealthiest player through buying, renting and selling property.
Equipment in the game of MONOPOLY:
1 game board
2 dice
11 MONOPOLY tokens
32 houses
12 hotels
16 Chance cards
16 Community Chest cards
Title Deed card for each of 22 MONOPOLY properties
$15,140 in MONOPOLY money
Preparation for the game of MONOPOLY:
Place the MONOPOLY game board on a table and put the Chance and Community Chest cards face-down on their allotted spaces on the game board. Each player chooses one MONOPOLY token to represent him/her on his travels around the game board.
Each player is given $1500 divided as follows: 2 each of $500's, $100's and $50's; 6-$20's; 5 each of $10's, $5's and $1's.
All remaining MONOPOLY money and other MONOPOLY equipment go to the Bank.
The Banker in MONOPOLY:
Select as Banker a player who will also make a good Auctioneer. If the Banker plays in the game, he/she must keep all personal funds separate from those of the Bank. When more than five persons play MONOPOLY, the Banker may elect to act only as Banker and Auctioneer.
The MONOPOLY Bank:
Besides the Bank's money, the MONOPOLY Bank holds the Title Deed cards and houses and hotels prior to purchase and use by the players. The Bank pays salaries and bonuses. It sells and auctions properties and hands out their proper Title Deed cards; it sells houses and hotels to the players and loans money when required on mortgages.
The Bank collects all taxes, fines, loans and interest, and the price of all MONOPOLY properties which it sells and auctions.
The Bank never "goes broke". If the Bank runs out of MONOPOLY money it may issue as much more as may be needed by merely writing on any ordinary paper.
Game Play in MONOPOLY:
Starting with the Banker, each player in turn throws the dice. The player with the highest total starts the play. He places his token on the corner of the game board marked "GO", throws the 2 dice and moves his MONOPOLY token in the direction of the arrow, the number of spaces indicated by the dice. After he has completed his play, the turn to play passes to the left. The MONOPOLY tokens remain on the game board spaces occupied and proceed from that point on the player's next turn. Two or more tokens may rest on the same space at the same time.
According to the space which his token reaches, a player may be entitled to buy real estate or other MONOPOLY properties, -or be obliged to pay rent, pay taxes, draw a Chance or Community Chest card, "Go to Jail", etc.
If a player throws doubles he moves his token as usual the sum of the two dice and is subject to any privileges or penalties pertaining to the space on which he lands. Retaining the dice, he throws again and moves his token as before. If a player throws doubles three times in succession, he moves his token immediately to the space marked "In Jail" (see JAIL).
MONOPOLY Game Board - "Go"
Each time a player's MONOPOLY token lands on or passes over "GO", whether by throw of the dice or by drawing a card, the Banker pays him $200 salary.
However, $200 is paid only once each time around the game board. If a player, passing "GO" on the throw of the dice, lands 2 spaces beyond it on "Community Chest", or 7 spaces beyond it on "Chance", and draws the card "Advance to GO", he collects $200 for passing "GO" the first time and another $200 for reaching it the second time by instructions on the card.
Buying MONOPOLY Property:
Whenever a player lands on an unowned MONOPOLY property he may buy that property from the Bank at its printed price. He receives the Title Deed card showing ownership and places it face-up in front of him.
If he does not wish to buy the MONOPOLY property it is sold at auction by the Banker to the highest bidder. The buyer pays to the Bank the amount of the bid in cash and receives the Title Deed card for that property. Any player, including the one who declined the option of buying it at the printed price, may bid. Bidding may start at any price.
Paying Rent in MONOPOLY:
When a player lands on MONOPOLY property owned by another player the owner collects rent from him in accordance with the list printed on the Title Deed card applying to it.
If the property is mortgaged, no rent can be collected. When a property is mortgaged its Title Deed card is placed face-down in front of the owner.
It is an advantage to hold all the Title Deeds in a color-group (i.e.: Boardwalk and Park Place, - or Connecticut, Vermont and Oriental Avenues) because the owner may then charge double rent for unimproved properties in that color-group. This rule applies to unmortgaged MONOPOLY properties even if another property in that color-group is mortgaged.
It is even more of an advantage to have houses or hotels on properties because rents are much higher than for unimproved properties.
The owner may not collect his rent if he fails to ask for it before the second player following throws the dice.
Chance & Community Chest Cards in MONOPOLY:
When a player lands on either of these spaces on the MONOPOLY game board, he takes the top card from the deck indicated, follows the instructions and returns the card face-down to the bottom of the deck.
The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it he may sell it, at any time, to another player at a price agreeable to both.
Income Tax Rules in MONOPOLY:
When a player lands on the "Income Tax" space of the MONOPOLY game board, he has two options: he may estimate his tax at $200 and pay the Bank, or he may pay 10% of his total worth to the Bank. His total worth is all his cash on hand, printed prices of mortgaged and unmortgaged MONOPOLY properties and cost price of all buildings he owns.
The player must decide which option he will take before he adds up his total worth.
Going to Jail in the Game of MONOPOLY:
You land in Jail when... (1) your MONOPOLY token lands on the space marked "Go to Jail"; (2) you draw a card marked "Go to Jail"; or (3) you throw doubles three times in succession.
When you are sent to Jail you cannot collect your $200 salary in that move since, regardless of where your token is on the game board, you must move directly into Jail. Your turn ends when you are sent to Jail.
If you are not "sent" to Jail but in the ordinary course of play land on that space of the MONOPOLY game board, you are "Just Visiting," you incur no penalty, and you move ahead in the usual manner on your next turn.
You get out of Jail by... (1) throwing doubles on any of your next three turns; if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw; even though you had thrown doubles, you do not take another turn; (2) using the "Get Out of Jail Free" card if you have it; (3) purchasing the "Get Out of Jail Free" card from another player and playing it; (4) paying a fine of $50 before you roll the dice on either of your next two turns.
If you do not throw doubles by your third turn, you must pay the $50 fine. You then get out of Jail and immediately move forward the number of spaces shown by your throw.
Even though you are in Jail, you may buy and sell MONOPOLY properties, buy and sell houses and hotels and collect rents.
MONOPOLY Rules on Houses:
When you own all the MONOPOLY properties in a color-group you may buy houses from the Bank and erect them on those properties.
If you buy one house, you may put it on any one of those properties. The next house you buy must be erected on one of the unimproved properties of this or any other complete color-group you may own.
The price you must pay the Bank for each house is shown on your Title Deed card for the MONOPOLY property on which you erect the house.
The owner still collects double rent from an opponent who lands on the unimproved properties of his/her complete color-group.
Following the above rules, you may buy and erect at any time as many houses as your judgment and financial standing will allow. But you must build evenly, i.e., you cannot erect more than one house on any one property of any color-group until you have built one house on every property of that group. You may then begin on the second row of houses, and so on, up to a limit of four houses to a property. For example, you cannot build three houses on one property if you have only one house on another property of that group.
As you build evenly, you must also break down evenly if you sell houses back to the Bank (see SELLING PROPERTY).
MONOPOLY Rules on Hotels:
When a player has four houses on each property of a complete color-group, he/she may buy a hotel from the Bank and erect it on any MONOPOLY property of the color-group. He/she returns the four houses from that property to the Bank and pays the price for the hotel as shown on the Title Deed card. Only one hotel may be erected on any one property.
Building Shortages in MONOPOLY:
When the Bank has no houses to sell, players wishing to build must wait for some player to return or sell his/her houses to the Bank before building. If there are a limited number of houses and hotels available and two or more players wish to buy more than the Bank has, the houses or hotels must be sold at auction to the highest bidder.
Rules of Selling Property in MONOPOLY:
Unimproved MONOPOLY properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount the owner can get; however, no MONOPOLY property can be sold to another player if buildings are standing on any properties of that color-group. Any buildings so located must be sold back to the Bank before the owner can sell any property of that color-group.
Houses and hotels may be sold back to the Bank at any time for one-half the price paid for them.
All houses on one color-group may be sold at once, or they may be sold one house at a time (one hotel equals five houses), evenly, in reverse of the manner in which they were erected.
Free Parking in the Game of MONOPOLY:
A player who lands on the free parking space of the MONOPOLY game board does not receive any money, property or reward of any kind. This is just a "free" resting place.
Mortgage Rules in the Game of MONOPOLY:
Unimproved MONOPOLY properties can be mortgaged through the Bank at any time. Before an improved property can be mortgaged, all the buildings on all the properties of its color-group must be sold back to the Bank at half price. The mortgage value is printed on each Title Deed card.
No rent can be collected on mortgaged MONOPOLY properties or utilities, but rent can be collected on unmortgaged properties in the same group.
In order to lift the mortgage, the owner must pay the Bank the amount of mortgage plus 10% interest. When all the properties of a color-group are no longer mortgaged, the owner may begin to buy back houses at full price.
The player who mortgages property retains possession of it and no other player may secure it by lifting the mortgage from the Bank. However, the owner may sell this mortgaged property to another player at any agreed price. If you are the new owner, you may lift the mortgage at once if you wish by paying off the mortgage plus 10% interest to the Bank. If the mortgage if not lifted at once, you must pay the Bank 10% interest when you buy the property and if you lift the mortgage later you must pay the Bank an additional 10% interest as well as the amount of the mortgage.
Bankruptcy Rules in the Game of MONOPOLY:
You are declared bankrupt if you owe more than you can pay either to another player or to the Bank. If your debt is to another player, you must turn over to that player all that you have of value and retire from the game. In making this settlement, if you own houses or hotels, you must return these to the Bank in exchange for money to the extent of one-half the amount paid for them; this cash is given to the creditor. If you have mortgaged MONOPOLY property you also turn this property over to your creditor but the new owner must at once pay the Bank the amount of interest on the loan, which is 10% of the value of the property. The new owner who does this may then, at his/her option, pay the principal or hold the MONOPOLY property until some later turn, then lift the mortgage. If he/she holds property in this way until a later turn, he/she must pay the interest again upon lifting the mortgage.
Should you owe the Bank, instead of another player, more than you can pay (because of taxes or penalties) even by selling off buildings and mortgaging property, you must turn over all assets to the Bank. In this case, the Bank immediately sells by auction all property so taken, except buildings. A bankrupt player must immediately retire from the game. The last player left in the game wins the MONOPOLY game.
Miscellaneous Rules of MONOPOLY:
MONOPOLY money can be loaned to a player only by the Bank and then only by mortgaging property. No player may borrow from or lend money to another player.
Rules for a Short Game of MONOPOLY (60 to 90 minutes):
There are three changed rules for this Short Game.
1. During PREPARATION for game play, the Banker shuffles the pack of Title Deed cards, has the player to the left cut them, then deals out two, one at a time, to each player. The players must immediately pay the Bank the printed price of each. Game play then begins as in the regular game of MONOPOLY.
2. In this short game, it is necessary to have only three houses (instead of four) on each lot of a complete color-group before the player may buy a hotel.
Rent for a hotel remains the same as in the regular game of MONOPOLY.
The turn-in value of a hotel is still one-half the purchase price, which in this game is one house fewer than in the regular game of MONOPOLY.
3. END OF GAME. The first player to go bankrupt retires from game play, as in the regular game of MONOPOLY; however, when the second bankruptcy occurs, the game ends. Game play immediately ceases, with the bankrupt player's turning over to his/her creditor all that he/she has of value, including buildings and any other properties. This happens whether the creditor is a rival player or the Bank.
Each remaining player then values his/her property: (1) cash on hand; (2) lots, utilities and railroads owned, at the price printed on the board; (3) any mortgaged property owned, at one-half the price printed on the game board; (4) houses, valued at purchase price; (5) hotels, valued at purchase price including the value of the three houses turned in.
The richest player wins the game!
Another Good Short Game of MONOPOLY:
TIME LIMIT GAME... Before starting, agree upon a definite hour of termination, when the richest player will be declared the winner. Before starting the game, the Banker shuffles and cuts the Title Deed cards and deals two to each player. Players immediately pay the Bank the price of the properties dealt to them.
[[Category:Monopoly]]
[[Category:Board Game]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
1nqusmx3qbvo9n96wqzjf6ba0dlu7d0
3851
3849
2009-12-07T20:19:26Z
Kingstonlee
1735031
3851
wikitext
text/x-wiki
[[File:Monopoly_Logo_123.png]]
Object of the game of MONOPOLY
The object of the game of MONOPOLY is to become the wealthiest player through buying, renting and selling property.
Equipment in the game of MONOPOLY:
1 game board
2 dice
11 MONOPOLY tokens
32 houses
12 hotels
16 Chance cards
16 Community Chest cards
Title Deed card for each of 22 MONOPOLY properties
$15,140 in MONOPOLY money
Preparation for the game of MONOPOLY:
Place the MONOPOLY game board on a table and put the Chance and Community Chest cards face-down on their allotted spaces on the game board. Each player chooses one MONOPOLY token to represent him/her on his travels around the game board.
Each player is given $1500 divided as follows: 2 each of $500's, $100's and $50's; 6-$20's; 5 each of $10's, $5's and $1's.
All remaining MONOPOLY money and other MONOPOLY equipment go to the Bank.
The Banker in MONOPOLY:
Select as Banker a player who will also make a good Auctioneer. If the Banker plays in the game, he/she must keep all personal funds separate from those of the Bank. When more than five persons play MONOPOLY, the Banker may elect to act only as Banker and Auctioneer.
The MONOPOLY Bank:
Besides the Bank's money, the MONOPOLY Bank holds the Title Deed cards and houses and hotels prior to purchase and use by the players. The Bank pays salaries and bonuses. It sells and auctions properties and hands out their proper Title Deed cards; it sells houses and hotels to the players and loans money when required on mortgages.
The Bank collects all taxes, fines, loans and interest, and the price of all MONOPOLY properties which it sells and auctions.
The Bank never "goes broke". If the Bank runs out of MONOPOLY money it may issue as much more as may be needed by merely writing on any ordinary paper.
Game Play in MONOPOLY:
Starting with the Banker, each player in turn throws the dice. The player with the highest total starts the play. He places his token on the corner of the game board marked "GO", throws the 2 dice and moves his MONOPOLY token in the direction of the arrow, the number of spaces indicated by the dice. After he has completed his play, the turn to play passes to the left. The MONOPOLY tokens remain on the game board spaces occupied and proceed from that point on the player's next turn. Two or more tokens may rest on the same space at the same time.
According to the space which his token reaches, a player may be entitled to buy real estate or other MONOPOLY properties, -or be obliged to pay rent, pay taxes, draw a Chance or Community Chest card, "Go to Jail", etc.
If a player throws doubles he moves his token as usual the sum of the two dice and is subject to any privileges or penalties pertaining to the space on which he lands. Retaining the dice, he throws again and moves his token as before. If a player throws doubles three times in succession, he moves his token immediately to the space marked "In Jail" (see JAIL).
MONOPOLY Game Board - "Go"
Each time a player's MONOPOLY token lands on or passes over "GO", whether by throw of the dice or by drawing a card, the Banker pays him $200 salary.
However, $200 is paid only once each time around the game board. If a player, passing "GO" on the throw of the dice, lands 2 spaces beyond it on "Community Chest", or 7 spaces beyond it on "Chance", and draws the card "Advance to GO", he collects $200 for passing "GO" the first time and another $200 for reaching it the second time by instructions on the card.
Buying MONOPOLY Property:
Whenever a player lands on an unowned MONOPOLY property he may buy that property from the Bank at its printed price. He receives the Title Deed card showing ownership and places it face-up in front of him.
If he does not wish to buy the MONOPOLY property it is sold at auction by the Banker to the highest bidder. The buyer pays to the Bank the amount of the bid in cash and receives the Title Deed card for that property. Any player, including the one who declined the option of buying it at the printed price, may bid. Bidding may start at any price.
Paying Rent in MONOPOLY:
When a player lands on MONOPOLY property owned by another player the owner collects rent from him in accordance with the list printed on the Title Deed card applying to it.
If the property is mortgaged, no rent can be collected. When a property is mortgaged its Title Deed card is placed face-down in front of the owner.
It is an advantage to hold all the Title Deeds in a color-group (i.e.: Boardwalk and Park Place, - or Connecticut, Vermont and Oriental Avenues) because the owner may then charge double rent for unimproved properties in that color-group. This rule applies to unmortgaged MONOPOLY properties even if another property in that color-group is mortgaged.
It is even more of an advantage to have houses or hotels on properties because rents are much higher than for unimproved properties.
The owner may not collect his rent if he fails to ask for it before the second player following throws the dice.
Chance & Community Chest Cards in MONOPOLY:
When a player lands on either of these spaces on the MONOPOLY game board, he takes the top card from the deck indicated, follows the instructions and returns the card face-down to the bottom of the deck.
The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it he may sell it, at any time, to another player at a price agreeable to both.
Income Tax Rules in MONOPOLY:
When a player lands on the "Income Tax" space of the MONOPOLY game board, he has two options: he may estimate his tax at $200 and pay the Bank, or he may pay 10% of his total worth to the Bank. His total worth is all his cash on hand, printed prices of mortgaged and unmortgaged MONOPOLY properties and cost price of all buildings he owns.
The player must decide which option he will take before he adds up his total worth.
Going to Jail in the Game of MONOPOLY:
You land in Jail when... (1) your MONOPOLY token lands on the space marked "Go to Jail"; (2) you draw a card marked "Go to Jail"; or (3) you throw doubles three times in succession.
When you are sent to Jail you cannot collect your $200 salary in that move since, regardless of where your token is on the game board, you must move directly into Jail. Your turn ends when you are sent to Jail.
If you are not "sent" to Jail but in the ordinary course of play land on that space of the MONOPOLY game board, you are "Just Visiting," you incur no penalty, and you move ahead in the usual manner on your next turn.
You get out of Jail by... (1) throwing doubles on any of your next three turns; if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw; even though you had thrown doubles, you do not take another turn; (2) using the "Get Out of Jail Free" card if you have it; (3) purchasing the "Get Out of Jail Free" card from another player and playing it; (4) paying a fine of $50 before you roll the dice on either of your next two turns.
If you do not throw doubles by your third turn, you must pay the $50 fine. You then get out of Jail and immediately move forward the number of spaces shown by your throw.
Even though you are in Jail, you may buy and sell MONOPOLY properties, buy and sell houses and hotels and collect rents.
MONOPOLY Rules on Houses:
When you own all the MONOPOLY properties in a color-group you may buy houses from the Bank and erect them on those properties.
If you buy one house, you may put it on any one of those properties. The next house you buy must be erected on one of the unimproved properties of this or any other complete color-group you may own.
The price you must pay the Bank for each house is shown on your Title Deed card for the MONOPOLY property on which you erect the house.
The owner still collects double rent from an opponent who lands on the unimproved properties of his/her complete color-group.
Following the above rules, you may buy and erect at any time as many houses as your judgment and financial standing will allow. But you must build evenly, i.e., you cannot erect more than one house on any one property of any color-group until you have built one house on every property of that group. You may then begin on the second row of houses, and so on, up to a limit of four houses to a property. For example, you cannot build three houses on one property if you have only one house on another property of that group.
As you build evenly, you must also break down evenly if you sell houses back to the Bank (see SELLING PROPERTY).
MONOPOLY Rules on Hotels:
When a player has four houses on each property of a complete color-group, he/she may buy a hotel from the Bank and erect it on any MONOPOLY property of the color-group. He/she returns the four houses from that property to the Bank and pays the price for the hotel as shown on the Title Deed card. Only one hotel may be erected on any one property.
Building Shortages in MONOPOLY:
When the Bank has no houses to sell, players wishing to build must wait for some player to return or sell his/her houses to the Bank before building. If there are a limited number of houses and hotels available and two or more players wish to buy more than the Bank has, the houses or hotels must be sold at auction to the highest bidder.
Rules of Selling Property in MONOPOLY:
Unimproved MONOPOLY properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount the owner can get; however, no MONOPOLY property can be sold to another player if buildings are standing on any properties of that color-group. Any buildings so located must be sold back to the Bank before the owner can sell any property of that color-group.
Houses and hotels may be sold back to the Bank at any time for one-half the price paid for them.
All houses on one color-group may be sold at once, or they may be sold one house at a time (one hotel equals five houses), evenly, in reverse of the manner in which they were erected.
Free Parking in the Game of MONOPOLY:
A player who lands on the free parking space of the MONOPOLY game board does not receive any money, property or reward of any kind. This is just a "free" resting place.
Mortgage Rules in the Game of MONOPOLY:
Unimproved MONOPOLY properties can be mortgaged through the Bank at any time. Before an improved property can be mortgaged, all the buildings on all the properties of its color-group must be sold back to the Bank at half price. The mortgage value is printed on each Title Deed card.
No rent can be collected on mortgaged MONOPOLY properties or utilities, but rent can be collected on unmortgaged properties in the same group.
In order to lift the mortgage, the owner must pay the Bank the amount of mortgage plus 10% interest. When all the properties of a color-group are no longer mortgaged, the owner may begin to buy back houses at full price.
The player who mortgages property retains possession of it and no other player may secure it by lifting the mortgage from the Bank. However, the owner may sell this mortgaged property to another player at any agreed price. If you are the new owner, you may lift the mortgage at once if you wish by paying off the mortgage plus 10% interest to the Bank. If the mortgage if not lifted at once, you must pay the Bank 10% interest when you buy the property and if you lift the mortgage later you must pay the Bank an additional 10% interest as well as the amount of the mortgage.
Bankruptcy Rules in the Game of MONOPOLY:
You are declared bankrupt if you owe more than you can pay either to another player or to the Bank. If your debt is to another player, you must turn over to that player all that you have of value and retire from the game. In making this settlement, if you own houses or hotels, you must return these to the Bank in exchange for money to the extent of one-half the amount paid for them; this cash is given to the creditor. If you have mortgaged MONOPOLY property you also turn this property over to your creditor but the new owner must at once pay the Bank the amount of interest on the loan, which is 10% of the value of the property. The new owner who does this may then, at his/her option, pay the principal or hold the MONOPOLY property until some later turn, then lift the mortgage. If he/she holds property in this way until a later turn, he/she must pay the interest again upon lifting the mortgage.
Should you owe the Bank, instead of another player, more than you can pay (because of taxes or penalties) even by selling off buildings and mortgaging property, you must turn over all assets to the Bank. In this case, the Bank immediately sells by auction all property so taken, except buildings. A bankrupt player must immediately retire from the game. The last player left in the game wins the MONOPOLY game.
Miscellaneous Rules of MONOPOLY:
MONOPOLY money can be loaned to a player only by the Bank and then only by mortgaging property. No player may borrow from or lend money to another player.
Rules for a Short Game of MONOPOLY (60 to 90 minutes):
There are three changed rules for this Short Game.
1. During PREPARATION for game play, the Banker shuffles the pack of Title Deed cards, has the player to the left cut them, then deals out two, one at a time, to each player. The players must immediately pay the Bank the printed price of each. Game play then begins as in the regular game of MONOPOLY.
2. In this short game, it is necessary to have only three houses (instead of four) on each lot of a complete color-group before the player may buy a hotel.
Rent for a hotel remains the same as in the regular game of MONOPOLY.
The turn-in value of a hotel is still one-half the purchase price, which in this game is one house fewer than in the regular game of MONOPOLY.
3. END OF GAME. The first player to go bankrupt retires from game play, as in the regular game of MONOPOLY; however, when the second bankruptcy occurs, the game ends. Game play immediately ceases, with the bankrupt player's turning over to his/her creditor all that he/she has of value, including buildings and any other properties. This happens whether the creditor is a rival player or the Bank.
Each remaining player then values his/her property: (1) cash on hand; (2) lots, utilities and railroads owned, at the price printed on the board; (3) any mortgaged property owned, at one-half the price printed on the game board; (4) houses, valued at purchase price; (5) hotels, valued at purchase price including the value of the three houses turned in.
The richest player wins the game!
Another Good Short Game of MONOPOLY:
TIME LIMIT GAME... Before starting, agree upon a definite hour of termination, when the richest player will be declared the winner. Before starting the game, the Banker shuffles and cuts the Title Deed cards and deals two to each player. Players immediately pay the Bank the price of the properties dealt to them.
[[Category:Monopoly]]
[[Category:Board Game]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
3wa2h5s0ixldjo5a2ddxg0urx004q2z
3852
3851
2009-12-07T20:20:29Z
Kingstonlee
1735031
3852
wikitext
text/x-wiki
[[Image:Monopoly_Logo_123.png]]
Object of the game of MONOPOLY
The object of the game of MONOPOLY is to become the wealthiest player through buying, renting and selling property.
Equipment in the game of MONOPOLY:
1 game board
2 dice
11 MONOPOLY tokens
32 houses
12 hotels
16 Chance cards
16 Community Chest cards
Title Deed card for each of 22 MONOPOLY properties
$15,140 in MONOPOLY money
Preparation for the game of MONOPOLY:
Place the MONOPOLY game board on a table and put the Chance and Community Chest cards face-down on their allotted spaces on the game board. Each player chooses one MONOPOLY token to represent him/her on his travels around the game board.
Each player is given $1500 divided as follows: 2 each of $500's, $100's and $50's; 6-$20's; 5 each of $10's, $5's and $1's.
All remaining MONOPOLY money and other MONOPOLY equipment go to the Bank.
The Banker in MONOPOLY:
Select as Banker a player who will also make a good Auctioneer. If the Banker plays in the game, he/she must keep all personal funds separate from those of the Bank. When more than five persons play MONOPOLY, the Banker may elect to act only as Banker and Auctioneer.
The MONOPOLY Bank:
Besides the Bank's money, the MONOPOLY Bank holds the Title Deed cards and houses and hotels prior to purchase and use by the players. The Bank pays salaries and bonuses. It sells and auctions properties and hands out their proper Title Deed cards; it sells houses and hotels to the players and loans money when required on mortgages.
The Bank collects all taxes, fines, loans and interest, and the price of all MONOPOLY properties which it sells and auctions.
The Bank never "goes broke". If the Bank runs out of MONOPOLY money it may issue as much more as may be needed by merely writing on any ordinary paper.
Game Play in MONOPOLY:
Starting with the Banker, each player in turn throws the dice. The player with the highest total starts the play. He places his token on the corner of the game board marked "GO", throws the 2 dice and moves his MONOPOLY token in the direction of the arrow, the number of spaces indicated by the dice. After he has completed his play, the turn to play passes to the left. The MONOPOLY tokens remain on the game board spaces occupied and proceed from that point on the player's next turn. Two or more tokens may rest on the same space at the same time.
According to the space which his token reaches, a player may be entitled to buy real estate or other MONOPOLY properties, -or be obliged to pay rent, pay taxes, draw a Chance or Community Chest card, "Go to Jail", etc.
If a player throws doubles he moves his token as usual the sum of the two dice and is subject to any privileges or penalties pertaining to the space on which he lands. Retaining the dice, he throws again and moves his token as before. If a player throws doubles three times in succession, he moves his token immediately to the space marked "In Jail" (see JAIL).
MONOPOLY Game Board - "Go"
Each time a player's MONOPOLY token lands on or passes over "GO", whether by throw of the dice or by drawing a card, the Banker pays him $200 salary.
However, $200 is paid only once each time around the game board. If a player, passing "GO" on the throw of the dice, lands 2 spaces beyond it on "Community Chest", or 7 spaces beyond it on "Chance", and draws the card "Advance to GO", he collects $200 for passing "GO" the first time and another $200 for reaching it the second time by instructions on the card.
Buying MONOPOLY Property:
Whenever a player lands on an unowned MONOPOLY property he may buy that property from the Bank at its printed price. He receives the Title Deed card showing ownership and places it face-up in front of him.
If he does not wish to buy the MONOPOLY property it is sold at auction by the Banker to the highest bidder. The buyer pays to the Bank the amount of the bid in cash and receives the Title Deed card for that property. Any player, including the one who declined the option of buying it at the printed price, may bid. Bidding may start at any price.
Paying Rent in MONOPOLY:
When a player lands on MONOPOLY property owned by another player the owner collects rent from him in accordance with the list printed on the Title Deed card applying to it.
If the property is mortgaged, no rent can be collected. When a property is mortgaged its Title Deed card is placed face-down in front of the owner.
It is an advantage to hold all the Title Deeds in a color-group (i.e.: Boardwalk and Park Place, - or Connecticut, Vermont and Oriental Avenues) because the owner may then charge double rent for unimproved properties in that color-group. This rule applies to unmortgaged MONOPOLY properties even if another property in that color-group is mortgaged.
It is even more of an advantage to have houses or hotels on properties because rents are much higher than for unimproved properties.
The owner may not collect his rent if he fails to ask for it before the second player following throws the dice.
Chance & Community Chest Cards in MONOPOLY:
When a player lands on either of these spaces on the MONOPOLY game board, he takes the top card from the deck indicated, follows the instructions and returns the card face-down to the bottom of the deck.
The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it he may sell it, at any time, to another player at a price agreeable to both.
Income Tax Rules in MONOPOLY:
When a player lands on the "Income Tax" space of the MONOPOLY game board, he has two options: he may estimate his tax at $200 and pay the Bank, or he may pay 10% of his total worth to the Bank. His total worth is all his cash on hand, printed prices of mortgaged and unmortgaged MONOPOLY properties and cost price of all buildings he owns.
The player must decide which option he will take before he adds up his total worth.
Going to Jail in the Game of MONOPOLY:
You land in Jail when... (1) your MONOPOLY token lands on the space marked "Go to Jail"; (2) you draw a card marked "Go to Jail"; or (3) you throw doubles three times in succession.
When you are sent to Jail you cannot collect your $200 salary in that move since, regardless of where your token is on the game board, you must move directly into Jail. Your turn ends when you are sent to Jail.
If you are not "sent" to Jail but in the ordinary course of play land on that space of the MONOPOLY game board, you are "Just Visiting," you incur no penalty, and you move ahead in the usual manner on your next turn.
You get out of Jail by... (1) throwing doubles on any of your next three turns; if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw; even though you had thrown doubles, you do not take another turn; (2) using the "Get Out of Jail Free" card if you have it; (3) purchasing the "Get Out of Jail Free" card from another player and playing it; (4) paying a fine of $50 before you roll the dice on either of your next two turns.
If you do not throw doubles by your third turn, you must pay the $50 fine. You then get out of Jail and immediately move forward the number of spaces shown by your throw.
Even though you are in Jail, you may buy and sell MONOPOLY properties, buy and sell houses and hotels and collect rents.
MONOPOLY Rules on Houses:
When you own all the MONOPOLY properties in a color-group you may buy houses from the Bank and erect them on those properties.
If you buy one house, you may put it on any one of those properties. The next house you buy must be erected on one of the unimproved properties of this or any other complete color-group you may own.
The price you must pay the Bank for each house is shown on your Title Deed card for the MONOPOLY property on which you erect the house.
The owner still collects double rent from an opponent who lands on the unimproved properties of his/her complete color-group.
Following the above rules, you may buy and erect at any time as many houses as your judgment and financial standing will allow. But you must build evenly, i.e., you cannot erect more than one house on any one property of any color-group until you have built one house on every property of that group. You may then begin on the second row of houses, and so on, up to a limit of four houses to a property. For example, you cannot build three houses on one property if you have only one house on another property of that group.
As you build evenly, you must also break down evenly if you sell houses back to the Bank (see SELLING PROPERTY).
MONOPOLY Rules on Hotels:
When a player has four houses on each property of a complete color-group, he/she may buy a hotel from the Bank and erect it on any MONOPOLY property of the color-group. He/she returns the four houses from that property to the Bank and pays the price for the hotel as shown on the Title Deed card. Only one hotel may be erected on any one property.
Building Shortages in MONOPOLY:
When the Bank has no houses to sell, players wishing to build must wait for some player to return or sell his/her houses to the Bank before building. If there are a limited number of houses and hotels available and two or more players wish to buy more than the Bank has, the houses or hotels must be sold at auction to the highest bidder.
Rules of Selling Property in MONOPOLY:
Unimproved MONOPOLY properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount the owner can get; however, no MONOPOLY property can be sold to another player if buildings are standing on any properties of that color-group. Any buildings so located must be sold back to the Bank before the owner can sell any property of that color-group.
Houses and hotels may be sold back to the Bank at any time for one-half the price paid for them.
All houses on one color-group may be sold at once, or they may be sold one house at a time (one hotel equals five houses), evenly, in reverse of the manner in which they were erected.
Free Parking in the Game of MONOPOLY:
A player who lands on the free parking space of the MONOPOLY game board does not receive any money, property or reward of any kind. This is just a "free" resting place.
Mortgage Rules in the Game of MONOPOLY:
Unimproved MONOPOLY properties can be mortgaged through the Bank at any time. Before an improved property can be mortgaged, all the buildings on all the properties of its color-group must be sold back to the Bank at half price. The mortgage value is printed on each Title Deed card.
No rent can be collected on mortgaged MONOPOLY properties or utilities, but rent can be collected on unmortgaged properties in the same group.
In order to lift the mortgage, the owner must pay the Bank the amount of mortgage plus 10% interest. When all the properties of a color-group are no longer mortgaged, the owner may begin to buy back houses at full price.
The player who mortgages property retains possession of it and no other player may secure it by lifting the mortgage from the Bank. However, the owner may sell this mortgaged property to another player at any agreed price. If you are the new owner, you may lift the mortgage at once if you wish by paying off the mortgage plus 10% interest to the Bank. If the mortgage if not lifted at once, you must pay the Bank 10% interest when you buy the property and if you lift the mortgage later you must pay the Bank an additional 10% interest as well as the amount of the mortgage.
Bankruptcy Rules in the Game of MONOPOLY:
You are declared bankrupt if you owe more than you can pay either to another player or to the Bank. If your debt is to another player, you must turn over to that player all that you have of value and retire from the game. In making this settlement, if you own houses or hotels, you must return these to the Bank in exchange for money to the extent of one-half the amount paid for them; this cash is given to the creditor. If you have mortgaged MONOPOLY property you also turn this property over to your creditor but the new owner must at once pay the Bank the amount of interest on the loan, which is 10% of the value of the property. The new owner who does this may then, at his/her option, pay the principal or hold the MONOPOLY property until some later turn, then lift the mortgage. If he/she holds property in this way until a later turn, he/she must pay the interest again upon lifting the mortgage.
Should you owe the Bank, instead of another player, more than you can pay (because of taxes or penalties) even by selling off buildings and mortgaging property, you must turn over all assets to the Bank. In this case, the Bank immediately sells by auction all property so taken, except buildings. A bankrupt player must immediately retire from the game. The last player left in the game wins the MONOPOLY game.
Miscellaneous Rules of MONOPOLY:
MONOPOLY money can be loaned to a player only by the Bank and then only by mortgaging property. No player may borrow from or lend money to another player.
Rules for a Short Game of MONOPOLY (60 to 90 minutes):
There are three changed rules for this Short Game.
1. During PREPARATION for game play, the Banker shuffles the pack of Title Deed cards, has the player to the left cut them, then deals out two, one at a time, to each player. The players must immediately pay the Bank the printed price of each. Game play then begins as in the regular game of MONOPOLY.
2. In this short game, it is necessary to have only three houses (instead of four) on each lot of a complete color-group before the player may buy a hotel.
Rent for a hotel remains the same as in the regular game of MONOPOLY.
The turn-in value of a hotel is still one-half the purchase price, which in this game is one house fewer than in the regular game of MONOPOLY.
3. END OF GAME. The first player to go bankrupt retires from game play, as in the regular game of MONOPOLY; however, when the second bankruptcy occurs, the game ends. Game play immediately ceases, with the bankrupt player's turning over to his/her creditor all that he/she has of value, including buildings and any other properties. This happens whether the creditor is a rival player or the Bank.
Each remaining player then values his/her property: (1) cash on hand; (2) lots, utilities and railroads owned, at the price printed on the board; (3) any mortgaged property owned, at one-half the price printed on the game board; (4) houses, valued at purchase price; (5) hotels, valued at purchase price including the value of the three houses turned in.
The richest player wins the game!
Another Good Short Game of MONOPOLY:
TIME LIMIT GAME... Before starting, agree upon a definite hour of termination, when the richest player will be declared the winner. Before starting the game, the Banker shuffles and cuts the Title Deed cards and deals two to each player. Players immediately pay the Bank the price of the properties dealt to them.
[[Category:Monopoly]]
[[Category:Board Game]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
7yr6vdzjuzjyck5fna9xrf5cxltekkd
3853
3852
2009-12-07T20:20:47Z
Kingstonlee
1735031
3853
wikitext
text/x-wiki
[[Image:Monopoly_Logo_123.png]]
Object of the game of MONOPOLY
The object of the game of MONOPOLY is to become the wealthiest player through buying, renting and selling property.
Equipment in the game of MONOPOLY:
1 game board
2 dice
11 MONOPOLY tokens
32 houses
12 hotels
16 Chance cards
16 Community Chest cards
Title Deed card for each of 22 MONOPOLY properties
$15,140 in MONOPOLY money
Preparation for the game of MONOPOLY:
Place the MONOPOLY game board on a table and put the Chance and Community Chest cards face-down on their allotted spaces on the game board. Each player chooses one MONOPOLY token to represent him/her on his travels around the game board.
Each player is given $1500 divided as follows: 2 each of $500's, $100's and $50's; 6-$20's; 5 each of $10's, $5's and $1's.
All remaining MONOPOLY money and other MONOPOLY equipment go to the Bank.
The Banker in MONOPOLY:
Select as Banker a player who will also make a good Auctioneer. If the Banker plays in the game, he/she must keep all personal funds separate from those of the Bank. When more than five persons play MONOPOLY, the Banker may elect to act only as Banker and Auctioneer.
The MONOPOLY Bank:
Besides the Bank's money, the MONOPOLY Bank holds the Title Deed cards and houses and hotels prior to purchase and use by the players. The Bank pays salaries and bonuses. It sells and auctions properties and hands out their proper Title Deed cards; it sells houses and hotels to the players and loans money when required on mortgages.
The Bank collects all taxes, fines, loans and interest, and the price of all MONOPOLY properties which it sells and auctions.
The Bank never "goes broke". If the Bank runs out of MONOPOLY money it may issue as much more as may be needed by merely writing on any ordinary paper.
Game Play in MONOPOLY:
Starting with the Banker, each player in turn throws the dice. The player with the highest total starts the play. He places his token on the corner of the game board marked "GO", throws the 2 dice and moves his MONOPOLY token in the direction of the arrow, the number of spaces indicated by the dice. After he has completed his play, the turn to play passes to the left. The MONOPOLY tokens remain on the game board spaces occupied and proceed from that point on the player's next turn. Two or more tokens may rest on the same space at the same time.
According to the space which his token reaches, a player may be entitled to buy real estate or other MONOPOLY properties, -or be obliged to pay rent, pay taxes, draw a Chance or Community Chest card, "Go to Jail", etc.
If a player throws doubles he moves his token as usual the sum of the two dice and is subject to any privileges or penalties pertaining to the space on which he lands. Retaining the dice, he throws again and moves his token as before. If a player throws doubles three times in succession, he moves his token immediately to the space marked "In Jail" (see JAIL).
MONOPOLY Game Board - "Go"
Each time a player's MONOPOLY token lands on or passes over "GO", whether by throw of the dice or by drawing a card, the Banker pays him $200 salary.
However, $200 is paid only once each time around the game board. If a player, passing "GO" on the throw of the dice, lands 2 spaces beyond it on "Community Chest", or 7 spaces beyond it on "Chance", and draws the card "Advance to GO", he collects $200 for passing "GO" the first time and another $200 for reaching it the second time by instructions on the card.
Buying MONOPOLY Property:
Whenever a player lands on an unowned MONOPOLY property he may buy that property from the Bank at its printed price. He receives the Title Deed card showing ownership and places it face-up in front of him.
If he does not wish to buy the MONOPOLY property it is sold at auction by the Banker to the highest bidder. The buyer pays to the Bank the amount of the bid in cash and receives the Title Deed card for that property. Any player, including the one who declined the option of buying it at the printed price, may bid. Bidding may start at any price.
Paying Rent in MONOPOLY:
When a player lands on MONOPOLY property owned by another player the owner collects rent from him in accordance with the list printed on the Title Deed card applying to it.
If the property is mortgaged, no rent can be collected. When a property is mortgaged its Title Deed card is placed face-down in front of the owner.
It is an advantage to hold all the Title Deeds in a color-group (i.e.: Boardwalk and Park Place, - or Connecticut, Vermont and Oriental Avenues) because the owner may then charge double rent for unimproved properties in that color-group. This rule applies to unmortgaged MONOPOLY properties even if another property in that color-group is mortgaged.
It is even more of an advantage to have houses or hotels on properties because rents are much higher than for unimproved properties.
The owner may not collect his rent if he fails to ask for it before the second player following throws the dice.
Chance & Community Chest Cards in MONOPOLY:
When a player lands on either of these spaces on the MONOPOLY game board, he takes the top card from the deck indicated, follows the instructions and returns the card face-down to the bottom of the deck.
The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it he may sell it, at any time, to another player at a price agreeable to both.
Income Tax Rules in MONOPOLY:
When a player lands on the "Income Tax" space of the MONOPOLY game board, he has two options: he may estimate his tax at $200 and pay the Bank, or he may pay 10% of his total worth to the Bank. His total worth is all his cash on hand, printed prices of mortgaged and unmortgaged MONOPOLY properties and cost price of all buildings he owns.
The player must decide which option he will take before he adds up his total worth.
Going to Jail in the Game of MONOPOLY:
You land in Jail when... (1) your MONOPOLY token lands on the space marked "Go to Jail"; (2) you draw a card marked "Go to Jail"; or (3) you throw doubles three times in succession.
When you are sent to Jail you cannot collect your $200 salary in that move since, regardless of where your token is on the game board, you must move directly into Jail. Your turn ends when you are sent to Jail.
If you are not "sent" to Jail but in the ordinary course of play land on that space of the MONOPOLY game board, you are "Just Visiting," you incur no penalty, and you move ahead in the usual manner on your next turn.
You get out of Jail by... (1) throwing doubles on any of your next three turns; if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw; even though you had thrown doubles, you do not take another turn; (2) using the "Get Out of Jail Free" card if you have it; (3) purchasing the "Get Out of Jail Free" card from another player and playing it; (4) paying a fine of $50 before you roll the dice on either of your next two turns.
If you do not throw doubles by your third turn, you must pay the $50 fine. You then get out of Jail and immediately move forward the number of spaces shown by your throw.
Even though you are in Jail, you may buy and sell MONOPOLY properties, buy and sell houses and hotels and collect rents.
MONOPOLY Rules on Houses:
When you own all the MONOPOLY properties in a color-group you may buy houses from the Bank and erect them on those properties.
If you buy one house, you may put it on any one of those properties. The next house you buy must be erected on one of the unimproved properties of this or any other complete color-group you may own.
The price you must pay the Bank for each house is shown on your Title Deed card for the MONOPOLY property on which you erect the house.
The owner still collects double rent from an opponent who lands on the unimproved properties of his/her complete color-group.
Following the above rules, you may buy and erect at any time as many houses as your judgment and financial standing will allow. But you must build evenly, i.e., you cannot erect more than one house on any one property of any color-group until you have built one house on every property of that group. You may then begin on the second row of houses, and so on, up to a limit of four houses to a property. For example, you cannot build three houses on one property if you have only one house on another property of that group.
As you build evenly, you must also break down evenly if you sell houses back to the Bank (see SELLING PROPERTY).
MONOPOLY Rules on Hotels:
When a player has four houses on each property of a complete color-group, he/she may buy a hotel from the Bank and erect it on any MONOPOLY property of the color-group. He/she returns the four houses from that property to the Bank and pays the price for the hotel as shown on the Title Deed card. Only one hotel may be erected on any one property.
Building Shortages in MONOPOLY:
When the Bank has no houses to sell, players wishing to build must wait for some player to return or sell his/her houses to the Bank before building. If there are a limited number of houses and hotels available and two or more players wish to buy more than the Bank has, the houses or hotels must be sold at auction to the highest bidder.
Rules of Selling Property in MONOPOLY:
Unimproved MONOPOLY properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount the owner can get; however, no MONOPOLY property can be sold to another player if buildings are standing on any properties of that color-group. Any buildings so located must be sold back to the Bank before the owner can sell any property of that color-group.
Houses and hotels may be sold back to the Bank at any time for one-half the price paid for them.
All houses on one color-group may be sold at once, or they may be sold one house at a time (one hotel equals five houses), evenly, in reverse of the manner in which they were erected.
Free Parking in the Game of MONOPOLY:
A player who lands on the free parking space of the MONOPOLY game board does not receive any money, property or reward of any kind. This is just a "free" resting place.
Mortgage Rules in the Game of MONOPOLY:
Unimproved MONOPOLY properties can be mortgaged through the Bank at any time. Before an improved property can be mortgaged, all the buildings on all the properties of its color-group must be sold back to the Bank at half price. The mortgage value is printed on each Title Deed card.
No rent can be collected on mortgaged MONOPOLY properties or utilities, but rent can be collected on unmortgaged properties in the same group.
In order to lift the mortgage, the owner must pay the Bank the amount of mortgage plus 10% interest. When all the properties of a color-group are no longer mortgaged, the owner may begin to buy back houses at full price.
The player who mortgages property retains possession of it and no other player may secure it by lifting the mortgage from the Bank. However, the owner may sell this mortgaged property to another player at any agreed price. If you are the new owner, you may lift the mortgage at once if you wish by paying off the mortgage plus 10% interest to the Bank. If the mortgage if not lifted at once, you must pay the Bank 10% interest when you buy the property and if you lift the mortgage later you must pay the Bank an additional 10% interest as well as the amount of the mortgage.
Bankruptcy Rules in the Game of MONOPOLY:
You are declared bankrupt if you owe more than you can pay either to another player or to the Bank. If your debt is to another player, you must turn over to that player all that you have of value and retire from the game. In making this settlement, if you own houses or hotels, you must return these to the Bank in exchange for money to the extent of one-half the amount paid for them; this cash is given to the creditor. If you have mortgaged MONOPOLY property you also turn this property over to your creditor but the new owner must at once pay the Bank the amount of interest on the loan, which is 10% of the value of the property. The new owner who does this may then, at his/her option, pay the principal or hold the MONOPOLY property until some later turn, then lift the mortgage. If he/she holds property in this way until a later turn, he/she must pay the interest again upon lifting the mortgage.
Should you owe the Bank, instead of another player, more than you can pay (because of taxes or penalties) even by selling off buildings and mortgaging property, you must turn over all assets to the Bank. In this case, the Bank immediately sells by auction all property so taken, except buildings. A bankrupt player must immediately retire from the game. The last player left in the game wins the MONOPOLY game.
Miscellaneous Rules of MONOPOLY:
MONOPOLY money can be loaned to a player only by the Bank and then only by mortgaging property. No player may borrow from or lend money to another player.
Rules for a Short Game of MONOPOLY (60 to 90 minutes):
There are three changed rules for this Short Game.
1. During PREPARATION for game play, the Banker shuffles the pack of Title Deed cards, has the player to the left cut them, then deals out two, one at a time, to each player. The players must immediately pay the Bank the printed price of each. Game play then begins as in the regular game of MONOPOLY.
2. In this short game, it is necessary to have only three houses (instead of four) on each lot of a complete color-group before the player may buy a hotel.
Rent for a hotel remains the same as in the regular game of MONOPOLY.
The turn-in value of a hotel is still one-half the purchase price, which in this game is one house fewer than in the regular game of MONOPOLY.
3. END OF GAME. The first player to go bankrupt retires from game play, as in the regular game of MONOPOLY; however, when the second bankruptcy occurs, the game ends. Game play immediately ceases, with the bankrupt player's turning over to his/her creditor all that he/she has of value, including buildings and any other properties. This happens whether the creditor is a rival player or the Bank.
Each remaining player then values his/her property: (1) cash on hand; (2) lots, utilities and railroads owned, at the price printed on the board; (3) any mortgaged property owned, at one-half the price printed on the game board; (4) houses, valued at purchase price; (5) hotels, valued at purchase price including the value of the three houses turned in.
The richest player wins the game!
Another Good Short Game of MONOPOLY:
TIME LIMIT GAME... Before starting, agree upon a definite hour of termination, when the richest player will be declared the winner. Before starting the game, the Banker shuffles and cuts the Title Deed cards and deals two to each player. Players immediately pay the Bank the price of the properties dealt to them.
[[Category:Monopoly]]
[[Category:Board Game]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
898j4rpaajvd46isz082gcyxt95oz0x
3854
3853
2009-12-07T20:35:02Z
Kingstonlee
1735031
3854
wikitext
text/x-wiki
[[Image:Monopoly_Logo_123.png]]
==Object of the game of MONOPOLY==
The object of the game of MONOPOLY is to become the wealthiest player through buying, renting and selling property.
==Equipment in the game of MONOPOLY:==
1 game board
2 dice
11 MONOPOLY tokens
32 houses
12 hotels
16 Chance cards
16 Community Chest cards
Title Deed card for each of 22 MONOPOLY properties
$15,140 in MONOPOLY money
==Preparation for the game of MONOPOLY:==
Place the MONOPOLY game board on a table and put the Chance and Community Chest cards face-down on their allotted spaces on the game board. Each player chooses one MONOPOLY token to represent him/her on his travels around the game board.
Each player is given $1500 divided as follows: 2 each of $500's, $100's and $50's; 6-$20's; 5 each of $10's, $5's and $1's.
All remaining MONOPOLY money and other MONOPOLY equipment go to the Bank.
==The Banker in MONOPOLY:==
Select as Banker a player who will also make a good Auctioneer. If the Banker plays in the game, he/she must keep all personal funds separate from those of the Bank. When more than five persons play MONOPOLY, the Banker may elect to act only as Banker and Auctioneer.
==The MONOPOLY Bank:==
Besides the Bank's money, the MONOPOLY Bank holds the Title Deed cards and houses and hotels prior to purchase and use by the players. The Bank pays salaries and bonuses. It sells and auctions properties and hands out their proper Title Deed cards; it sells houses and hotels to the players and loans money when required on mortgages.
The Bank collects all taxes, fines, loans and interest, and the price of all MONOPOLY properties which it sells and auctions.
The Bank never "goes broke". If the Bank runs out of MONOPOLY money it may issue as much more as may be needed by merely writing on any ordinary paper.
==Game Play in MONOPOLY:==
Starting with the Banker, each player in turn throws the dice. The player with the highest total starts the play. He places his token on the corner of the game board marked "GO", throws the 2 dice and moves his MONOPOLY token in the direction of the arrow, the number of spaces indicated by the dice. After he has completed his play, the turn to play passes to the left. The MONOPOLY tokens remain on the game board spaces occupied and proceed from that point on the player's next turn. Two or more tokens may rest on the same space at the same time.
According to the space which his token reaches, a player may be entitled to buy real estate or other MONOPOLY properties, -or be obliged to pay rent, pay taxes, draw a Chance or Community Chest card, "Go to Jail", etc.
If a player throws doubles he moves his token as usual the sum of the two dice and is subject to any privileges or penalties pertaining to the space on which he lands. Retaining the dice, he throws again and moves his token as before. If a player throws doubles three times in succession, he moves his token immediately to the space marked "In Jail" (see JAIL).
==MONOPOLY Game Board - "Go"==
Each time a player's MONOPOLY token lands on or passes over "GO", whether by throw of the dice or by drawing a card, the Banker pays him $200 salary.
However, $200 is paid only once each time around the game board. If a player, passing "GO" on the throw of the dice, lands 2 spaces beyond it on "Community Chest", or 7 spaces beyond it on "Chance", and draws the card "Advance to GO", he collects $200 for passing "GO" the first time and another $200 for reaching it the second time by instructions on the card.
Buying MONOPOLY Property:
Whenever a player lands on an unowned MONOPOLY property he may buy that property from the Bank at its printed price. He receives the Title Deed card showing ownership and places it face-up in front of him.
If he does not wish to buy the MONOPOLY property it is sold at auction by the Banker to the highest bidder. The buyer pays to the Bank the amount of the bid in cash and receives the Title Deed card for that property. Any player, including the one who declined the option of buying it at the printed price, may bid. Bidding may start at any price.
Paying Rent in MONOPOLY:
When a player lands on MONOPOLY property owned by another player the owner collects rent from him in accordance with the list printed on the Title Deed card applying to it.
If the property is mortgaged, no rent can be collected. When a property is mortgaged its Title Deed card is placed face-down in front of the owner.
It is an advantage to hold all the Title Deeds in a color-group (i.e.: Boardwalk and Park Place, - or Connecticut, Vermont and Oriental Avenues) because the owner may then charge double rent for unimproved properties in that color-group. This rule applies to unmortgaged MONOPOLY properties even if another property in that color-group is mortgaged.
It is even more of an advantage to have houses or hotels on properties because rents are much higher than for unimproved properties.
The owner may not collect his rent if he fails to ask for it before the second player following throws the dice.
Chance & Community Chest Cards in MONOPOLY:
When a player lands on either of these spaces on the MONOPOLY game board, he takes the top card from the deck indicated, follows the instructions and returns the card face-down to the bottom of the deck.
The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it he may sell it, at any time, to another player at a price agreeable to both.
Income Tax Rules in MONOPOLY:
When a player lands on the "Income Tax" space of the MONOPOLY game board, he has two options: he may estimate his tax at $200 and pay the Bank, or he may pay 10% of his total worth to the Bank. His total worth is all his cash on hand, printed prices of mortgaged and unmortgaged MONOPOLY properties and cost price of all buildings he owns.
The player must decide which option he will take before he adds up his total worth.
Going to Jail in the Game of MONOPOLY:
You land in Jail when... (1) your MONOPOLY token lands on the space marked "Go to Jail"; (2) you draw a card marked "Go to Jail"; or (3) you throw doubles three times in succession.
When you are sent to Jail you cannot collect your $200 salary in that move since, regardless of where your token is on the game board, you must move directly into Jail. Your turn ends when you are sent to Jail.
If you are not "sent" to Jail but in the ordinary course of play land on that space of the MONOPOLY game board, you are "Just Visiting," you incur no penalty, and you move ahead in the usual manner on your next turn.
You get out of Jail by... (1) throwing doubles on any of your next three turns; if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw; even though you had thrown doubles, you do not take another turn; (2) using the "Get Out of Jail Free" card if you have it; (3) purchasing the "Get Out of Jail Free" card from another player and playing it; (4) paying a fine of $50 before you roll the dice on either of your next two turns.
If you do not throw doubles by your third turn, you must pay the $50 fine. You then get out of Jail and immediately move forward the number of spaces shown by your throw.
Even though you are in Jail, you may buy and sell MONOPOLY properties, buy and sell houses and hotels and collect rents.
MONOPOLY Rules on Houses:
When you own all the MONOPOLY properties in a color-group you may buy houses from the Bank and erect them on those properties.
If you buy one house, you may put it on any one of those properties. The next house you buy must be erected on one of the unimproved properties of this or any other complete color-group you may own.
The price you must pay the Bank for each house is shown on your Title Deed card for the MONOPOLY property on which you erect the house.
The owner still collects double rent from an opponent who lands on the unimproved properties of his/her complete color-group.
Following the above rules, you may buy and erect at any time as many houses as your judgment and financial standing will allow. But you must build evenly, i.e., you cannot erect more than one house on any one property of any color-group until you have built one house on every property of that group. You may then begin on the second row of houses, and so on, up to a limit of four houses to a property. For example, you cannot build three houses on one property if you have only one house on another property of that group.
As you build evenly, you must also break down evenly if you sell houses back to the Bank (see SELLING PROPERTY).
MONOPOLY Rules on Hotels:
When a player has four houses on each property of a complete color-group, he/she may buy a hotel from the Bank and erect it on any MONOPOLY property of the color-group. He/she returns the four houses from that property to the Bank and pays the price for the hotel as shown on the Title Deed card. Only one hotel may be erected on any one property.
Building Shortages in MONOPOLY:
When the Bank has no houses to sell, players wishing to build must wait for some player to return or sell his/her houses to the Bank before building. If there are a limited number of houses and hotels available and two or more players wish to buy more than the Bank has, the houses or hotels must be sold at auction to the highest bidder.
Rules of Selling Property in MONOPOLY:
Unimproved MONOPOLY properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount the owner can get; however, no MONOPOLY property can be sold to another player if buildings are standing on any properties of that color-group. Any buildings so located must be sold back to the Bank before the owner can sell any property of that color-group.
Houses and hotels may be sold back to the Bank at any time for one-half the price paid for them.
All houses on one color-group may be sold at once, or they may be sold one house at a time (one hotel equals five houses), evenly, in reverse of the manner in which they were erected.
Free Parking in the Game of MONOPOLY:
A player who lands on the free parking space of the MONOPOLY game board does not receive any money, property or reward of any kind. This is just a "free" resting place.
Mortgage Rules in the Game of MONOPOLY:
Unimproved MONOPOLY properties can be mortgaged through the Bank at any time. Before an improved property can be mortgaged, all the buildings on all the properties of its color-group must be sold back to the Bank at half price. The mortgage value is printed on each Title Deed card.
No rent can be collected on mortgaged MONOPOLY properties or utilities, but rent can be collected on unmortgaged properties in the same group.
In order to lift the mortgage, the owner must pay the Bank the amount of mortgage plus 10% interest. When all the properties of a color-group are no longer mortgaged, the owner may begin to buy back houses at full price.
The player who mortgages property retains possession of it and no other player may secure it by lifting the mortgage from the Bank. However, the owner may sell this mortgaged property to another player at any agreed price. If you are the new owner, you may lift the mortgage at once if you wish by paying off the mortgage plus 10% interest to the Bank. If the mortgage if not lifted at once, you must pay the Bank 10% interest when you buy the property and if you lift the mortgage later you must pay the Bank an additional 10% interest as well as the amount of the mortgage.
Bankruptcy Rules in the Game of MONOPOLY:
You are declared bankrupt if you owe more than you can pay either to another player or to the Bank. If your debt is to another player, you must turn over to that player all that you have of value and retire from the game. In making this settlement, if you own houses or hotels, you must return these to the Bank in exchange for money to the extent of one-half the amount paid for them; this cash is given to the creditor. If you have mortgaged MONOPOLY property you also turn this property over to your creditor but the new owner must at once pay the Bank the amount of interest on the loan, which is 10% of the value of the property. The new owner who does this may then, at his/her option, pay the principal or hold the MONOPOLY property until some later turn, then lift the mortgage. If he/she holds property in this way until a later turn, he/she must pay the interest again upon lifting the mortgage.
Should you owe the Bank, instead of another player, more than you can pay (because of taxes or penalties) even by selling off buildings and mortgaging property, you must turn over all assets to the Bank. In this case, the Bank immediately sells by auction all property so taken, except buildings. A bankrupt player must immediately retire from the game. The last player left in the game wins the MONOPOLY game.
Miscellaneous Rules of MONOPOLY:
MONOPOLY money can be loaned to a player only by the Bank and then only by mortgaging property. No player may borrow from or lend money to another player.
Rules for a Short Game of MONOPOLY (60 to 90 minutes):
There are three changed rules for this Short Game.
1. During PREPARATION for game play, the Banker shuffles the pack of Title Deed cards, has the player to the left cut them, then deals out two, one at a time, to each player. The players must immediately pay the Bank the printed price of each. Game play then begins as in the regular game of MONOPOLY.
2. In this short game, it is necessary to have only three houses (instead of four) on each lot of a complete color-group before the player may buy a hotel.
Rent for a hotel remains the same as in the regular game of MONOPOLY.
The turn-in value of a hotel is still one-half the purchase price, which in this game is one house fewer than in the regular game of MONOPOLY.
3. END OF GAME. The first player to go bankrupt retires from game play, as in the regular game of MONOPOLY; however, when the second bankruptcy occurs, the game ends. Game play immediately ceases, with the bankrupt player's turning over to his/her creditor all that he/she has of value, including buildings and any other properties. This happens whether the creditor is a rival player or the Bank.
Each remaining player then values his/her property: (1) cash on hand; (2) lots, utilities and railroads owned, at the price printed on the board; (3) any mortgaged property owned, at one-half the price printed on the game board; (4) houses, valued at purchase price; (5) hotels, valued at purchase price including the value of the three houses turned in.
The richest player wins the game!
Another Good Short Game of MONOPOLY:
TIME LIMIT GAME... Before starting, agree upon a definite hour of termination, when the richest player will be declared the winner. Before starting the game, the Banker shuffles and cuts the Title Deed cards and deals two to each player. Players immediately pay the Bank the price of the properties dealt to them.
[[Category:Monopoly]]
[[Category:Board Game]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
1bsbg80ibhbq8qkvv67ldyt5w91cebx
3855
3854
2009-12-07T21:43:13Z
67.94.81.162
/* Equipment in the game of MONOPOLY: */
3855
wikitext
text/x-wiki
[[Image:Monopoly_Logo_123.png]]
==Object of the game of MONOPOLY==
The object of the game of MONOPOLY is to become the wealthiest player through buying, renting and selling property.
==Equipment in the game of MONOPOLY:==
1 game board
2 dice
11 MONOPOLY tokens
32 houses
12 hotels
16 Chance cards
16 Community Chest cards
Title Deed card for each of 22 MONOPOLY properties
$15,140 in MONOPOLY money
==Preparation for the game of MONOPOLY:==
Place the MONOPOLY game board on a table and put the Chance and Community Chest cards face-down on their allotted spaces on the game board. Each player chooses one MONOPOLY token to represent him/her on his travels around the game board.
Each player is given $1500 divided as follows: 2 each of $500's, $100's and $50's; 6-$20's; 5 each of $10's, $5's and $1's.
All remaining MONOPOLY money and other MONOPOLY equipment go to the Bank.
==The Banker in MONOPOLY:==
Select as Banker a player who will also make a good Auctioneer. If the Banker plays in the game, he/she must keep all personal funds separate from those of the Bank. When more than five persons play MONOPOLY, the Banker may elect to act only as Banker and Auctioneer.
==The MONOPOLY Bank:==
Besides the Bank's money, the MONOPOLY Bank holds the Title Deed cards and houses and hotels prior to purchase and use by the players. The Bank pays salaries and bonuses. It sells and auctions properties and hands out their proper Title Deed cards; it sells houses and hotels to the players and loans money when required on mortgages.
The Bank collects all taxes, fines, loans and interest, and the price of all MONOPOLY properties which it sells and auctions.
The Bank never "goes broke". If the Bank runs out of MONOPOLY money it may issue as much more as may be needed by merely writing on any ordinary paper.
==Game Play in MONOPOLY:==
Starting with the Banker, each player in turn throws the dice. The player with the highest total starts the play. He places his token on the corner of the game board marked "GO", throws the 2 dice and moves his MONOPOLY token in the direction of the arrow, the number of spaces indicated by the dice. After he has completed his play, the turn to play passes to the left. The MONOPOLY tokens remain on the game board spaces occupied and proceed from that point on the player's next turn. Two or more tokens may rest on the same space at the same time.
According to the space which his token reaches, a player may be entitled to buy real estate or other MONOPOLY properties, -or be obliged to pay rent, pay taxes, draw a Chance or Community Chest card, "Go to Jail", etc.
If a player throws doubles he moves his token as usual the sum of the two dice and is subject to any privileges or penalties pertaining to the space on which he lands. Retaining the dice, he throws again and moves his token as before. If a player throws doubles three times in succession, he moves his token immediately to the space marked "In Jail" (see JAIL).
==MONOPOLY Game Board - "Go"==
Each time a player's MONOPOLY token lands on or passes over "GO", whether by throw of the dice or by drawing a card, the Banker pays him $200 salary.
However, $200 is paid only once each time around the game board. If a player, passing "GO" on the throw of the dice, lands 2 spaces beyond it on "Community Chest", or 7 spaces beyond it on "Chance", and draws the card "Advance to GO", he collects $200 for passing "GO" the first time and another $200 for reaching it the second time by instructions on the card.
Buying MONOPOLY Property:
Whenever a player lands on an unowned MONOPOLY property he may buy that property from the Bank at its printed price. He receives the Title Deed card showing ownership and places it face-up in front of him.
If he does not wish to buy the MONOPOLY property it is sold at auction by the Banker to the highest bidder. The buyer pays to the Bank the amount of the bid in cash and receives the Title Deed card for that property. Any player, including the one who declined the option of buying it at the printed price, may bid. Bidding may start at any price.
Paying Rent in MONOPOLY:
When a player lands on MONOPOLY property owned by another player the owner collects rent from him in accordance with the list printed on the Title Deed card applying to it.
If the property is mortgaged, no rent can be collected. When a property is mortgaged its Title Deed card is placed face-down in front of the owner.
It is an advantage to hold all the Title Deeds in a color-group (i.e.: Boardwalk and Park Place, - or Connecticut, Vermont and Oriental Avenues) because the owner may then charge double rent for unimproved properties in that color-group. This rule applies to unmortgaged MONOPOLY properties even if another property in that color-group is mortgaged.
It is even more of an advantage to have houses or hotels on properties because rents are much higher than for unimproved properties.
The owner may not collect his rent if he fails to ask for it before the second player following throws the dice.
Chance & Community Chest Cards in MONOPOLY:
When a player lands on either of these spaces on the MONOPOLY game board, he takes the top card from the deck indicated, follows the instructions and returns the card face-down to the bottom of the deck.
The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it he may sell it, at any time, to another player at a price agreeable to both.
Income Tax Rules in MONOPOLY:
When a player lands on the "Income Tax" space of the MONOPOLY game board, he has two options: he may estimate his tax at $200 and pay the Bank, or he may pay 10% of his total worth to the Bank. His total worth is all his cash on hand, printed prices of mortgaged and unmortgaged MONOPOLY properties and cost price of all buildings he owns.
The player must decide which option he will take before he adds up his total worth.
Going to Jail in the Game of MONOPOLY:
You land in Jail when... (1) your MONOPOLY token lands on the space marked "Go to Jail"; (2) you draw a card marked "Go to Jail"; or (3) you throw doubles three times in succession.
When you are sent to Jail you cannot collect your $200 salary in that move since, regardless of where your token is on the game board, you must move directly into Jail. Your turn ends when you are sent to Jail.
If you are not "sent" to Jail but in the ordinary course of play land on that space of the MONOPOLY game board, you are "Just Visiting," you incur no penalty, and you move ahead in the usual manner on your next turn.
You get out of Jail by... (1) throwing doubles on any of your next three turns; if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw; even though you had thrown doubles, you do not take another turn; (2) using the "Get Out of Jail Free" card if you have it; (3) purchasing the "Get Out of Jail Free" card from another player and playing it; (4) paying a fine of $50 before you roll the dice on either of your next two turns.
If you do not throw doubles by your third turn, you must pay the $50 fine. You then get out of Jail and immediately move forward the number of spaces shown by your throw.
Even though you are in Jail, you may buy and sell MONOPOLY properties, buy and sell houses and hotels and collect rents.
MONOPOLY Rules on Houses:
When you own all the MONOPOLY properties in a color-group you may buy houses from the Bank and erect them on those properties.
If you buy one house, you may put it on any one of those properties. The next house you buy must be erected on one of the unimproved properties of this or any other complete color-group you may own.
The price you must pay the Bank for each house is shown on your Title Deed card for the MONOPOLY property on which you erect the house.
The owner still collects double rent from an opponent who lands on the unimproved properties of his/her complete color-group.
Following the above rules, you may buy and erect at any time as many houses as your judgment and financial standing will allow. But you must build evenly, i.e., you cannot erect more than one house on any one property of any color-group until you have built one house on every property of that group. You may then begin on the second row of houses, and so on, up to a limit of four houses to a property. For example, you cannot build three houses on one property if you have only one house on another property of that group.
As you build evenly, you must also break down evenly if you sell houses back to the Bank (see SELLING PROPERTY).
MONOPOLY Rules on Hotels:
When a player has four houses on each property of a complete color-group, he/she may buy a hotel from the Bank and erect it on any MONOPOLY property of the color-group. He/she returns the four houses from that property to the Bank and pays the price for the hotel as shown on the Title Deed card. Only one hotel may be erected on any one property.
Building Shortages in MONOPOLY:
When the Bank has no houses to sell, players wishing to build must wait for some player to return or sell his/her houses to the Bank before building. If there are a limited number of houses and hotels available and two or more players wish to buy more than the Bank has, the houses or hotels must be sold at auction to the highest bidder.
Rules of Selling Property in MONOPOLY:
Unimproved MONOPOLY properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount the owner can get; however, no MONOPOLY property can be sold to another player if buildings are standing on any properties of that color-group. Any buildings so located must be sold back to the Bank before the owner can sell any property of that color-group.
Houses and hotels may be sold back to the Bank at any time for one-half the price paid for them.
All houses on one color-group may be sold at once, or they may be sold one house at a time (one hotel equals five houses), evenly, in reverse of the manner in which they were erected.
Free Parking in the Game of MONOPOLY:
A player who lands on the free parking space of the MONOPOLY game board does not receive any money, property or reward of any kind. This is just a "free" resting place.
Mortgage Rules in the Game of MONOPOLY:
Unimproved MONOPOLY properties can be mortgaged through the Bank at any time. Before an improved property can be mortgaged, all the buildings on all the properties of its color-group must be sold back to the Bank at half price. The mortgage value is printed on each Title Deed card.
No rent can be collected on mortgaged MONOPOLY properties or utilities, but rent can be collected on unmortgaged properties in the same group.
In order to lift the mortgage, the owner must pay the Bank the amount of mortgage plus 10% interest. When all the properties of a color-group are no longer mortgaged, the owner may begin to buy back houses at full price.
The player who mortgages property retains possession of it and no other player may secure it by lifting the mortgage from the Bank. However, the owner may sell this mortgaged property to another player at any agreed price. If you are the new owner, you may lift the mortgage at once if you wish by paying off the mortgage plus 10% interest to the Bank. If the mortgage if not lifted at once, you must pay the Bank 10% interest when you buy the property and if you lift the mortgage later you must pay the Bank an additional 10% interest as well as the amount of the mortgage.
Bankruptcy Rules in the Game of MONOPOLY:
You are declared bankrupt if you owe more than you can pay either to another player or to the Bank. If your debt is to another player, you must turn over to that player all that you have of value and retire from the game. In making this settlement, if you own houses or hotels, you must return these to the Bank in exchange for money to the extent of one-half the amount paid for them; this cash is given to the creditor. If you have mortgaged MONOPOLY property you also turn this property over to your creditor but the new owner must at once pay the Bank the amount of interest on the loan, which is 10% of the value of the property. The new owner who does this may then, at his/her option, pay the principal or hold the MONOPOLY property until some later turn, then lift the mortgage. If he/she holds property in this way until a later turn, he/she must pay the interest again upon lifting the mortgage.
Should you owe the Bank, instead of another player, more than you can pay (because of taxes or penalties) even by selling off buildings and mortgaging property, you must turn over all assets to the Bank. In this case, the Bank immediately sells by auction all property so taken, except buildings. A bankrupt player must immediately retire from the game. The last player left in the game wins the MONOPOLY game.
Miscellaneous Rules of MONOPOLY:
MONOPOLY money can be loaned to a player only by the Bank and then only by mortgaging property. No player may borrow from or lend money to another player.
Rules for a Short Game of MONOPOLY (60 to 90 minutes):
There are three changed rules for this Short Game.
1. During PREPARATION for game play, the Banker shuffles the pack of Title Deed cards, has the player to the left cut them, then deals out two, one at a time, to each player. The players must immediately pay the Bank the printed price of each. Game play then begins as in the regular game of MONOPOLY.
2. In this short game, it is necessary to have only three houses (instead of four) on each lot of a complete color-group before the player may buy a hotel.
Rent for a hotel remains the same as in the regular game of MONOPOLY.
The turn-in value of a hotel is still one-half the purchase price, which in this game is one house fewer than in the regular game of MONOPOLY.
3. END OF GAME. The first player to go bankrupt retires from game play, as in the regular game of MONOPOLY; however, when the second bankruptcy occurs, the game ends. Game play immediately ceases, with the bankrupt player's turning over to his/her creditor all that he/she has of value, including buildings and any other properties. This happens whether the creditor is a rival player or the Bank.
Each remaining player then values his/her property: (1) cash on hand; (2) lots, utilities and railroads owned, at the price printed on the board; (3) any mortgaged property owned, at one-half the price printed on the game board; (4) houses, valued at purchase price; (5) hotels, valued at purchase price including the value of the three houses turned in.
The richest player wins the game!
Another Good Short Game of MONOPOLY:
TIME LIMIT GAME... Before starting, agree upon a definite hour of termination, when the richest player will be declared the winner. Before starting the game, the Banker shuffles and cuts the Title Deed cards and deals two to each player. Players immediately pay the Bank the price of the properties dealt to them.
[[Category:Monopoly]]
[[Category:Board Game]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
ltpsu5z0p83t76w5x1bw39ofewrvez2
3856
3855
2009-12-07T22:05:29Z
67.94.81.162
/* MONOPOLY Game Board - "Go" */
3856
wikitext
text/x-wiki
[[Image:Monopoly_Logo_123.png]]
==Object of the game of MONOPOLY==
The object of the game of MONOPOLY is to become the wealthiest player through buying, renting and selling property.
==Equipment in the game of MONOPOLY:==
1 game board
2 dice
11 MONOPOLY tokens
32 houses
12 hotels
16 Chance cards
16 Community Chest cards
Title Deed card for each of 22 MONOPOLY properties
$15,140 in MONOPOLY money
==Preparation for the game of MONOPOLY:==
Place the MONOPOLY game board on a table and put the Chance and Community Chest cards face-down on their allotted spaces on the game board. Each player chooses one MONOPOLY token to represent him/her on his travels around the game board.
Each player is given $1500 divided as follows: 2 each of $500's, $100's and $50's; 6-$20's; 5 each of $10's, $5's and $1's.
All remaining MONOPOLY money and other MONOPOLY equipment go to the Bank.
==The Banker in MONOPOLY:==
Select as Banker a player who will also make a good Auctioneer. If the Banker plays in the game, he/she must keep all personal funds separate from those of the Bank. When more than five persons play MONOPOLY, the Banker may elect to act only as Banker and Auctioneer.
==The MONOPOLY Bank:==
Besides the Bank's money, the MONOPOLY Bank holds the Title Deed cards and houses and hotels prior to purchase and use by the players. The Bank pays salaries and bonuses. It sells and auctions properties and hands out their proper Title Deed cards; it sells houses and hotels to the players and loans money when required on mortgages.
The Bank collects all taxes, fines, loans and interest, and the price of all MONOPOLY properties which it sells and auctions.
The Bank never "goes broke". If the Bank runs out of MONOPOLY money it may issue as much more as may be needed by merely writing on any ordinary paper.
==Game Play in MONOPOLY:==
Starting with the Banker, each player in turn throws the dice. The player with the highest total starts the play. He places his token on the corner of the game board marked "GO", throws the 2 dice and moves his MONOPOLY token in the direction of the arrow, the number of spaces indicated by the dice. After he has completed his play, the turn to play passes to the left. The MONOPOLY tokens remain on the game board spaces occupied and proceed from that point on the player's next turn. Two or more tokens may rest on the same space at the same time.
According to the space which his token reaches, a player may be entitled to buy real estate or other MONOPOLY properties, -or be obliged to pay rent, pay taxes, draw a Chance or Community Chest card, "Go to Jail", etc.
If a player throws doubles he moves his token as usual the sum of the two dice and is subject to any privileges or penalties pertaining to the space on which he lands. Retaining the dice, he throws again and moves his token as before. If a player throws doubles three times in succession, he moves his token immediately to the space marked "In Jail" (see JAIL).
==MONOPOLY Game Board - "Go"==
Each time a player's MONOPOLY token lands on or passes over "GO", whether by throw of the dice or by drawing a card, the Banker pays him $200 salary.
However, $200 is paid only once each time around the game board. If a player, passing "GO" on the throw of the dice, lands 2 spaces beyond it on "Community Chest", or 7 spaces beyond it on "Chance", and draws the card "Advance to GO", he collects $200 for passing "GO" the first time and another $200 for reaching it the second time by instructions on the card.
==Buying MONOPOLY Property:==
Whenever a player lands on an unowned MONOPOLY property he may buy that property from the Bank at its printed price. He receives the Title Deed card showing ownership and places it face-up in front of him.
If he does not wish to buy the MONOPOLY property it is sold at auction by the Banker to the highest bidder. The buyer pays to the Bank the amount of the bid in cash and receives the Title Deed card for that property. Any player, including the one who declined the option of buying it at the printed price, may bid. Bidding may start at any price.
==Paying Rent in MONOPOLY:==
When a player lands on MONOPOLY property owned by another player the owner collects rent from him in accordance with the list printed on the Title Deed card applying to it.
If the property is mortgaged, no rent can be collected. When a property is mortgaged its Title Deed card is placed face-down in front of the owner.
It is an advantage to hold all the Title Deeds in a color-group (i.e.: Boardwalk and Park Place, - or Connecticut, Vermont and Oriental Avenues) because the owner may then charge double rent for unimproved properties in that color-group. This rule applies to unmortgaged MONOPOLY properties even if another property in that color-group is mortgaged.
It is even more of an advantage to have houses or hotels on properties because rents are much higher than for unimproved properties.
The owner may not collect his rent if he fails to ask for it before the second player following throws the dice.
==Chance & Community Chest Cards in MONOPOLY:==
When a player lands on either of these spaces on the MONOPOLY game board, he takes the top card from the deck indicated, follows the instructions and returns the card face-down to the bottom of the deck.
The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it he may sell it, at any time, to another player at a price agreeable to both.
==Income Tax Rules in MONOPOLY:==
When a player lands on the "Income Tax" space of the MONOPOLY game board, he has two options: he may estimate his tax at $200 and pay the Bank, or he may pay 10% of his total worth to the Bank. His total worth is all his cash on hand, printed prices of mortgaged and unmortgaged MONOPOLY properties and cost price of all buildings he owns.
The player must decide which option he will take before he adds up his total worth.
==Going to Jail in the Game of MONOPOLY:==
You land in Jail when... (1) your MONOPOLY token lands on the space marked "Go to Jail"; (2) you draw a card marked "Go to Jail"; or (3) you throw doubles three times in succession.
When you are sent to Jail you cannot collect your $200 salary in that move since, regardless of where your token is on the game board, you must move directly into Jail. Your turn ends when you are sent to Jail.
If you are not "sent" to Jail but in the ordinary course of play land on that space of the MONOPOLY game board, you are "Just Visiting," you incur no penalty, and you move ahead in the usual manner on your next turn.
You get out of Jail by... (1) throwing doubles on any of your next three turns; if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw; even though you had thrown doubles, you do not take another turn; (2) using the "Get Out of Jail Free" card if you have it; (3) purchasing the "Get Out of Jail Free" card from another player and playing it; (4) paying a fine of $50 before you roll the dice on either of your next two turns.
If you do not throw doubles by your third turn, you must pay the $50 fine. You then get out of Jail and immediately move forward the number of spaces shown by your throw.
Even though you are in Jail, you may buy and sell MONOPOLY properties, buy and sell houses and hotels and collect rents.
==MONOPOLY Rules on Houses:==
When you own all the MONOPOLY properties in a color-group you may buy houses from the Bank and erect them on those properties.
If you buy one house, you may put it on any one of those properties. The next house you buy must be erected on one of the unimproved properties of this or any other complete color-group you may own.
The price you must pay the Bank for each house is shown on your Title Deed card for the MONOPOLY property on which you erect the house.
The owner still collects double rent from an opponent who lands on the unimproved properties of his/her complete color-group.
Following the above rules, you may buy and erect at any time as many houses as your judgment and financial standing will allow. But you must build evenly, i.e., you cannot erect more than one house on any one property of any color-group until you have built one house on every property of that group. You may then begin on the second row of houses, and so on, up to a limit of four houses to a property. For example, you cannot build three houses on one property if you have only one house on another property of that group.
As you build evenly, you must also break down evenly if you sell houses back to the Bank (see SELLING PROPERTY).
==MONOPOLY Rules on Hotels:==
When a player has four houses on each property of a complete color-group, he/she may buy a hotel from the Bank and erect it on any MONOPOLY property of the color-group. He/she returns the four houses from that property to the Bank and pays the price for the hotel as shown on the Title Deed card. Only one hotel may be erected on any one property.
==Building Shortages in MONOPOLY:==
When the Bank has no houses to sell, players wishing to build must wait for some player to return or sell his/her houses to the Bank before building. If there are a limited number of houses and hotels available and two or more players wish to buy more than the Bank has, the houses or hotels must be sold at auction to the highest bidder.
Rules of Selling Property in MONOPOLY:
Unimproved MONOPOLY properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount the owner can get; however, no MONOPOLY property can be sold to another player if buildings are standing on any properties of that color-group. Any buildings so located must be sold back to the Bank before the owner can sell any property of that color-group.
Houses and hotels may be sold back to the Bank at any time for one-half the price paid for them.
All houses on one color-group may be sold at once, or they may be sold one house at a time (one hotel equals five houses), evenly, in reverse of the manner in which they were erected.
Free Parking in the Game of MONOPOLY:
A player who lands on the free parking space of the MONOPOLY game board does not receive any money, property or reward of any kind. This is just a "free" resting place.
Mortgage Rules in the Game of MONOPOLY:
Unimproved MONOPOLY properties can be mortgaged through the Bank at any time. Before an improved property can be mortgaged, all the buildings on all the properties of its color-group must be sold back to the Bank at half price. The mortgage value is printed on each Title Deed card.
No rent can be collected on mortgaged MONOPOLY properties or utilities, but rent can be collected on unmortgaged properties in the same group.
In order to lift the mortgage, the owner must pay the Bank the amount of mortgage plus 10% interest. When all the properties of a color-group are no longer mortgaged, the owner may begin to buy back houses at full price.
The player who mortgages property retains possession of it and no other player may secure it by lifting the mortgage from the Bank. However, the owner may sell this mortgaged property to another player at any agreed price. If you are the new owner, you may lift the mortgage at once if you wish by paying off the mortgage plus 10% interest to the Bank. If the mortgage if not lifted at once, you must pay the Bank 10% interest when you buy the property and if you lift the mortgage later you must pay the Bank an additional 10% interest as well as the amount of the mortgage.
Bankruptcy Rules in the Game of MONOPOLY:
You are declared bankrupt if you owe more than you can pay either to another player or to the Bank. If your debt is to another player, you must turn over to that player all that you have of value and retire from the game. In making this settlement, if you own houses or hotels, you must return these to the Bank in exchange for money to the extent of one-half the amount paid for them; this cash is given to the creditor. If you have mortgaged MONOPOLY property you also turn this property over to your creditor but the new owner must at once pay the Bank the amount of interest on the loan, which is 10% of the value of the property. The new owner who does this may then, at his/her option, pay the principal or hold the MONOPOLY property until some later turn, then lift the mortgage. If he/she holds property in this way until a later turn, he/she must pay the interest again upon lifting the mortgage.
Should you owe the Bank, instead of another player, more than you can pay (because of taxes or penalties) even by selling off buildings and mortgaging property, you must turn over all assets to the Bank. In this case, the Bank immediately sells by auction all property so taken, except buildings. A bankrupt player must immediately retire from the game. The last player left in the game wins the MONOPOLY game.
Miscellaneous Rules of MONOPOLY:
MONOPOLY money can be loaned to a player only by the Bank and then only by mortgaging property. No player may borrow from or lend money to another player.
Rules for a Short Game of MONOPOLY (60 to 90 minutes):
There are three changed rules for this Short Game.
1. During PREPARATION for game play, the Banker shuffles the pack of Title Deed cards, has the player to the left cut them, then deals out two, one at a time, to each player. The players must immediately pay the Bank the printed price of each. Game play then begins as in the regular game of MONOPOLY.
2. In this short game, it is necessary to have only three houses (instead of four) on each lot of a complete color-group before the player may buy a hotel.
Rent for a hotel remains the same as in the regular game of MONOPOLY.
The turn-in value of a hotel is still one-half the purchase price, which in this game is one house fewer than in the regular game of MONOPOLY.
3. END OF GAME. The first player to go bankrupt retires from game play, as in the regular game of MONOPOLY; however, when the second bankruptcy occurs, the game ends. Game play immediately ceases, with the bankrupt player's turning over to his/her creditor all that he/she has of value, including buildings and any other properties. This happens whether the creditor is a rival player or the Bank.
Each remaining player then values his/her property: (1) cash on hand; (2) lots, utilities and railroads owned, at the price printed on the board; (3) any mortgaged property owned, at one-half the price printed on the game board; (4) houses, valued at purchase price; (5) hotels, valued at purchase price including the value of the three houses turned in.
The richest player wins the game!
Another Good Short Game of MONOPOLY:
TIME LIMIT GAME... Before starting, agree upon a definite hour of termination, when the richest player will be declared the winner. Before starting the game, the Banker shuffles and cuts the Title Deed cards and deals two to each player. Players immediately pay the Bank the price of the properties dealt to them.
[[Category:Monopoly]]
[[Category:Board Game]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
1u25ua6k8t20lhja533a4o63ii3tgb9
3857
3856
2009-12-07T22:45:33Z
Kingstonlee
1735031
/* Building Shortages in MONOPOLY: */
3857
wikitext
text/x-wiki
[[Image:Monopoly_Logo_123.png]]
==Object of the game of MONOPOLY==
The object of the game of MONOPOLY is to become the wealthiest player through buying, renting and selling property.
==Equipment in the game of MONOPOLY:==
1 game board
2 dice
11 MONOPOLY tokens
32 houses
12 hotels
16 Chance cards
16 Community Chest cards
Title Deed card for each of 22 MONOPOLY properties
$15,140 in MONOPOLY money
==Preparation for the game of MONOPOLY:==
Place the MONOPOLY game board on a table and put the Chance and Community Chest cards face-down on their allotted spaces on the game board. Each player chooses one MONOPOLY token to represent him/her on his travels around the game board.
Each player is given $1500 divided as follows: 2 each of $500's, $100's and $50's; 6-$20's; 5 each of $10's, $5's and $1's.
All remaining MONOPOLY money and other MONOPOLY equipment go to the Bank.
==The Banker in MONOPOLY:==
Select as Banker a player who will also make a good Auctioneer. If the Banker plays in the game, he/she must keep all personal funds separate from those of the Bank. When more than five persons play MONOPOLY, the Banker may elect to act only as Banker and Auctioneer.
==The MONOPOLY Bank:==
Besides the Bank's money, the MONOPOLY Bank holds the Title Deed cards and houses and hotels prior to purchase and use by the players. The Bank pays salaries and bonuses. It sells and auctions properties and hands out their proper Title Deed cards; it sells houses and hotels to the players and loans money when required on mortgages.
The Bank collects all taxes, fines, loans and interest, and the price of all MONOPOLY properties which it sells and auctions.
The Bank never "goes broke". If the Bank runs out of MONOPOLY money it may issue as much more as may be needed by merely writing on any ordinary paper.
==Game Play in MONOPOLY:==
Starting with the Banker, each player in turn throws the dice. The player with the highest total starts the play. He places his token on the corner of the game board marked "GO", throws the 2 dice and moves his MONOPOLY token in the direction of the arrow, the number of spaces indicated by the dice. After he has completed his play, the turn to play passes to the left. The MONOPOLY tokens remain on the game board spaces occupied and proceed from that point on the player's next turn. Two or more tokens may rest on the same space at the same time.
According to the space which his token reaches, a player may be entitled to buy real estate or other MONOPOLY properties, -or be obliged to pay rent, pay taxes, draw a Chance or Community Chest card, "Go to Jail", etc.
If a player throws doubles he moves his token as usual the sum of the two dice and is subject to any privileges or penalties pertaining to the space on which he lands. Retaining the dice, he throws again and moves his token as before. If a player throws doubles three times in succession, he moves his token immediately to the space marked "In Jail" (see JAIL).
==MONOPOLY Game Board - "Go"==
Each time a player's MONOPOLY token lands on or passes over "GO", whether by throw of the dice or by drawing a card, the Banker pays him $200 salary.
However, $200 is paid only once each time around the game board. If a player, passing "GO" on the throw of the dice, lands 2 spaces beyond it on "Community Chest", or 7 spaces beyond it on "Chance", and draws the card "Advance to GO", he collects $200 for passing "GO" the first time and another $200 for reaching it the second time by instructions on the card.
==Buying MONOPOLY Property:==
Whenever a player lands on an unowned MONOPOLY property he may buy that property from the Bank at its printed price. He receives the Title Deed card showing ownership and places it face-up in front of him.
If he does not wish to buy the MONOPOLY property it is sold at auction by the Banker to the highest bidder. The buyer pays to the Bank the amount of the bid in cash and receives the Title Deed card for that property. Any player, including the one who declined the option of buying it at the printed price, may bid. Bidding may start at any price.
==Paying Rent in MONOPOLY:==
When a player lands on MONOPOLY property owned by another player the owner collects rent from him in accordance with the list printed on the Title Deed card applying to it.
If the property is mortgaged, no rent can be collected. When a property is mortgaged its Title Deed card is placed face-down in front of the owner.
It is an advantage to hold all the Title Deeds in a color-group (i.e.: Boardwalk and Park Place, - or Connecticut, Vermont and Oriental Avenues) because the owner may then charge double rent for unimproved properties in that color-group. This rule applies to unmortgaged MONOPOLY properties even if another property in that color-group is mortgaged.
It is even more of an advantage to have houses or hotels on properties because rents are much higher than for unimproved properties.
The owner may not collect his rent if he fails to ask for it before the second player following throws the dice.
==Chance & Community Chest Cards in MONOPOLY:==
When a player lands on either of these spaces on the MONOPOLY game board, he takes the top card from the deck indicated, follows the instructions and returns the card face-down to the bottom of the deck.
The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it he may sell it, at any time, to another player at a price agreeable to both.
==Income Tax Rules in MONOPOLY:==
When a player lands on the "Income Tax" space of the MONOPOLY game board, he has two options: he may estimate his tax at $200 and pay the Bank, or he may pay 10% of his total worth to the Bank. His total worth is all his cash on hand, printed prices of mortgaged and unmortgaged MONOPOLY properties and cost price of all buildings he owns.
The player must decide which option he will take before he adds up his total worth.
==Going to Jail in the Game of MONOPOLY:==
You land in Jail when... (1) your MONOPOLY token lands on the space marked "Go to Jail"; (2) you draw a card marked "Go to Jail"; or (3) you throw doubles three times in succession.
When you are sent to Jail you cannot collect your $200 salary in that move since, regardless of where your token is on the game board, you must move directly into Jail. Your turn ends when you are sent to Jail.
If you are not "sent" to Jail but in the ordinary course of play land on that space of the MONOPOLY game board, you are "Just Visiting," you incur no penalty, and you move ahead in the usual manner on your next turn.
You get out of Jail by... (1) throwing doubles on any of your next three turns; if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw; even though you had thrown doubles, you do not take another turn; (2) using the "Get Out of Jail Free" card if you have it; (3) purchasing the "Get Out of Jail Free" card from another player and playing it; (4) paying a fine of $50 before you roll the dice on either of your next two turns.
If you do not throw doubles by your third turn, you must pay the $50 fine. You then get out of Jail and immediately move forward the number of spaces shown by your throw.
Even though you are in Jail, you may buy and sell MONOPOLY properties, buy and sell houses and hotels and collect rents.
==MONOPOLY Rules on Houses:==
When you own all the MONOPOLY properties in a color-group you may buy houses from the Bank and erect them on those properties.
If you buy one house, you may put it on any one of those properties. The next house you buy must be erected on one of the unimproved properties of this or any other complete color-group you may own.
The price you must pay the Bank for each house is shown on your Title Deed card for the MONOPOLY property on which you erect the house.
The owner still collects double rent from an opponent who lands on the unimproved properties of his/her complete color-group.
Following the above rules, you may buy and erect at any time as many houses as your judgment and financial standing will allow. But you must build evenly, i.e., you cannot erect more than one house on any one property of any color-group until you have built one house on every property of that group. You may then begin on the second row of houses, and so on, up to a limit of four houses to a property. For example, you cannot build three houses on one property if you have only one house on another property of that group.
As you build evenly, you must also break down evenly if you sell houses back to the Bank (see SELLING PROPERTY).
==MONOPOLY Rules on Hotels:==
When a player has four houses on each property of a complete color-group, he/she may buy a hotel from the Bank and erect it on any MONOPOLY property of the color-group. He/she returns the four houses from that property to the Bank and pays the price for the hotel as shown on the Title Deed card. Only one hotel may be erected on any one property.
==Building Shortages in MONOPOLY:==
When the Bank has no houses to sell, players wishing to build must wait for some player to return or sell his/her houses to the Bank before building. If there are a limited number of houses and hotels available and two or more players wish to buy more than the Bank has, the houses or hotels must be sold at auction to the highest bidder.
==Rules of Selling Property in MONOPOLY:==
Unimproved MONOPOLY properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount the owner can get; however, no MONOPOLY property can be sold to another player if buildings are standing on any properties of that color-group. Any buildings so located must be sold back to the Bank before the owner can sell any property of that color-group.
Houses and hotels may be sold back to the Bank at any time for one-half the price paid for them.
All houses on one color-group may be sold at once, or they may be sold one house at a time (one hotel equals five houses), evenly, in reverse of the manner in which they were erected.
==Free Parking in the Game of MONOPOLY:==
A player who lands on the free parking space of the MONOPOLY game board does not receive any money, property or reward of any kind. This is just a "free" resting place.
==Mortgage Rules in the Game of MONOPOLY:==
Unimproved MONOPOLY properties can be mortgaged through the Bank at any time. Before an improved property can be mortgaged, all the buildings on all the properties of its color-group must be sold back to the Bank at half price. The mortgage value is printed on each Title Deed card.
No rent can be collected on mortgaged MONOPOLY properties or utilities, but rent can be collected on unmortgaged properties in the same group.
In order to lift the mortgage, the owner must pay the Bank the amount of mortgage plus 10% interest. When all the properties of a color-group are no longer mortgaged, the owner may begin to buy back houses at full price.
The player who mortgages property retains possession of it and no other player may secure it by lifting the mortgage from the Bank. However, the owner may sell this mortgaged property to another player at any agreed price. If you are the new owner, you may lift the mortgage at once if you wish by paying off the mortgage plus 10% interest to the Bank. If the mortgage if not lifted at once, you must pay the Bank 10% interest when you buy the property and if you lift the mortgage later you must pay the Bank an additional 10% interest as well as the amount of the mortgage.
==Bankruptcy Rules in the Game of MONOPOLY:==
You are declared bankrupt if you owe more than you can pay either to another player or to the Bank. If your debt is to another player, you must turn over to that player all that you have of value and retire from the game. In making this settlement, if you own houses or hotels, you must return these to the Bank in exchange for money to the extent of one-half the amount paid for them; this cash is given to the creditor. If you have mortgaged MONOPOLY property you also turn this property over to your creditor but the new owner must at once pay the Bank the amount of interest on the loan, which is 10% of the value of the property. The new owner who does this may then, at his/her option, pay the principal or hold the MONOPOLY property until some later turn, then lift the mortgage. If he/she holds property in this way until a later turn, he/she must pay the interest again upon lifting the mortgage.
Should you owe the Bank, instead of another player, more than you can pay (because of taxes or penalties) even by selling off buildings and mortgaging property, you must turn over all assets to the Bank. In this case, the Bank immediately sells by auction all property so taken, except buildings. A bankrupt player must immediately retire from the game. The last player left in the game wins the MONOPOLY game.
==Miscellaneous Rules of MONOPOLY:==
MONOPOLY money can be loaned to a player only by the Bank and then only by mortgaging property. No player may borrow from or lend money to another player.
==Rules for a Short Game of MONOPOLY (60 to 90 minutes):==
There are three changed rules for this Short Game.
1. During PREPARATION for game play, the Banker shuffles the pack of Title Deed cards, has the player to the left cut them, then deals out two, one at a time, to each player. The players must immediately pay the Bank the printed price of each. Game play then begins as in the regular game of MONOPOLY.
2. In this short game, it is necessary to have only three houses (instead of four) on each lot of a complete color-group before the player may buy a hotel.
Rent for a hotel remains the same as in the regular game of MONOPOLY.
The turn-in value of a hotel is still one-half the purchase price, which in this game is one house fewer than in the regular game of MONOPOLY.
3. END OF GAME. The first player to go bankrupt retires from game play, as in the regular game of MONOPOLY; however, when the second bankruptcy occurs, the game ends. Game play immediately ceases, with the bankrupt player's turning over to his/her creditor all that he/she has of value, including buildings and any other properties. This happens whether the creditor is a rival player or the Bank.
Each remaining player then values his/her property: (1) cash on hand; (2) lots, utilities and railroads owned, at the price printed on the board; (3) any mortgaged property owned, at one-half the price printed on the game board; (4) houses, valued at purchase price; (5) hotels, valued at purchase price including the value of the three houses turned in.
The richest player wins the game!
==Another Good Short Game of MONOPOLY:==
TIME LIMIT GAME... Before starting, agree upon a definite hour of termination, when the richest player will be declared the winner. Before starting the game, the Banker shuffles and cuts the Title Deed cards and deals two to each player. Players immediately pay the Bank the price of the properties dealt to them.
[[Category:Monopoly]]
[[Category:Board Game]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
dz3bv0tm6vrdwyuqfd672rsprmalads
4473
3857
2011-07-23T15:34:32Z
71.154.2.128
/* Object of the game of MONOPOLY */
4473
wikitext
text/x-wiki
[[Image:Monopoly_Logo_123.png]]
==Object of the game of MONOPOLY==
The object of the game of MONOPOLY is to get all the other players bankrupt, not to get rich.
==Equipment in the game of MONOPOLY:==
1 game board
2 dice
11 MONOPOLY tokens
32 houses
12 hotels
16 Chance cards
16 Community Chest cards
Title Deed card for each of 22 MONOPOLY properties
$15,140 in MONOPOLY money
==Preparation for the game of MONOPOLY:==
Place the MONOPOLY game board on a table and put the Chance and Community Chest cards face-down on their allotted spaces on the game board. Each player chooses one MONOPOLY token to represent him/her on his travels around the game board.
Each player is given $1500 divided as follows: 2 each of $500's, $100's and $50's; 6-$20's; 5 each of $10's, $5's and $1's.
All remaining MONOPOLY money and other MONOPOLY equipment go to the Bank.
==The Banker in MONOPOLY:==
Select as Banker a player who will also make a good Auctioneer. If the Banker plays in the game, he/she must keep all personal funds separate from those of the Bank. When more than five persons play MONOPOLY, the Banker may elect to act only as Banker and Auctioneer.
==The MONOPOLY Bank:==
Besides the Bank's money, the MONOPOLY Bank holds the Title Deed cards and houses and hotels prior to purchase and use by the players. The Bank pays salaries and bonuses. It sells and auctions properties and hands out their proper Title Deed cards; it sells houses and hotels to the players and loans money when required on mortgages.
The Bank collects all taxes, fines, loans and interest, and the price of all MONOPOLY properties which it sells and auctions.
The Bank never "goes broke". If the Bank runs out of MONOPOLY money it may issue as much more as may be needed by merely writing on any ordinary paper.
==Game Play in MONOPOLY:==
Starting with the Banker, each player in turn throws the dice. The player with the highest total starts the play. He places his token on the corner of the game board marked "GO", throws the 2 dice and moves his MONOPOLY token in the direction of the arrow, the number of spaces indicated by the dice. After he has completed his play, the turn to play passes to the left. The MONOPOLY tokens remain on the game board spaces occupied and proceed from that point on the player's next turn. Two or more tokens may rest on the same space at the same time.
According to the space which his token reaches, a player may be entitled to buy real estate or other MONOPOLY properties, -or be obliged to pay rent, pay taxes, draw a Chance or Community Chest card, "Go to Jail", etc.
If a player throws doubles he moves his token as usual the sum of the two dice and is subject to any privileges or penalties pertaining to the space on which he lands. Retaining the dice, he throws again and moves his token as before. If a player throws doubles three times in succession, he moves his token immediately to the space marked "In Jail" (see JAIL).
==MONOPOLY Game Board - "Go"==
Each time a player's MONOPOLY token lands on or passes over "GO", whether by throw of the dice or by drawing a card, the Banker pays him $200 salary.
However, $200 is paid only once each time around the game board. If a player, passing "GO" on the throw of the dice, lands 2 spaces beyond it on "Community Chest", or 7 spaces beyond it on "Chance", and draws the card "Advance to GO", he collects $200 for passing "GO" the first time and another $200 for reaching it the second time by instructions on the card.
==Buying MONOPOLY Property:==
Whenever a player lands on an unowned MONOPOLY property he may buy that property from the Bank at its printed price. He receives the Title Deed card showing ownership and places it face-up in front of him.
If he does not wish to buy the MONOPOLY property it is sold at auction by the Banker to the highest bidder. The buyer pays to the Bank the amount of the bid in cash and receives the Title Deed card for that property. Any player, including the one who declined the option of buying it at the printed price, may bid. Bidding may start at any price.
==Paying Rent in MONOPOLY:==
When a player lands on MONOPOLY property owned by another player the owner collects rent from him in accordance with the list printed on the Title Deed card applying to it.
If the property is mortgaged, no rent can be collected. When a property is mortgaged its Title Deed card is placed face-down in front of the owner.
It is an advantage to hold all the Title Deeds in a color-group (i.e.: Boardwalk and Park Place, - or Connecticut, Vermont and Oriental Avenues) because the owner may then charge double rent for unimproved properties in that color-group. This rule applies to unmortgaged MONOPOLY properties even if another property in that color-group is mortgaged.
It is even more of an advantage to have houses or hotels on properties because rents are much higher than for unimproved properties.
The owner may not collect his rent if he fails to ask for it before the second player following throws the dice.
==Chance & Community Chest Cards in MONOPOLY:==
When a player lands on either of these spaces on the MONOPOLY game board, he takes the top card from the deck indicated, follows the instructions and returns the card face-down to the bottom of the deck.
The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it he may sell it, at any time, to another player at a price agreeable to both.
==Income Tax Rules in MONOPOLY:==
When a player lands on the "Income Tax" space of the MONOPOLY game board, he has two options: he may estimate his tax at $200 and pay the Bank, or he may pay 10% of his total worth to the Bank. His total worth is all his cash on hand, printed prices of mortgaged and unmortgaged MONOPOLY properties and cost price of all buildings he owns.
The player must decide which option he will take before he adds up his total worth.
==Going to Jail in the Game of MONOPOLY:==
You land in Jail when... (1) your MONOPOLY token lands on the space marked "Go to Jail"; (2) you draw a card marked "Go to Jail"; or (3) you throw doubles three times in succession.
When you are sent to Jail you cannot collect your $200 salary in that move since, regardless of where your token is on the game board, you must move directly into Jail. Your turn ends when you are sent to Jail.
If you are not "sent" to Jail but in the ordinary course of play land on that space of the MONOPOLY game board, you are "Just Visiting," you incur no penalty, and you move ahead in the usual manner on your next turn.
You get out of Jail by... (1) throwing doubles on any of your next three turns; if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw; even though you had thrown doubles, you do not take another turn; (2) using the "Get Out of Jail Free" card if you have it; (3) purchasing the "Get Out of Jail Free" card from another player and playing it; (4) paying a fine of $50 before you roll the dice on either of your next two turns.
If you do not throw doubles by your third turn, you must pay the $50 fine. You then get out of Jail and immediately move forward the number of spaces shown by your throw.
Even though you are in Jail, you may buy and sell MONOPOLY properties, buy and sell houses and hotels and collect rents.
==MONOPOLY Rules on Houses:==
When you own all the MONOPOLY properties in a color-group you may buy houses from the Bank and erect them on those properties.
If you buy one house, you may put it on any one of those properties. The next house you buy must be erected on one of the unimproved properties of this or any other complete color-group you may own.
The price you must pay the Bank for each house is shown on your Title Deed card for the MONOPOLY property on which you erect the house.
The owner still collects double rent from an opponent who lands on the unimproved properties of his/her complete color-group.
Following the above rules, you may buy and erect at any time as many houses as your judgment and financial standing will allow. But you must build evenly, i.e., you cannot erect more than one house on any one property of any color-group until you have built one house on every property of that group. You may then begin on the second row of houses, and so on, up to a limit of four houses to a property. For example, you cannot build three houses on one property if you have only one house on another property of that group.
As you build evenly, you must also break down evenly if you sell houses back to the Bank (see SELLING PROPERTY).
==MONOPOLY Rules on Hotels:==
When a player has four houses on each property of a complete color-group, he/she may buy a hotel from the Bank and erect it on any MONOPOLY property of the color-group. He/she returns the four houses from that property to the Bank and pays the price for the hotel as shown on the Title Deed card. Only one hotel may be erected on any one property.
==Building Shortages in MONOPOLY:==
When the Bank has no houses to sell, players wishing to build must wait for some player to return or sell his/her houses to the Bank before building. If there are a limited number of houses and hotels available and two or more players wish to buy more than the Bank has, the houses or hotels must be sold at auction to the highest bidder.
==Rules of Selling Property in MONOPOLY:==
Unimproved MONOPOLY properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount the owner can get; however, no MONOPOLY property can be sold to another player if buildings are standing on any properties of that color-group. Any buildings so located must be sold back to the Bank before the owner can sell any property of that color-group.
Houses and hotels may be sold back to the Bank at any time for one-half the price paid for them.
All houses on one color-group may be sold at once, or they may be sold one house at a time (one hotel equals five houses), evenly, in reverse of the manner in which they were erected.
==Free Parking in the Game of MONOPOLY:==
A player who lands on the free parking space of the MONOPOLY game board does not receive any money, property or reward of any kind. This is just a "free" resting place.
==Mortgage Rules in the Game of MONOPOLY:==
Unimproved MONOPOLY properties can be mortgaged through the Bank at any time. Before an improved property can be mortgaged, all the buildings on all the properties of its color-group must be sold back to the Bank at half price. The mortgage value is printed on each Title Deed card.
No rent can be collected on mortgaged MONOPOLY properties or utilities, but rent can be collected on unmortgaged properties in the same group.
In order to lift the mortgage, the owner must pay the Bank the amount of mortgage plus 10% interest. When all the properties of a color-group are no longer mortgaged, the owner may begin to buy back houses at full price.
The player who mortgages property retains possession of it and no other player may secure it by lifting the mortgage from the Bank. However, the owner may sell this mortgaged property to another player at any agreed price. If you are the new owner, you may lift the mortgage at once if you wish by paying off the mortgage plus 10% interest to the Bank. If the mortgage if not lifted at once, you must pay the Bank 10% interest when you buy the property and if you lift the mortgage later you must pay the Bank an additional 10% interest as well as the amount of the mortgage.
==Bankruptcy Rules in the Game of MONOPOLY:==
You are declared bankrupt if you owe more than you can pay either to another player or to the Bank. If your debt is to another player, you must turn over to that player all that you have of value and retire from the game. In making this settlement, if you own houses or hotels, you must return these to the Bank in exchange for money to the extent of one-half the amount paid for them; this cash is given to the creditor. If you have mortgaged MONOPOLY property you also turn this property over to your creditor but the new owner must at once pay the Bank the amount of interest on the loan, which is 10% of the value of the property. The new owner who does this may then, at his/her option, pay the principal or hold the MONOPOLY property until some later turn, then lift the mortgage. If he/she holds property in this way until a later turn, he/she must pay the interest again upon lifting the mortgage.
Should you owe the Bank, instead of another player, more than you can pay (because of taxes or penalties) even by selling off buildings and mortgaging property, you must turn over all assets to the Bank. In this case, the Bank immediately sells by auction all property so taken, except buildings. A bankrupt player must immediately retire from the game. The last player left in the game wins the MONOPOLY game.
==Miscellaneous Rules of MONOPOLY:==
MONOPOLY money can be loaned to a player only by the Bank and then only by mortgaging property. No player may borrow from or lend money to another player.
==Rules for a Short Game of MONOPOLY (60 to 90 minutes):==
There are three changed rules for this Short Game.
1. During PREPARATION for game play, the Banker shuffles the pack of Title Deed cards, has the player to the left cut them, then deals out two, one at a time, to each player. The players must immediately pay the Bank the printed price of each. Game play then begins as in the regular game of MONOPOLY.
2. In this short game, it is necessary to have only three houses (instead of four) on each lot of a complete color-group before the player may buy a hotel.
Rent for a hotel remains the same as in the regular game of MONOPOLY.
The turn-in value of a hotel is still one-half the purchase price, which in this game is one house fewer than in the regular game of MONOPOLY.
3. END OF GAME. The first player to go bankrupt retires from game play, as in the regular game of MONOPOLY; however, when the second bankruptcy occurs, the game ends. Game play immediately ceases, with the bankrupt player's turning over to his/her creditor all that he/she has of value, including buildings and any other properties. This happens whether the creditor is a rival player or the Bank.
Each remaining player then values his/her property: (1) cash on hand; (2) lots, utilities and railroads owned, at the price printed on the board; (3) any mortgaged property owned, at one-half the price printed on the game board; (4) houses, valued at purchase price; (5) hotels, valued at purchase price including the value of the three houses turned in.
The richest player wins the game!
==Another Good Short Game of MONOPOLY:==
TIME LIMIT GAME... Before starting, agree upon a definite hour of termination, when the richest player will be declared the winner. Before starting the game, the Banker shuffles and cuts the Title Deed cards and deals two to each player. Players immediately pay the Bank the price of the properties dealt to them.
[[Category:Monopoly]]
[[Category:Board Game]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
75nzfulrkwbvv3650grg9leqanm53ra
4475
4473
2011-07-23T15:36:18Z
71.154.2.128
/* Preparation for the game of MONOPOLY: */
4475
wikitext
text/x-wiki
[[Image:Monopoly_Logo_123.png]]
==Object of the game of MONOPOLY==
The object of the game of MONOPOLY is to get all the other players bankrupt, not to get rich.
==Equipment in the game of MONOPOLY:==
1 game board
2 dice
11 MONOPOLY tokens
32 houses
12 hotels
16 Chance cards
16 Community Chest cards
Title Deed card for each of 22 MONOPOLY properties
$15,140 in MONOPOLY money
==Preparation for the game of MONOPOLY:==
Place the MONOPOLY game board on a table and put the Chance and Community Chest cards face-down on their allotted spaces on the game board. Each player chooses one MONOPOLY token to represent him/her on his travels around the game board.
Each player is given $1500 divided as follows: 2 each of $500's, 4 each of $100's, 1 $50; 1 $20; 2 $10's, 1 $5 and 5 $1's.
All remaining MONOPOLY money and other MONOPOLY equipment go to the Bank.
==The Banker in MONOPOLY:==
Select as Banker a player who will also make a good Auctioneer. If the Banker plays in the game, he/she must keep all personal funds separate from those of the Bank. When more than five persons play MONOPOLY, the Banker may elect to act only as Banker and Auctioneer.
==The MONOPOLY Bank:==
Besides the Bank's money, the MONOPOLY Bank holds the Title Deed cards and houses and hotels prior to purchase and use by the players. The Bank pays salaries and bonuses. It sells and auctions properties and hands out their proper Title Deed cards; it sells houses and hotels to the players and loans money when required on mortgages.
The Bank collects all taxes, fines, loans and interest, and the price of all MONOPOLY properties which it sells and auctions.
The Bank never "goes broke". If the Bank runs out of MONOPOLY money it may issue as much more as may be needed by merely writing on any ordinary paper.
==Game Play in MONOPOLY:==
Starting with the Banker, each player in turn throws the dice. The player with the highest total starts the play. He places his token on the corner of the game board marked "GO", throws the 2 dice and moves his MONOPOLY token in the direction of the arrow, the number of spaces indicated by the dice. After he has completed his play, the turn to play passes to the left. The MONOPOLY tokens remain on the game board spaces occupied and proceed from that point on the player's next turn. Two or more tokens may rest on the same space at the same time.
According to the space which his token reaches, a player may be entitled to buy real estate or other MONOPOLY properties, -or be obliged to pay rent, pay taxes, draw a Chance or Community Chest card, "Go to Jail", etc.
If a player throws doubles he moves his token as usual the sum of the two dice and is subject to any privileges or penalties pertaining to the space on which he lands. Retaining the dice, he throws again and moves his token as before. If a player throws doubles three times in succession, he moves his token immediately to the space marked "In Jail" (see JAIL).
==MONOPOLY Game Board - "Go"==
Each time a player's MONOPOLY token lands on or passes over "GO", whether by throw of the dice or by drawing a card, the Banker pays him $200 salary.
However, $200 is paid only once each time around the game board. If a player, passing "GO" on the throw of the dice, lands 2 spaces beyond it on "Community Chest", or 7 spaces beyond it on "Chance", and draws the card "Advance to GO", he collects $200 for passing "GO" the first time and another $200 for reaching it the second time by instructions on the card.
==Buying MONOPOLY Property:==
Whenever a player lands on an unowned MONOPOLY property he may buy that property from the Bank at its printed price. He receives the Title Deed card showing ownership and places it face-up in front of him.
If he does not wish to buy the MONOPOLY property it is sold at auction by the Banker to the highest bidder. The buyer pays to the Bank the amount of the bid in cash and receives the Title Deed card for that property. Any player, including the one who declined the option of buying it at the printed price, may bid. Bidding may start at any price.
==Paying Rent in MONOPOLY:==
When a player lands on MONOPOLY property owned by another player the owner collects rent from him in accordance with the list printed on the Title Deed card applying to it.
If the property is mortgaged, no rent can be collected. When a property is mortgaged its Title Deed card is placed face-down in front of the owner.
It is an advantage to hold all the Title Deeds in a color-group (i.e.: Boardwalk and Park Place, - or Connecticut, Vermont and Oriental Avenues) because the owner may then charge double rent for unimproved properties in that color-group. This rule applies to unmortgaged MONOPOLY properties even if another property in that color-group is mortgaged.
It is even more of an advantage to have houses or hotels on properties because rents are much higher than for unimproved properties.
The owner may not collect his rent if he fails to ask for it before the second player following throws the dice.
==Chance & Community Chest Cards in MONOPOLY:==
When a player lands on either of these spaces on the MONOPOLY game board, he takes the top card from the deck indicated, follows the instructions and returns the card face-down to the bottom of the deck.
The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it he may sell it, at any time, to another player at a price agreeable to both.
==Income Tax Rules in MONOPOLY:==
When a player lands on the "Income Tax" space of the MONOPOLY game board, he has two options: he may estimate his tax at $200 and pay the Bank, or he may pay 10% of his total worth to the Bank. His total worth is all his cash on hand, printed prices of mortgaged and unmortgaged MONOPOLY properties and cost price of all buildings he owns.
The player must decide which option he will take before he adds up his total worth.
==Going to Jail in the Game of MONOPOLY:==
You land in Jail when... (1) your MONOPOLY token lands on the space marked "Go to Jail"; (2) you draw a card marked "Go to Jail"; or (3) you throw doubles three times in succession.
When you are sent to Jail you cannot collect your $200 salary in that move since, regardless of where your token is on the game board, you must move directly into Jail. Your turn ends when you are sent to Jail.
If you are not "sent" to Jail but in the ordinary course of play land on that space of the MONOPOLY game board, you are "Just Visiting," you incur no penalty, and you move ahead in the usual manner on your next turn.
You get out of Jail by... (1) throwing doubles on any of your next three turns; if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw; even though you had thrown doubles, you do not take another turn; (2) using the "Get Out of Jail Free" card if you have it; (3) purchasing the "Get Out of Jail Free" card from another player and playing it; (4) paying a fine of $50 before you roll the dice on either of your next two turns.
If you do not throw doubles by your third turn, you must pay the $50 fine. You then get out of Jail and immediately move forward the number of spaces shown by your throw.
Even though you are in Jail, you may buy and sell MONOPOLY properties, buy and sell houses and hotels and collect rents.
==MONOPOLY Rules on Houses:==
When you own all the MONOPOLY properties in a color-group you may buy houses from the Bank and erect them on those properties.
If you buy one house, you may put it on any one of those properties. The next house you buy must be erected on one of the unimproved properties of this or any other complete color-group you may own.
The price you must pay the Bank for each house is shown on your Title Deed card for the MONOPOLY property on which you erect the house.
The owner still collects double rent from an opponent who lands on the unimproved properties of his/her complete color-group.
Following the above rules, you may buy and erect at any time as many houses as your judgment and financial standing will allow. But you must build evenly, i.e., you cannot erect more than one house on any one property of any color-group until you have built one house on every property of that group. You may then begin on the second row of houses, and so on, up to a limit of four houses to a property. For example, you cannot build three houses on one property if you have only one house on another property of that group.
As you build evenly, you must also break down evenly if you sell houses back to the Bank (see SELLING PROPERTY).
==MONOPOLY Rules on Hotels:==
When a player has four houses on each property of a complete color-group, he/she may buy a hotel from the Bank and erect it on any MONOPOLY property of the color-group. He/she returns the four houses from that property to the Bank and pays the price for the hotel as shown on the Title Deed card. Only one hotel may be erected on any one property.
==Building Shortages in MONOPOLY:==
When the Bank has no houses to sell, players wishing to build must wait for some player to return or sell his/her houses to the Bank before building. If there are a limited number of houses and hotels available and two or more players wish to buy more than the Bank has, the houses or hotels must be sold at auction to the highest bidder.
==Rules of Selling Property in MONOPOLY:==
Unimproved MONOPOLY properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount the owner can get; however, no MONOPOLY property can be sold to another player if buildings are standing on any properties of that color-group. Any buildings so located must be sold back to the Bank before the owner can sell any property of that color-group.
Houses and hotels may be sold back to the Bank at any time for one-half the price paid for them.
All houses on one color-group may be sold at once, or they may be sold one house at a time (one hotel equals five houses), evenly, in reverse of the manner in which they were erected.
==Free Parking in the Game of MONOPOLY:==
A player who lands on the free parking space of the MONOPOLY game board does not receive any money, property or reward of any kind. This is just a "free" resting place.
==Mortgage Rules in the Game of MONOPOLY:==
Unimproved MONOPOLY properties can be mortgaged through the Bank at any time. Before an improved property can be mortgaged, all the buildings on all the properties of its color-group must be sold back to the Bank at half price. The mortgage value is printed on each Title Deed card.
No rent can be collected on mortgaged MONOPOLY properties or utilities, but rent can be collected on unmortgaged properties in the same group.
In order to lift the mortgage, the owner must pay the Bank the amount of mortgage plus 10% interest. When all the properties of a color-group are no longer mortgaged, the owner may begin to buy back houses at full price.
The player who mortgages property retains possession of it and no other player may secure it by lifting the mortgage from the Bank. However, the owner may sell this mortgaged property to another player at any agreed price. If you are the new owner, you may lift the mortgage at once if you wish by paying off the mortgage plus 10% interest to the Bank. If the mortgage if not lifted at once, you must pay the Bank 10% interest when you buy the property and if you lift the mortgage later you must pay the Bank an additional 10% interest as well as the amount of the mortgage.
==Bankruptcy Rules in the Game of MONOPOLY:==
You are declared bankrupt if you owe more than you can pay either to another player or to the Bank. If your debt is to another player, you must turn over to that player all that you have of value and retire from the game. In making this settlement, if you own houses or hotels, you must return these to the Bank in exchange for money to the extent of one-half the amount paid for them; this cash is given to the creditor. If you have mortgaged MONOPOLY property you also turn this property over to your creditor but the new owner must at once pay the Bank the amount of interest on the loan, which is 10% of the value of the property. The new owner who does this may then, at his/her option, pay the principal or hold the MONOPOLY property until some later turn, then lift the mortgage. If he/she holds property in this way until a later turn, he/she must pay the interest again upon lifting the mortgage.
Should you owe the Bank, instead of another player, more than you can pay (because of taxes or penalties) even by selling off buildings and mortgaging property, you must turn over all assets to the Bank. In this case, the Bank immediately sells by auction all property so taken, except buildings. A bankrupt player must immediately retire from the game. The last player left in the game wins the MONOPOLY game.
==Miscellaneous Rules of MONOPOLY:==
MONOPOLY money can be loaned to a player only by the Bank and then only by mortgaging property. No player may borrow from or lend money to another player.
==Rules for a Short Game of MONOPOLY (60 to 90 minutes):==
There are three changed rules for this Short Game.
1. During PREPARATION for game play, the Banker shuffles the pack of Title Deed cards, has the player to the left cut them, then deals out two, one at a time, to each player. The players must immediately pay the Bank the printed price of each. Game play then begins as in the regular game of MONOPOLY.
2. In this short game, it is necessary to have only three houses (instead of four) on each lot of a complete color-group before the player may buy a hotel.
Rent for a hotel remains the same as in the regular game of MONOPOLY.
The turn-in value of a hotel is still one-half the purchase price, which in this game is one house fewer than in the regular game of MONOPOLY.
3. END OF GAME. The first player to go bankrupt retires from game play, as in the regular game of MONOPOLY; however, when the second bankruptcy occurs, the game ends. Game play immediately ceases, with the bankrupt player's turning over to his/her creditor all that he/she has of value, including buildings and any other properties. This happens whether the creditor is a rival player or the Bank.
Each remaining player then values his/her property: (1) cash on hand; (2) lots, utilities and railroads owned, at the price printed on the board; (3) any mortgaged property owned, at one-half the price printed on the game board; (4) houses, valued at purchase price; (5) hotels, valued at purchase price including the value of the three houses turned in.
The richest player wins the game!
==Another Good Short Game of MONOPOLY:==
TIME LIMIT GAME... Before starting, agree upon a definite hour of termination, when the richest player will be declared the winner. Before starting the game, the Banker shuffles and cuts the Title Deed cards and deals two to each player. Players immediately pay the Bank the price of the properties dealt to them.
[[Category:Monopoly]]
[[Category:Board Game]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
a02gzgyuc8zd1nogavsrd79opdzs124
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2018-06-21T22:29:54Z
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text/x-wiki
[[Image:Monopoly_Logo_123.png]]
==Object of the game of MONOPOLY==
The object of the game of MONOPOLY is to get all the other players bankrupt, not to get rich.
==Equipment in the game of MONOPOLY:==
1 game board
2 dice
10 MONOPOLY tokens
32 houses
12 hotels
16 Chance cards
16 Community Chest cards
Title Deed card for each of 22 MONOPOLY properties
$15,140 in MONOPOLY money
==Preparation for the game of MONOPOLY:==
Place the MONOPOLY game board on a table and put the Chance and Community Chest cards face-down on their allotted spaces on the game board. Each player chooses one MONOPOLY token to represent him/her on his travels around the game board.
Each player is given $1500 divided as follows: 2 each of $500's, 4 each of $100's, 1 $50; 1 $20; 2 $10's, 1 $5 and 5 $1's.
All remaining MONOPOLY money and other MONOPOLY equipment go to the Bank.
==The Banker in MONOPOLY:==
Select as Banker a player who will also make a good Auctioneer. If the Banker plays in the game, he/she must keep all personal funds separate from those of the Bank. When more than five persons play MONOPOLY, the Banker may elect to act only as Banker and Auctioneer.
==The MONOPOLY Bank:==
Besides the Bank's money, the MONOPOLY Bank holds the Title Deed cards and houses and hotels prior to purchase and use by the players. The Bank pays salaries and bonuses. It sells and auctions properties and hands out their proper Title Deed cards; it sells houses and hotels to the players and loans money when required on mortgages.
The Bank collects all taxes, fines, loans and interest, and the price of all MONOPOLY properties which it sells and auctions.
The Bank never "goes broke". If the Bank runs out of MONOPOLY money it may issue as much more as may be needed by merely writing on any ordinary paper.
==Game Play in MONOPOLY:==
Starting with the Banker, each player in turn throws the dice. The player with the highest total starts the play. He places his token on the corner of the game board marked "GO", throws the 2 dice and moves his MONOPOLY token in the direction of the arrow, the number of spaces indicated by the dice. After he has completed his play, the turn to play passes to the left. The MONOPOLY tokens remain on the game board spaces occupied and proceed from that point on the player's next turn. Two or more tokens may rest on the same space at the same time.
According to the space which his token reaches, a player may be entitled to buy real estate or other MONOPOLY properties, -or be obliged to pay rent, pay taxes, draw a Chance or Community Chest card, "Go to Jail", etc.
If a player throws doubles he moves his token as usual the sum of the two dice and is subject to any privileges or penalties pertaining to the space on which he lands. Retaining the dice, he throws again and moves his token as before. If a player throws doubles three times in succession, he moves his token immediately to the space marked "In Jail" (see JAIL).
==MONOPOLY Game Board - "Go"==
Each time a player's MONOPOLY token lands on or passes over "GO", whether by throw of the dice or by drawing a card, the Banker pays him $200 salary.
However, $200 is paid only once each time around the game board. If a player, passing "GO" on the throw of the dice, lands 2 spaces beyond it on "Community Chest", or 7 spaces beyond it on "Chance", and draws the card "Advance to GO", he collects $200 for passing "GO" the first time and another $200 for reaching it the second time by instructions on the card.
==Buying MONOPOLY Property:==
Whenever a player lands on an unowned MONOPOLY property he may buy that property from the Bank at its printed price. He receives the Title Deed card showing ownership and places it face-up in front of him.
If he does not wish to buy the MONOPOLY property it is sold at auction by the Banker to the highest bidder. The buyer pays to the Bank the amount of the bid in cash and receives the Title Deed card for that property. Any player, including the one who declined the option of buying it at the printed price, may bid. Bidding may start at any price.
==Paying Rent in MONOPOLY:==
When a player lands on MONOPOLY property owned by another player the owner collects rent from him in accordance with the list printed on the Title Deed card applying to it.
If the property is mortgaged, no rent can be collected. When a property is mortgaged its Title Deed card is placed face-down in front of the owner.
It is an advantage to hold all the Title Deeds in a color-group (i.e.: Boardwalk and Park Place, - or Connecticut, Vermont and Oriental Avenues) because the owner may then charge double rent for unimproved properties in that color-group. This rule applies to unmortgaged MONOPOLY properties even if another property in that color-group is mortgaged.
It is even more of an advantage to have houses or hotels on properties because rents are much higher than for unimproved properties.
The owner may not collect his rent if he fails to ask for it before the second player following throws the dice.
==Chance & Community Chest Cards in MONOPOLY:==
When a player lands on either of these spaces on the MONOPOLY game board, he takes the top card from the deck indicated, follows the instructions and returns the card face-down to the bottom of the deck.
The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it he may sell it, at any time, to another player at a price agreeable to both.
==Income Tax Rules in MONOPOLY:==
When a player lands on the "Income Tax" space of the MONOPOLY game board, he has two options: he may estimate his tax at $200 and pay the Bank, or he may pay 10% of his total worth to the Bank. His total worth is all his cash on hand, printed prices of mortgaged and unmortgaged MONOPOLY properties and cost price of all buildings he owns.
The player must decide which option he will take before he adds up his total worth.
==Going to Jail in the Game of MONOPOLY:==
You land in Jail when... (1) your MONOPOLY token lands on the space marked "Go to Jail"; (2) you draw a card marked "Go to Jail"; or (3) you throw doubles three times in succession.
When you are sent to Jail you cannot collect your $200 salary in that move since, regardless of where your token is on the game board, you must move directly into Jail. Your turn ends when you are sent to Jail.
If you are not "sent" to Jail but in the ordinary course of play land on that space of the MONOPOLY game board, you are "Just Visiting," you incur no penalty, and you move ahead in the usual manner on your next turn.
You get out of Jail by... (1) throwing doubles on any of your next three turns; if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw; even though you had thrown doubles, you do not take another turn; (2) using the "Get Out of Jail Free" card if you have it; (3) purchasing the "Get Out of Jail Free" card from another player and playing it; (4) paying a fine of $50 before you roll the dice on either of your next two turns.
If you do not throw doubles by your third turn, you must pay the $50 fine. You then get out of Jail and immediately move forward the number of spaces shown by your throw.
Even though you are in Jail, you may buy and sell MONOPOLY properties, buy and sell houses and hotels and collect rents.
==MONOPOLY Rules on Houses:==
When you own all the MONOPOLY properties in a color-group you may buy houses from the Bank and erect them on those properties.
If you buy one house, you may put it on any one of those properties. The next house you buy must be erected on one of the unimproved properties of this or any other complete color-group you may own.
The price you must pay the Bank for each house is shown on your Title Deed card for the MONOPOLY property on which you erect the house.
The owner still collects double rent from an opponent who lands on the unimproved properties of his/her complete color-group.
Following the above rules, you may buy and erect at any time as many houses as your judgment and financial standing will allow. But you must build evenly, i.e., you cannot erect more than one house on any one property of any color-group until you have built one house on every property of that group. You may then begin on the second row of houses, and so on, up to a limit of four houses to a property. For example, you cannot build three houses on one property if you have only one house on another property of that group.
As you build evenly, you must also break down evenly if you sell houses back to the Bank (see SELLING PROPERTY).
==MONOPOLY Rules on Hotels:==
When a player has four houses on each property of a complete color-group, he/she may buy a hotel from the Bank and erect it on any MONOPOLY property of the color-group. He/she returns the four houses from that property to the Bank and pays the price for the hotel as shown on the Title Deed card. Only one hotel may be erected on any one property.
==Building Shortages in MONOPOLY:==
When the Bank has no houses to sell, players wishing to build must wait for some player to return or sell his/her houses to the Bank before building. If there are a limited number of houses and hotels available and two or more players wish to buy more than the Bank has, the houses or hotels must be sold at auction to the highest bidder.
==Rules of Selling Property in MONOPOLY:==
Unimproved MONOPOLY properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount the owner can get; however, no MONOPOLY property can be sold to another player if buildings are standing on any properties of that color-group. Any buildings so located must be sold back to the Bank before the owner can sell any property of that color-group.
Houses and hotels may be sold back to the Bank at any time for one-half the price paid for them.
All houses on one color-group may be sold at once, or they may be sold one house at a time (one hotel equals five houses), evenly, in reverse of the manner in which they were erected.
==Free Parking in the Game of MONOPOLY:==
A player who lands on the free parking space of the MONOPOLY game board does not receive any money, property or reward of any kind. This is just a "free" resting place.
==Mortgage Rules in the Game of MONOPOLY:==
Unimproved MONOPOLY properties can be mortgaged through the Bank at any time. Before an improved property can be mortgaged, all the buildings on all the properties of its color-group must be sold back to the Bank at half price. The mortgage value is printed on each Title Deed card.
No rent can be collected on mortgaged MONOPOLY properties or utilities, but rent can be collected on unmortgaged properties in the same group.
In order to lift the mortgage, the owner must pay the Bank the amount of mortgage plus 10% interest. When all the properties of a color-group are no longer mortgaged, the owner may begin to buy back houses at full price.
The player who mortgages property retains possession of it and no other player may secure it by lifting the mortgage from the Bank. However, the owner may sell this mortgaged property to another player at any agreed price. If you are the new owner, you may lift the mortgage at once if you wish by paying off the mortgage plus 10% interest to the Bank. If the mortgage if not lifted at once, you must pay the Bank 10% interest when you buy the property and if you lift the mortgage later you must pay the Bank an additional 10% interest as well as the amount of the mortgage.
==Bankruptcy Rules in the Game of MONOPOLY:==
You are declared bankrupt if you owe more than you can pay either to another player or to the Bank. If your debt is to another player, you must turn over to that player all that you have of value and retire from the game. In making this settlement, if you own houses or hotels, you must return these to the Bank in exchange for money to the extent of one-half the amount paid for them; this cash is given to the creditor. If you have mortgaged MONOPOLY property you also turn this property over to your creditor but the new owner must at once pay the Bank the amount of interest on the loan, which is 10% of the value of the property. The new owner who does this may then, at his/her option, pay the principal or hold the MONOPOLY property until some later turn, then lift the mortgage. If he/she holds property in this way until a later turn, he/she must pay the interest again upon lifting the mortgage.
Should you owe the Bank, instead of another player, more than you can pay (because of taxes or penalties) even by selling off buildings and mortgaging property, you must turn over all assets to the Bank. In this case, the Bank immediately sells by auction all property so taken, except buildings. A bankrupt player must immediately retire from the game. The last player left in the game wins the MONOPOLY game.
==Miscellaneous Rules of MONOPOLY:==
MONOPOLY money can be loaned to a player only by the Bank and then only by mortgaging property. No player may borrow from or lend money to another player.
==Rules for a Short Game of MONOPOLY (60 to 90 minutes):==
There are three changed rules for this Short Game.
1. During PREPARATION for game play, the Banker shuffles the pack of Title Deed cards, has the player to the left cut them, then deals out two, one at a time, to each player. The players must immediately pay the Bank the printed price of each. Game play then begins as in the regular game of MONOPOLY.
2. In this short game, it is necessary to have only three houses (instead of four) on each lot of a complete color-group before the player may buy a hotel.
Rent for a hotel remains the same as in the regular game of MONOPOLY.
The turn-in value of a hotel is still one-half the purchase price, which in this game is one house fewer than in the regular game of MONOPOLY.
3. END OF GAME. The first player to go bankrupt retires from game play, as in the regular game of MONOPOLY; however, when the second bankruptcy occurs, the game ends. Game play immediately ceases, with the bankrupt player's turning over to his/her creditor all that he/she has of value, including buildings and any other properties. This happens whether the creditor is a rival player or the Bank.
Each remaining player then values his/her property: (1) cash on hand; (2) lots, utilities and railroads owned, at the price printed on the board; (3) any mortgaged property owned, at one-half the price printed on the game board; (4) houses, valued at purchase price; (5) hotels, valued at purchase price including the value of the three houses turned in.
The richest player wins the game!
==Another Good Short Game of MONOPOLY:==
TIME LIMIT GAME... Before starting, agree upon a definite hour of termination, when the richest player will be declared the winner. Before starting the game, the Banker shuffles and cuts the Title Deed cards and deals two to each player. Players immediately pay the Bank the price of the properties dealt to them.
[[Category:Monopoly]]
[[Category:Board Game]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
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text/x-wiki
[[Image:Monopoly_Logo_123.png]]
==Object of the game of MONOPOLY==
The object of the game of MONOPOLY is to get all the other players bankrupt, not to get rich.
==Equipment in the game of MONOPOLY:==
1 game board
2 dice
10 MONOPOLY tokens
32 houses
12 hotels
16 Chance cards
16 Community Chest 28 Title Deed Cards $15,140 in MONOPOLY money
==Preparation for the game of MONOPOLY:==
Place the MONOPOLY game board on a table and put the Chance and Community Chest cards face-down on their allotted spaces on the game board. Each player chooses one MONOPOLY token to represent him/her on his travels around the game board.
Each player is given $1500 divided as follows: 2 each of $500's, $100's, $50; 6, $20; 5, $10's, $5 and $1's.
All remaining MONOPOLY money and other MONOPOLY equipment go to the Bank.
==The Banker in MONOPOLY:==
Select as Banker a player who will also make a good Auctioneer. If the Banker plays in the game, he/she must keep all personal funds separate from those of the Bank. When more than five persons play MONOPOLY, the Banker may elect to act only as Banker and Auctioneer.
==The MONOPOLY Bank:==
Besides the Bank's money, the MONOPOLY Bank holds the Title Deed cards and houses and hotels prior to purchase and use by the players. The Bank pays salaries and bonuses. It sells and auctions properties and hands out their proper Title Deed cards; it sells houses and hotels to the players and loans money when required on mortgages.
The Bank collects all taxes, fines, loans and interest, and the price of all MONOPOLY properties which it sells and auctions.
The Bank never "goes broke". If the Bank runs out of MONOPOLY money it may issue as much more as may be needed by merely writing on any ordinary paper.
==Game Play in MONOPOLY:==
Starting with the Banker, each player in turn throws the dice. The player with the highest total starts the play. He places his token on the corner of the game board marked "GO", throws the 2 dice and moves his MONOPOLY token in the direction of the arrow, the number of spaces indicated by the dice. After he has completed his play, the turn to play passes to the left. The MONOPOLY tokens remain on the game board spaces occupied and proceed from that point on the player's next turn. Two or more tokens may rest on the same space at the same time.
According to the space which his token reaches, a player may be entitled to buy real estate or other MONOPOLY properties, -or be obliged to pay rent, pay taxes, draw a Chance or Community Chest card, "Go to Jail", etc.
If a player throws doubles he moves his token as usual the sum of the two dice and is subject to any privileges or penalties pertaining to the space on which he lands. Retaining the dice, he throws again and moves his token as before. If a player throws doubles three times in succession, he moves his token immediately to the space marked "In Jail" (see JAIL).
==MONOPOLY Game Board - "Go"==
Each time a player's MONOPOLY token lands on or passes over "GO", whether by throw of the dice or by drawing a card, the Banker pays him $200 salary.
However, $200 is paid only once each time around the game board. If a player, passing "GO" on the throw of the dice, lands 2 spaces beyond it on "Community Chest", or 7 spaces beyond it on "Chance", and draws the card "Advance to GO", he collects $200 for passing "GO" the first time and another $200 for reaching it the second time by instructions on the card.
==Buying MONOPOLY Property:==
Whenever a player lands on an unowned MONOPOLY property he may buy that property from the Bank at its printed price. He receives the Title Deed card showing ownership and places it face-up in front of him.
If he does not wish to buy the MONOPOLY property it is sold at auction by the Banker to the highest bidder. The buyer pays to the Bank the amount of the bid in cash and receives the Title Deed card for that property. Any player, including the one who declined the option of buying it at the printed price, may bid. Bidding may start at any price.
==Paying Rent in MONOPOLY:==
When a player lands on MONOPOLY property owned by another player the owner collects rent from him in accordance with the list printed on the Title Deed card applying to it.
If the property is mortgaged, no rent can be collected. When a property is mortgaged its Title Deed card is placed face-down in front of the owner.
It is an advantage to hold all the Title Deeds in a color-group (i.e.: Boardwalk and Park Place, - or Connecticut, Vermont and Oriental Avenues) because the owner may then charge double rent for unimproved properties in that color-group. This rule applies to unmortgaged MONOPOLY properties even if another property in that color-group is mortgaged.
It is even more of an advantage to have houses or hotels on properties because rents are much higher than for unimproved properties.
The owner may not collect his rent if he fails to ask for it before the second player following throws the dice.
==Chance & Community Chest Cards in MONOPOLY:==
When a player lands on either of these spaces on the MONOPOLY game board, he takes the top card from the deck indicated, follows the instructions and returns the card face-down to the bottom of the deck.
The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it he may sell it, at any time, to another player at a price agreeable to both.
==Income Tax Rules in MONOPOLY:==
When a player lands on the "Income Tax" space of the MONOPOLY game board, he has two options: he may estimate his tax at $200 and pay the Bank, or he may pay 10% of his total worth to the Bank. His total worth is all his cash on hand, printed prices of mortgaged and unmortgaged MONOPOLY properties and cost price of all buildings he owns.
The player must decide which option he will take before he adds up his total worth.
==Going to Jail in the Game of MONOPOLY:==
You land in Jail when... (1) your MONOPOLY token lands on the space marked "Go to Jail"; (2) you draw a card marked "Go to Jail"; or (3) you throw doubles three times in succession.
When you are sent to Jail you cannot collect your $200 salary in that move since, regardless of where your token is on the game board, you must move directly into Jail. Your turn ends when you are sent to Jail.
If you are not "sent" to Jail but in the ordinary course of play land on that space of the MONOPOLY game board, you are "Just Visiting," you incur no penalty, and you move ahead in the usual manner on your next turn.
You get out of Jail by... (1) throwing doubles on any of your next three turns; if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw; even though you had thrown doubles, you do not take another turn; (2) using the "Get Out of Jail Free" card if you have it; (3) purchasing the "Get Out of Jail Free" card from another player and playing it; (4) paying a fine of $50 before you roll the dice on either of your next two turns.
If you do not throw doubles by your third turn, you must pay the $50 fine. You then get out of Jail and immediately move forward the number of spaces shown by your throw.
Even though you are in Jail, you may buy and sell MONOPOLY properties, buy and sell houses and hotels and collect rents.
==MONOPOLY Rules on Houses:==
When you own all the MONOPOLY properties in a color-group you may buy houses from the Bank and erect them on those properties.
If you buy one house, you may put it on any one of those properties. The next house you buy must be erected on one of the unimproved properties of this or any other complete color-group you may own.
The price you must pay the Bank for each house is shown on your Title Deed card for the MONOPOLY property on which you erect the house.
The owner still collects double rent from an opponent who lands on the unimproved properties of his/her complete color-group.
Following the above rules, you may buy and erect at any time as many houses as your judgment and financial standing will allow. But you must build evenly, i.e., you cannot erect more than one house on any one property of any color-group until you have built one house on every property of that group. You may then begin on the second row of houses, and so on, up to a limit of four houses to a property. For example, you cannot build three houses on one property if you have only one house on another property of that group.
As you build evenly, you must also break down evenly if you sell houses back to the Bank (see SELLING PROPERTY).
==MONOPOLY Rules on Hotels:==
When a player has four houses on each property of a complete color-group, he/she may buy a hotel from the Bank and erect it on any MONOPOLY property of the color-group. He/she returns the four houses from that property to the Bank and pays the price for the hotel as shown on the Title Deed card. Only one hotel may be erected on any one property.
==Building Shortages in MONOPOLY:==
When the Bank has no houses to sell, players wishing to build must wait for some player to return or sell his/her houses to the Bank before building. If there are a limited number of houses and hotels available and two or more players wish to buy more than the Bank has, the houses or hotels must be sold at auction to the highest bidder.
==Rules of Selling Property in MONOPOLY:==
Unimproved MONOPOLY properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount the owner can get; however, no MONOPOLY property can be sold to another player if buildings are standing on any properties of that color-group. Any buildings so located must be sold back to the Bank before the owner can sell any property of that color-group.
Houses and hotels may be sold back to the Bank at any time for one-half the price paid for them.
All houses on one color-group may be sold at once, or they may be sold one house at a time (one hotel equals five houses), evenly, in reverse of the manner in which they were erected.
==Free Parking in the Game of MONOPOLY:==
A player who lands on the free parking space of the MONOPOLY game board does not receive any money, property or reward of any kind. This is just a "free" resting place.
==Mortgage Rules in the Game of MONOPOLY:==
Unimproved MONOPOLY properties can be mortgaged through the Bank at any time. Before an improved property can be mortgaged, all the buildings on all the properties of its color-group must be sold back to the Bank at half price. The mortgage value is printed on each Title Deed card.
No rent can be collected on mortgaged MONOPOLY properties or utilities, but rent can be collected on unmortgaged properties in the same group.
In order to lift the mortgage, the owner must pay the Bank the amount of mortgage plus 10% interest. When all the properties of a color-group are no longer mortgaged, the owner may begin to buy back houses at full price.
The player who mortgages property retains possession of it and no other player may secure it by lifting the mortgage from the Bank. However, the owner may sell this mortgaged property to another player at any agreed price. If you are the new owner, you may lift the mortgage at once if you wish by paying off the mortgage plus 10% interest to the Bank. If the mortgage if not lifted at once, you must pay the Bank 10% interest when you buy the property and if you lift the mortgage later you must pay the Bank an additional 10% interest as well as the amount of the mortgage.
==Bankruptcy Rules in the Game of MONOPOLY:==
You are declared bankrupt if you owe more than you can pay either to another player or to the Bank. If your debt is to another player, you must turn over to that player all that you have of value and retire from the game. In making this settlement, if you own houses or hotels, you must return these to the Bank in exchange for money to the extent of one-half the amount paid for them; this cash is given to the creditor. If you have mortgaged MONOPOLY property you also turn this property over to your creditor but the new owner must at once pay the Bank the amount of interest on the loan, which is 10% of the value of the property. The new owner who does this may then, at his/her option, pay the principal or hold the MONOPOLY property until some later turn, then lift the mortgage. If he/she holds property in this way until a later turn, he/she must pay the interest again upon lifting the mortgage.
Should you owe the Bank, instead of another player, more than you can pay (because of taxes or penalties) even by selling off buildings and mortgaging property, you must turn over all assets to the Bank. In this case, the Bank immediately sells by auction all property so taken, except buildings. A bankrupt player must immediately retire from the game. The last player left in the game wins the MONOPOLY game.
==Miscellaneous Rules of MONOPOLY:==
MONOPOLY money can be loaned to a player only by the Bank and then only by mortgaging property. No player may borrow from or lend money to another player.
==Rules for a Short Game of MONOPOLY (60 to 90 minutes):==
There are three changed rules for this Short Game.
1. During PREPARATION for game play, the Banker shuffles the pack of Title Deed cards, has the player to the left cut them, then deals out two, one at a time, to each player. The players must immediately pay the Bank the printed price of each. Game play then begins as in the regular game of MONOPOLY.
2. In this short game, it is necessary to have only three houses (instead of four) on each lot of a complete color-group before the player may buy a hotel.
Rent for a hotel remains the same as in the regular game of MONOPOLY.
The turn-in value of a hotel is still one-half the purchase price, which in this game is one house fewer than in the regular game of MONOPOLY.
3. END OF GAME. The first player to go bankrupt retires from game play, as in the regular game of MONOPOLY; however, when the second bankruptcy occurs, the game ends. Game play immediately ceases, with the bankrupt player's turning over to his/her creditor all that he/she has of value, including buildings and any other properties. This happens whether the creditor is a rival player or the Bank.
Each remaining player then values his/her property: (1) cash on hand; (2) lots, utilities and railroads owned, at the price printed on the board; (3) any mortgaged property owned, at one-half the price printed on the game board; (4) houses, valued at purchase price; (5) hotels, valued at purchase price including the value of the three houses turned in.
The richest player wins the game!
==Another Good Short Game of MONOPOLY:==
TIME LIMIT GAME... Before starting, agree upon a definite hour of termination, when the richest player will be declared the winner. Before starting the game, the Banker shuffles and cuts the Title Deed cards and deals two to each player. Players immediately pay the Bank the price of the properties dealt to them.
[[Category:Monopoly]]
[[Category:Board Game]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
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[[Image:Monopoly_Logo_123.png]]
==Object of the game of MONOPOLY==
The object of the game of MONOPOLY is to get all the other players bankrupt, not to get rich.
==Equipment in the game of MONOPOLY:==
1 game board
2 dice
10 MONOPOLY tokens
32 houses
12 hotels
16 Chance cards 16 Community Chest 28 Title Deed Cards $15,140 in MONOPOLY money
==Preparation for the game of MONOPOLY:==
Place the MONOPOLY game board on a table and put the Chance and Community Chest cards face-down on their allotted spaces on the game board. Each player chooses one MONOPOLY token to represent him/her on his travels around the game board.
Each player is given $1500 divided as follows: 2 each of $500's, $100's, $50; 6, $20; 5, $10's, $5 and $1's.
All remaining MONOPOLY money and other MONOPOLY equipment go to the Bank.
==The Banker in MONOPOLY:==
Select as Banker a player who will also make a good Auctioneer. If the Banker plays in the game, he/she must keep all personal funds separate from those of the Bank. When more than five persons play MONOPOLY, the Banker may elect to act only as Banker and Auctioneer.
==The MONOPOLY Bank:==
Besides the Bank's money, the MONOPOLY Bank holds the Title Deed cards and houses and hotels prior to purchase and use by the players. The Bank pays salaries and bonuses. It sells and auctions properties and hands out their proper Title Deed cards; it sells houses and hotels to the players and loans money when required on mortgages.
The Bank collects all taxes, fines, loans and interest, and the price of all MONOPOLY properties which it sells and auctions.
The Bank never "goes broke". If the Bank runs out of MONOPOLY money it may issue as much more as may be needed by merely writing on any ordinary paper.
==Game Play in MONOPOLY:==
Starting with the Banker, each player in turn throws the dice. The player with the highest total starts the play. He places his token on the corner of the game board marked "GO", throws the 2 dice and moves his MONOPOLY token in the direction of the arrow, the number of spaces indicated by the dice. After he has completed his play, the turn to play passes to the left. The MONOPOLY tokens remain on the game board spaces occupied and proceed from that point on the player's next turn. Two or more tokens may rest on the same space at the same time.
According to the space which his token reaches, a player may be entitled to buy real estate or other MONOPOLY properties, -or be obliged to pay rent, pay taxes, draw a Chance or Community Chest card, "Go to Jail", etc.
If a player throws doubles he moves his token as usual the sum of the two dice and is subject to any privileges or penalties pertaining to the space on which he lands. Retaining the dice, he throws again and moves his token as before. If a player throws doubles three times in succession, he moves his token immediately to the space marked "In Jail" (see JAIL).
==MONOPOLY Game Board - "Go"==
Each time a player's MONOPOLY token lands on or passes over "GO", whether by throw of the dice or by drawing a card, the Banker pays him $200 salary.
However, $200 is paid only once each time around the game board. If a player, passing "GO" on the throw of the dice, lands 2 spaces beyond it on "Community Chest", or 7 spaces beyond it on "Chance", and draws the card "Advance to GO", he collects $200 for passing "GO" the first time and another $200 for reaching it the second time by instructions on the card.
==Buying MONOPOLY Property:==
Whenever a player lands on an unowned MONOPOLY property he may buy that property from the Bank at its printed price. He receives the Title Deed card showing ownership and places it face-up in front of him.
If he does not wish to buy the MONOPOLY property it is sold at auction by the Banker to the highest bidder. The buyer pays to the Bank the amount of the bid in cash and receives the Title Deed card for that property. Any player, including the one who declined the option of buying it at the printed price, may bid. Bidding may start at any price.
==Paying Rent in MONOPOLY:==
When a player lands on MONOPOLY property owned by another player the owner collects rent from him in accordance with the list printed on the Title Deed card applying to it.
If the property is mortgaged, no rent can be collected. When a property is mortgaged its Title Deed card is placed face-down in front of the owner.
It is an advantage to hold all the Title Deeds in a color-group (i.e.: Boardwalk and Park Place, - or Connecticut, Vermont and Oriental Avenues) because the owner may then charge double rent for unimproved properties in that color-group. This rule applies to unmortgaged MONOPOLY properties even if another property in that color-group is mortgaged.
It is even more of an advantage to have houses or hotels on properties because rents are much higher than for unimproved properties.
The owner may not collect his rent if he fails to ask for it before the second player following throws the dice.
==Chance & Community Chest Cards in MONOPOLY:==
When a player lands on either of these spaces on the MONOPOLY game board, he takes the top card from the deck indicated, follows the instructions and returns the card face-down to the bottom of the deck.
The "Get Out of Jail Free" card is held until used and then returned to the bottom of the deck. If the player who draws it does not wish to use it he may sell it, at any time, to another player at a price agreeable to both.
==Income Tax Rules in MONOPOLY:==
When a player lands on the "Income Tax" space of the MONOPOLY game board, he has two options: he may estimate his tax at $200 and pay the Bank, or he may pay 10% of his total worth to the Bank. His total worth is all his cash on hand, printed prices of mortgaged and unmortgaged MONOPOLY properties and cost price of all buildings he owns.
The player must decide which option he will take before he adds up his total worth.
==Going to Jail in the Game of MONOPOLY:==
You land in Jail when... (1) your MONOPOLY token lands on the space marked "Go to Jail"; (2) you draw a card marked "Go to Jail"; or (3) you throw doubles three times in succession.
When you are sent to Jail you cannot collect your $200 salary in that move since, regardless of where your token is on the game board, you must move directly into Jail. Your turn ends when you are sent to Jail.
If you are not "sent" to Jail but in the ordinary course of play land on that space of the MONOPOLY game board, you are "Just Visiting," you incur no penalty, and you move ahead in the usual manner on your next turn.
You get out of Jail by... (1) throwing doubles on any of your next three turns; if you succeed in doing this you immediately move forward the number of spaces shown by your doubles throw; even though you had thrown doubles, you do not take another turn; (2) using the "Get Out of Jail Free" card if you have it; (3) purchasing the "Get Out of Jail Free" card from another player and playing it; (4) paying a fine of $50 before you roll the dice on either of your next two turns.
If you do not throw doubles by your third turn, you must pay the $50 fine. You then get out of Jail and immediately move forward the number of spaces shown by your throw.
Even though you are in Jail, you may buy and sell MONOPOLY properties, buy and sell houses and hotels and collect rents.
==MONOPOLY Rules on Houses:==
When you own all the MONOPOLY properties in a color-group you may buy houses from the Bank and erect them on those properties.
If you buy one house, you may put it on any one of those properties. The next house you buy must be erected on one of the unimproved properties of this or any other complete color-group you may own.
The price you must pay the Bank for each house is shown on your Title Deed card for the MONOPOLY property on which you erect the house.
The owner still collects double rent from an opponent who lands on the unimproved properties of his/her complete color-group.
Following the above rules, you may buy and erect at any time as many houses as your judgment and financial standing will allow. But you must build evenly, i.e., you cannot erect more than one house on any one property of any color-group until you have built one house on every property of that group. You may then begin on the second row of houses, and so on, up to a limit of four houses to a property. For example, you cannot build three houses on one property if you have only one house on another property of that group.
As you build evenly, you must also break down evenly if you sell houses back to the Bank (see SELLING PROPERTY).
==MONOPOLY Rules on Hotels:==
When a player has four houses on each property of a complete color-group, he/she may buy a hotel from the Bank and erect it on any MONOPOLY property of the color-group. He/she returns the four houses from that property to the Bank and pays the price for the hotel as shown on the Title Deed card. Only one hotel may be erected on any one property.
==Building Shortages in MONOPOLY:==
When the Bank has no houses to sell, players wishing to build must wait for some player to return or sell his/her houses to the Bank before building. If there are a limited number of houses and hotels available and two or more players wish to buy more than the Bank has, the houses or hotels must be sold at auction to the highest bidder.
==Rules of Selling Property in MONOPOLY:==
Unimproved MONOPOLY properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount the owner can get; however, no MONOPOLY property can be sold to another player if buildings are standing on any properties of that color-group. Any buildings so located must be sold back to the Bank before the owner can sell any property of that color-group.
Houses and hotels may be sold back to the Bank at any time for one-half the price paid for them.
All houses on one color-group may be sold at once, or they may be sold one house at a time (one hotel equals five houses), evenly, in reverse of the manner in which they were erected.
==Free Parking in the Game of MONOPOLY:==
A player who lands on the free parking space of the MONOPOLY game board does not receive any money, property or reward of any kind. This is just a "free" resting place.
==Mortgage Rules in the Game of MONOPOLY:==
Unimproved MONOPOLY properties can be mortgaged through the Bank at any time. Before an improved property can be mortgaged, all the buildings on all the properties of its color-group must be sold back to the Bank at half price. The mortgage value is printed on each Title Deed card.
No rent can be collected on mortgaged MONOPOLY properties or utilities, but rent can be collected on unmortgaged properties in the same group.
In order to lift the mortgage, the owner must pay the Bank the amount of mortgage plus 10% interest. When all the properties of a color-group are no longer mortgaged, the owner may begin to buy back houses at full price.
The player who mortgages property retains possession of it and no other player may secure it by lifting the mortgage from the Bank. However, the owner may sell this mortgaged property to another player at any agreed price. If you are the new owner, you may lift the mortgage at once if you wish by paying off the mortgage plus 10% interest to the Bank. If the mortgage if not lifted at once, you must pay the Bank 10% interest when you buy the property and if you lift the mortgage later you must pay the Bank an additional 10% interest as well as the amount of the mortgage.
==Bankruptcy Rules in the Game of MONOPOLY:==
You are declared bankrupt if you owe more than you can pay either to another player or to the Bank. If your debt is to another player, you must turn over to that player all that you have of value and retire from the game. In making this settlement, if you own houses or hotels, you must return these to the Bank in exchange for money to the extent of one-half the amount paid for them; this cash is given to the creditor. If you have mortgaged MONOPOLY property you also turn this property over to your creditor but the new owner must at once pay the Bank the amount of interest on the loan, which is 10% of the value of the property. The new owner who does this may then, at his/her option, pay the principal or hold the MONOPOLY property until some later turn, then lift the mortgage. If he/she holds property in this way until a later turn, he/she must pay the interest again upon lifting the mortgage.
Should you owe the Bank, instead of another player, more than you can pay (because of taxes or penalties) even by selling off buildings and mortgaging property, you must turn over all assets to the Bank. In this case, the Bank immediately sells by auction all property so taken, except buildings. A bankrupt player must immediately retire from the game. The last player left in the game wins the MONOPOLY game.
==Miscellaneous Rules of MONOPOLY:==
MONOPOLY money can be loaned to a player only by the Bank and then only by mortgaging property. No player may borrow from or lend money to another player.
==Rules for a Short Game of MONOPOLY (60 to 90 minutes):==
There are three changed rules for this Short Game.
1. During PREPARATION for game play, the Banker shuffles the pack of Title Deed cards, has the player to the left cut them, then deals out two, one at a time, to each player. The players must immediately pay the Bank the printed price of each. Game play then begins as in the regular game of MONOPOLY.
2. In this short game, it is necessary to have only three houses (instead of four) on each lot of a complete color-group before the player may buy a hotel.
Rent for a hotel remains the same as in the regular game of MONOPOLY.
The turn-in value of a hotel is still one-half the purchase price, which in this game is one house fewer than in the regular game of MONOPOLY.
3. END OF GAME. The first player to go bankrupt retires from game play, as in the regular game of MONOPOLY; however, when the second bankruptcy occurs, the game ends. Game play immediately ceases, with the bankrupt player's turning over to his/her creditor all that he/she has of value, including buildings and any other properties. This happens whether the creditor is a rival player or the Bank.
Each remaining player then values his/her property: (1) cash on hand; (2) lots, utilities and railroads owned, at the price printed on the board; (3) any mortgaged property owned, at one-half the price printed on the game board; (4) houses, valued at purchase price; (5) hotels, valued at purchase price including the value of the three houses turned in.
The richest player wins the game!
==Another Good Short Game of MONOPOLY:==
TIME LIMIT GAME... Before starting, agree upon a definite hour of termination, when the richest player will be declared the winner. Before starting the game, the Banker shuffles and cuts the Title Deed cards and deals two to each player. Players immediately pay the Bank the price of the properties dealt to them.
[[Category:Monopoly]]
[[Category:Board Game]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
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Monopoly: The Card Game
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{{Original research|date=August 2009}}
{{Infobox game
| subject_name = Monopoly: The Card Game
| image_link = [[Image:Monopoly card game.jpg|none|150px|A German version of Monopoly in progress]]
| image_caption = Players draw property cards, token cards, house cards, etc. to complete their hand and go out.
| players = 2-6
| ages = 8 and up
| setup_time = 1-2 minutes
| playing_time = 10-30 minutes (and longer with more people)
| complexity= Medium
| strategy = Medium
| random_chance = Medium
| skills = [[Mathematics|Adding]], [[Social interaction|Social skills]]
| footnotes =
}}
'''Monopoly: The Card Game''' is a shortened version of its board-game predecessor, [[Monopoly (game)|Monopoly]]. The idea of the game is to draw and trade cards and organize them into "color-groups" and any number of bonus cards. Players take turns drawing and discarding until one player announces that he/she has a completed hand. The value of each person's hand is then counted and that person is dealt that amount of Monopoly money. The first person to collect $10,000 is the winner.
The game is produced and sold by [[Winning Moves|Winning Moves Games]] under a license from [[Hasbro]].
== The Deck ==
The deck is composed of 60 cards. There are 28 property cards, which are exactly the same as the ones in the standard Atlantic City [[Monopoly (game)|Monopoly]] game. Each of these cards (except the railroads and utilities) has a distinct color band on the top and the bottom, signifying the "color-group" to which it belongs. The card also displays the property name, the number of cards in its "color-group", and the value of the complete group and each house attached (which will be explained later).
There are also 14 house cards and 2 hotel cards in the deck. You may "build" these cards onto any complete "color-group". You need not have all 4 houses and a hotel to go out, but if you do have any houses, they must be "built" in sequence (you can't use house 3 without having houses 2 and 1 also in your hand). Houses cannot be "built" on railroads and utilities. Each house is worth the same amount as the completed "color-group" upon which it is "built". Hotels are worth $500, regardless of where they are "built".
Now comes a number of bonus cards which help increase the value of your hand. There are 6 token cards, each of which will double the value of your entire property set (including houses, if any). There are also 4 GO cards, each worth $200. Four Mr. Monopoly cards are also included. Whoever has the most of these cards at the end of the hand gets $1000. Finally, there are 2 Chance cards. Chance cards may represent any card in the deck needed to complete a set. Beware, though; these cards are only useful to the person who goes out at the end of the hand. If you have a chance card and someone else goes out, your entire hand is worth nothing, and you score $0 for the round.
Score is kept with the pad of money enclosed in the box. Deal each player their amount of money after each round.
'''TIP:''' It may be easier to keep score by writing each person's score down on paper instead of passing out money. This way, it is easier to see who is winning (so you don't have to continuously count it up), and you don't have to deal with the hassle of who cleans up the mess afterwards!
== Play ==
'''Note:''' These rules are for 4-player games. Rules for 2, 3, and 5-6 players will follow.
Each player is dealt 10 cards (face down, clockwise) by the dealer. In addition, the dealer places in front of each player another card face up. These are the players' discard piles. Cards in the discard piles are fanned so each player can see all the cards. The deck is placed in the middle of the playing area; this is the draw pile. The deal will pass clockwise.
'''IMPORTANT:''' Remember that you must always have a total of 10 cards in your hand after your turn is over.
The person to the left of the dealer is first, and he/she may choose to do one (1) of the following:
* DRAW from the draw pile, or
* TRADE for a card in another player's discard pile, or
* DISCARD to go out.
'''DRAW'''
If you choose to draw, take the top card from the draw pile and end your turn by discarding.
'''TRADE'''
You may trade any number of cards from your discard pile for the same number of cards in another's pile. If you would like, you may discard from your hand first to get the amount of cards you want. To trade, take the number of cards you want to trade and put them in the hand of the player you are trading with (they will have to discard extra cards from their hand on their next turn). You then take the cards you want from the top of that person's discard pile and place them in your hand. End your turn by discarding so that you have 10 cards.
'''GOING OUT'''
If your hand is complete—meaning that you have a full "color-group" with houses (if any) in order '''and''' there are no unmatched property or house cards—you may go out. On your next turn, discard any extra cards you have to make an even 10 and announce that you are going out. Play for this round has now ceased.
The player who goes out gets the reward of the top 5 cards from the draw pile. He/she may use these cards if they help his/her hand. Before scoring, move all excess cards away. To score, count the values of each person's hand. Remember that any person with a Chance card other than the person who went out scores $0 for the round. The deal now passes to the left and the new dealer shuffles and redeals the cards. Play stops when someone gets $10,000.
== Other Rules ==
'''THREE PLAYERS'''
For a 3-player game, play is mostly the same, except that a 4th discard pile is created where the 4th player would be. This way, players still have a variety of choices for trading. If trading in a 3-player game, you may do one (1) of two things:
* Exchange the top card on their discard pile for the top card of the "4th player's" discard pile, or
* Take the top cards of both the "4th player's" discard pile and the draw pile and replace them with the top two cards of your own pile.
'''TWO PLAYERS'''
Same as a 3-player game except that two additional discard piles are placed instead of one.
'''FIVE OR SIX PLAYERS'''
For 5-6 player games, the game is slightly different. The whole deck is dealt out so there is no draw pile.
* For 5-player games, 11 cards are dealt to each player.
* For 6-player games, 9 cards are dealt to each player.
A trading card is also dealt to each player face up.
On your turn, you must trade cards with another player, and both players put the cards into their hands. You both players must discard one card. After all players have gone once, each player passes one card to their left and puts it in their hand. Do this after each time around.
In these games, you may go out on one of two occasions:
* After completing your turn, or
* Before players would normally pass a card left.
The reward for going out are the trade cards on the table. The winner is the first to $7,000.
==External links==
* [http://www.winning-moves.com//B248E7C47573406FA00E4443EFE8E0F7.asp?p_key=4461495A356D46918D843674B8C0D176&type=auto_single&path=Home+%3E+Card+Games&spath=&cat_id=CEA0647E154D4470B2EDAE82CC9948C9&pc_key=DFCED5C8B0904862B589B66B5A6A695C&pcs_key= Winning Moves' homepage] for Monopoly: The Card Game
* [http://www.mattiasgustavsson.com/Blog/Entries/Monopoly-TheCardGame.php A brief summary of the game]
{{Monopoly}}
[[Category:Monopoly (game)]]
[[Category:Dedicated deck card games]]
[[Category:Winning Moves games]]
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{{Original research|date=August 2009}}
{{Infobox game
| subject_name = Monopoly: The Card Game
| image_link = [[Image:Monopoly card game.jpg|none|150px|A German version of Monopoly in progress]]
| image_caption = Players draw property cards, token cards, house cards, etc. to complete their hand and go out.
| players = 2-6
| ages = 8 and up
| setup_time = 1-2 minutes
| playing_time = 10-30 minutes (and longer with more people)
| complexity= Medium
| strategy = Medium
| random_chance = Medium
| skills = [[Mathematics|Adding]], [[Social interaction|Social skills]]
| footnotes =
}}
'''Monopoly: The Card Game''' is a shortened version of its board-game predecessor, [[Monopoly (game)|Monopoly]]. The idea of the game is to draw and trade cards and organize them into "color-groups" and any number of bonus cards. Players take turns drawing and discarding until one player announces that he/she has a completed hand. The value of each person's hand is then counted and that person is dealt that amount of Monopoly money. The first person to collect $10,000 is the winner.
The game is produced and sold by [[Winning Moves|Winning Moves Games]] under a license from [[Hasbro]].
== The Deck ==
The deck is composed of 60 cards. There are 28 property cards, which are exactly the same as the ones in the standard Atlantic City [[Monopoly (game)|Monopoly]] game. Each of these cards (except the railroads and utilities) has a distinct color band on the top and the bottom, signifying the "color-group" to which it belongs. The card also displays the property name, the number of cards in its "color-group", and the value of the complete group and each house attached (which will be explained later).
There are also 14 house cards and 2 hotel cards in the deck. You may "build" these cards onto any complete "color-group". You need not have all 4 houses and a hotel to go out, but if you do have any houses, they must be "built" in sequence (you can't use house 3 without having houses 2 and 1 also in your hand). Houses cannot be "built" on railroads and utilities. Each house is worth the same amount as the completed "color-group" upon which it is "built". Hotels are worth $500, regardless of where they are "built".
Now comes a number of bonus cards which help increase the value of your hand. There are 6 token cards, each of which will double the value of your entire property set (including houses, if any). There are also 4 GO cards, each worth $200. Four Mr. Monopoly cards are also included. Whoever has the most of these cards at the end of the hand gets $1000. Finally, there are 2 Chance cards. Chance cards may represent any card in the deck needed to complete a set. Beware, though; these cards are only useful to the person who goes out at the end of the hand. If you have a chance card and someone else goes out, your entire hand is worth nothing, and you score $0 for the round.
Score is kept with the pad of money enclosed in the box. Deal each player their amount of money after each round.
'''TIP:''' It may be easier to keep score by writing each person's score down on paper instead of passing out money. This way, it is easier to see who is winning (so you don't have to continuously count it up), and you don't have to deal with the hassle of who cleans up the mess afterwards!
== Play ==
'''Note:''' These rules are for 4-player games. Rules for 2, 3, and 5-6 players will follow.
Each player is dealt 10 cards (face down, clockwise) by the dealer. In addition, the dealer places in front of each player another card face up. These are the players' discard piles. Cards in the discard piles are fanned so each player can see all the cards. The deck is placed in the middle of the playing area; this is the draw pile. The deal will pass clockwise.
'''IMPORTANT:''' Remember that you must always have a total of 10 cards in your hand after your turn is over.
The person to the left of the dealer is first, and he/she may choose to do one (1) of the following:
* DRAW from the draw pile, or
* TRADE for a card in another player's discard pile, or
* DISCARD to go out.
'''DRAW'''
If you choose to draw, take the top card from the draw pile and end your turn by discarding.
'''TRADE'''
You may trade any number of cards from your discard pile for the same number of cards in another's pile. If you would like, you may discard from your hand first to get the amount of cards you want. To trade, take the number of cards you want to trade and put them in the hand of the player you are trading with (they will have to discard extra cards from their hand on their next turn). You then take the cards you want from the top of that person's discard pile and place them in your hand. End your turn by discarding so that you have 10 cards.
'''GOING OUT'''
If your hand is complete—meaning that you have a full "color-group" with houses (if any) in order '''and''' there are no unmatched property or house cards—you may go out. On your next turn, discard any extra cards you have to make an even 10 and announce that you are going out. Play for this round has now ceased.
The player who goes out gets the reward of the top 5 cards from the draw pile. He/she may use these cards if they help his/her hand. Before scoring, move all excess cards away. To score, count the values of each person's hand. Remember that any person with a Chance card other than the person who went out scores $0 for the round. The deal now passes to the left and the new dealer shuffles and redeals the cards. Play stops when someone gets $10,000.
== Other Rules ==
'''THREE PLAYERS'''
For a 3-player game, play is mostly the same, except that a 4th discard pile is created where the 4th player would be. This way, players still have a variety of choices for trading. If trading in a 3-player game, you may do one (1) of two things:
* Exchange the top card on their discard pile for the top card of the "4th player's" discard pile, or
* Take the top cards of both the "4th player's" discard pile and the draw pile and replace them with the top two cards of your own pile.
'''TWO PLAYERS'''
Same as a 3-player game except that two additional discard piles are placed instead of one.
'''FIVE OR SIX PLAYERS'''
For 5-6 player games, the game is slightly different. The whole deck is dealt out so there is no draw pile.
* For 5-player games, 11 cards are dealt to each player.
* For 6-player games, 9 cards are dealt to each player.
A trading card is also dealt to each player face up.
On your turn, you must trade cards with another player, and both players put the cards into their hands. You both players must discard one card. After all players have gone once, each player passes one card to their left and puts it in their hand. Do this after each time around.
In these games, you may go out on one of two occasions:
* After completing your turn, or
* Before players would normally pass a card left.
The reward for going out are the trade cards on the table. The winner is the first to $7,000.
==External links==
* [http://www.winning-moves.com//B248E7C47573406FA00E4443EFE8E0F7.asp?p_key=4461495A356D46918D843674B8C0D176&type=auto_single&path=Home+%3E+Card+Games&spath=&cat_id=CEA0647E154D4470B2EDAE82CC9948C9&pc_key=DFCED5C8B0904862B589B66B5A6A695C&pcs_key= Winning Moves' homepage] for Monopoly: The Card Game
* [http://www.mattiasgustavsson.com/Blog/Entries/Monopoly-TheCardGame.php A brief summary of the game]
{{Monopoly}}
[[Category:Monopoly (game)]]
[[Category:Dedicated deck card games]]
[[Category:Winning Moves games]]
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{{Infobox Game
| title = Monopoly: The Mega Edition
| subtitle =
| image_link = [[Image:MegaMonopoly.jpg|250px]]
| image_caption = The box art of the US edition of the game
| designer =
| illustrator =
| publisher = [[Winning Moves]]
| players = 2–8
| setup_time = 5–15 minutes
| playing_time = 90 minutes
| complexity = Medium
| random_chance = Medium ([[Dice|dice rolling]], card drawing)
| footnotes =
| bggid = 24764
| bggxrefs =
}}
'''Monopoly: The Mega Edition''' is a special variant of the popular board game [[Monopoly (game)|Monopoly]]. The game was first published in 2006 by [[Winning Moves]] in the US. A UK version was adapted in 2007.
The game board is larger than that of regular Monopoly (about 50% bigger). The game now includes $/£1,000 bills, and it is possible to build skyscrapers and train depots.<ref>{{cite web|url=http://www.winning-moves.com//B248E7C47573406FA00E4443EFE8E0F7.asp?p_key=80AC8001FB80426F8CC85C7DAA6E4034&sc_id=65F9D75C3BC849D49E1B35AC245142A8&keyword=monopoly&catname=&skeyword=1&ppage=1&pc_key=&nm=&spath=&path=&cat_id=CEA0647E154D4470B2EDAE82CC9948C9&retpage=http%3A%2F%2Fadmin%2Ewebstorepackage%2Ecom%2Fwinningmoves%2FVirtualWeb%2FC3030118B318461399578B571F999901%2Easp&product_class=&ie_key=2B3DF5EE86C140F784EECDC419F86710|title=Winning Moves Games|accessdate=2009-07-07}}</ref>
==New Board Spaces==
The Mega gameboard includes 12 new spaces. Eight of those new spaces are new properties (one for each color group) as follows (US version):
* Purples: [[Arctic Avenue]]
* Light Blues: [[Massachusetts Avenue]]
* Maroons: [[Maryland Avenue]]
* Oranges: [[New Jersey Avenue]]
* Reds: [[Michigan_Avenue_(Chicago)|Michigan Avenue]]
* Yellows: [[California Avenue]]
* Greens: [[South Carolina Avenue]]
* Dark Blues: [[Florida Avenue]]
In the UK Version the new properties are:
* Brown: [[Elephant and Castle]]
* Light Blue: [[Edgware Road]]
* Pink: [[Downing Street]]
* Orange: [[High Holborn]]
* Red: [[Aldwych]]
* Yellow: [[Shaftesbury Avenue]]
* Green: [[Saville Row]]
* Dark Blue: [[Knightsbridge]]
There is also a third Utility, the '''Gas Company''', situated between CHANCE and Vermont Avenue/Pentonville.
The other three spaces are completely new to the board. Just after Jail/Just Visiting is the '''AUCTION''' space. If a player lands on this space while the bank still owns ANY properties, that player chooses one of the available properties to be auctioned off between the players (in similar fashion to regular property auctions). If the bank has NO properties left to auction, the player that lands there moves forward to the property on which they would have to pay the highest rent (the closest one, in case of a tie for highest amount).
The second space, '''BUS TICKET''' (located between Michigan Avenue/Aldwych and the B. & O. Railroad/Fenchurch Street Station), allows the player landing there to draw a Bus Ticket card, if any remain. If there are no Bus Ticket cards to draw, the space acts as a second FREE PARKING space and has no further effect.
The last of the three new spaces, '''BIRTHDAY GIFT''' (located between CHANCE and Florida Avenue/Park Lane), gives the player that lands there a choice between taking $/£100 from the bank OR drawing a Bus Ticket card. (If no Bus Ticket cards remain, the player automatically gets the $/£100.)
==Differences in gameplay==
Setup is the same as that of regular Monopoly, except that there is a new card deck to go along with the [[Chance and Community Chest cards]] called Bus Tickets, and players now receive $/£2,500 at the start of the game (adding one $/£1,000 bill) as opposed to the base $/£1,500 in regular Monopoly.
On their turn, players roll all three dice (two regular dice plus the new speed die). Players move the total number of spaces as indicated by the three dice, or two dice if Mr. Monopoly or the Bus is rolled on the speed die. If doubles are rolled on the regular dice then the player may roll again as usual; if triples are rolled on the three dice then the player may move to any space on the board that he chooses, but does not roll again.
If Mr. Monopoly is rolled on the speed die, the player first moves the number of spaces indicated on the two regular dice and deals with the space they land on. If the player has not landed in Jail, they then move forward to the next unowned property, which they may then purchase or put up for auction. If there are no unowned properties, the player needs to move forward to the next property on which they would owe rent to another player. (If all other properties are mortgaged, the player does not move after making the initial move.)
A new alternative to rolling is using a Bus Ticket. If a player uses if Bus Ticket which they own, they may advance to any space on the side of the board he is currently on. Bus Tickets are obtained primarily by rolling the Bus on the speed die, but may also be earned by landing on the BUS TICKET or BIRTHDAY GIFT spaces. Some of the Bus Tickets cause all other Bus Tickets drawn but not played to "expire", and thus be discarded. (This includes other Bus Tickets owned by the player who drew the "expiration" Ticket.)
Each color-group now contains an additional property, as does the group of Utilites (with the Gas Company). If a player owns the majority of properties in a color-group (2 of 3 in Purples/Browns or Dark Blues; 3 of 4 in other color groups), they may begin to build houses and hotels there, with rent doubled on any undeveloped properties. If they own all properties in a color-group, they may upgrade their hotels to Skyscrapers, which increase rent considerably (by $/£500 on First and Second Street properties, and by $/£1000 on Third and Fourth Streets) and charge TRIPLE rent on any unimproved properties. In the case of the Utilities, owning all 3 allows the owner to charge 20 times the dice roll (white dice only) of the opponent landing there. (''NOTE: The CHANCE card that sends you to the nearest utility is not affected; you only play 10 times the new roll even if the owner owns all 3 utilities.'')
Players can also build a train depot on any railroads which they own (the player does not need to own all 4 railroads) at a cost of $/£100. This doubles the rent on that railroad, or quadruples it if an opponent is sent there by one of the "Go To Nearest Railroad" CHANCE cards (Twice the DOUBLED Depot rent).<ref>http://www.winning-moves.com//images/megamonopolyrules.pdf</ref>
==US Edition Board==
{{Monopoly board layout
|Edition = '''Monopoly: The Mega Edition layout'''
|Banner = MONOPOLY:<br>THE MEGA EDITION
|corner_1 = '''Go'''<br>Collect $200 salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = Free Parking
|corner_4 = Go To Jail
|spaces_horizontal = 12
|spaces_vertical = 12
|Color_101 = Indigo |Space_101 = Mediter-ranean Avenue<br>$60
|Color_102 = |Space_102 = Community Chest
|Color_103 = Indigo |Space_103 = Baltic Avenue<br>$60
|Color_104 = Indigo |Space_104 = Arctic Avenue<br>$80
|Color_105 = |Space_105 = Income Tax<br>(pay 10% or $200)
|Color_106 = #cccccc |Space_106 = Reading Railroad<br>$200
|Color_107 = SkyBlue |Space_107 = Massa-chusetts Avenue<br>$100
|Color_108 = SkyBlue |Space_108 = Oriental Avenue<br>$100
|Color_109 = |Space_109 = Chance<div style="font:bold 16pt times new roman,serif;color:#cc0000;">?</div>
|Color_110 = |Space_110 = Gas Company<br>$150
|Color_111 = SkyBlue |Space_111 = Vermont Avenue<br>$100
|Color_112 = SkyBlue |Space_112 = Connecticut Avenue<br>$120
|Color_201 = |Space_201 = Auction any unowned property
|Color_202 = DarkOrchid |Space_202 = Maryland Avenue<br>$140
|Color_203 = DarkOrchid |Space_203 = St. Charles Place<br>$140
|Color_204 = |Space_204 = Electric Company<br>$150
|Color_205 = DarkOrchid |Space_205 = States Avenue<br>$140
|Color_206 = DarkOrchid |Space_206 = Virginia Avenue<br>$160
|Color_207 = #cccccc |Space_207 = Pennsylvania Railroad<br>$200
|Color_208 = Orange |Space_208 = St. James Place<br>$180
|Color_209 = |Space_209 = Community Chest
|Color_210 = Orange |Space_210 = Tennessee Avenue<br>$180
|Color_211 = Orange |Space_211 = New York Avenue<br>$200
|Color_212 = Orange |Space_212 = New Jersey Avenue<br>$200
|Color_301 = Red |Space_301 = Kentucky Avenue<br>$220
|Color_302 = |Space_302 = Chance<div style="font:bold 16pt times new roman,serif;color:#1E55D5;">?</div>
|Color_303 = Red |Space_303 = Indiana Avenue<br>$220
|Color_304 = Red |Space_304 = Illinois Avenue<br>$240
|Color_305 = Red |Space_305 = Michigan Avenue<br>$240
|Color_306 = |Space_306 = Bus Ticket
|Color_307 = #cccccc |Space_307 = B&O Railroad<br>$200
|Color_308 = Yellow |Space_308 = Atlantic Avenue<br>$260
|Color_309 = Yellow |Space_309 = Ventnor Avenue<br>$260
|Color_310 = |Space_310 = Water Works<br>$150
|Color_311 = Yellow |Space_311 = Marvin Gardens<br>$280
|Color_312 = Yellow |Space_312 = California Avenue<br>$280
|Color_401 = Green |Space_401 = Pacific Avenue<br>$300
|Color_402 = Green |Space_402 = South Carolina Avenue<br>$300
|Color_403 = Green |Space_403 = North Carolina Avenue<br>$300
|Color_404 = |Space_404 = Community Chest
|Color_405 = Green |Space_405 = Pennsylvania Avenue<br>$320
|Color_406 = #cccccc |Space_406 = Short Line<br>$200
|Color_407 = |Space_407 = Chance<div style="font:bold 16pt times new roman,serif;color:#cc0000;">?</div>
|Color_408 = |Space_408 = Birthday Gift<br>take $100 or a Bus Ticket
|Color_409 = Blue |Space_409 = Florida Avenue<br>$350
|Color_410 = Blue |Space_410 = Park Place<br>$350
|Color_411 = |Space_411 = Luxury Tax<br>(pay $75)
|Color_412 = Blue |Space_412 = Boardwalk<br>$400
}}
==UK Edition Board==
{{Monopoly board layout
|Edition = '''Monopoly: The Mega Edition layout'''
|Banner = MONOPOLY:<br>THE MEGA EDITION<br>UK Edition
|corner_1 = '''Go'''<br>Collect £200 salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = Free Parking
|corner_4 = Go To Jail
|spaces_horizontal = 12
|spaces_vertical = 12
|Color_101 = Brown |Space_101 = OLD KENT ROAD<br>£60
|Color_102 = |Space_102 = COMMUNITY CHEST
|Color_103 = Brown |Space_103 = WHITECHAPEL<br>£60
|Color_104 = Brown |Space_104 = ELEPHANT AND CASTLE<br>£60
|Color_105 = |Space_105 = Income Tax<br>£200
|Color_106 = #cccccc |Space_106 = KING'S CROSS STATION<br>£200
|Color_107 = SkyBlue |Space_107 = THE ANGEL, ISLINGTON<br>£100
|Color_108 = SkyBlue |Space_108 = EUSTON ROAD<br>£100
|Color_109 = |Space_109 = CHANCE<div style="font:bold 16pt times new roman,serif;color:#cc0000;">?</div>
|Color_110 = |Space_110 = GAS COMPANY<br>£150
|Color_111 = SkyBlue |Space_111 = PENTONVILLE<br>£120
|Color_112 = SkyBlue |Space_112 = EDGWARE ROAD<br>£120
|Color_201 = |Space_201 = Auction any unowned property
|Color_202 = Pink |Space_202 = PALL MALL<br>£140
|Color_203 = Pink |Space_203 = WHITEHALL<br>£140
|Color_204 = |Space_204 = ELECTRIC COMPANY<br>£150
|Color_205 = Pink |Space_205 = NORTHUMBERLAND AVENUE<br>£160
|Color_206 = Pink |Space_206 = DOWNING STREET<br>£160
|Color_207 = #cccccc |Space_207 = MARYLEBONE STATION<br>£200
|Color_208 = Orange |Space_208 = BOW STREET<br>£180
|Color_209 = |Space_209 = COMMUNITY CHEST
|Color_210 = Orange |Space_210 = MARLBOROUGH STREET<br>£180
|Color_211 = Orange |Space_211 = VINE STREET<br>£200
|Color_212 = Orange |Space_212 = HIGH HOLBORN<br>£200
|Color_301 = Red |Space_301 = STRAND<br>£220
|Color_302 = |Space_302 = CHANCE<div style="font:bold 16pt times new roman,serif;color:#1E55D5;">?</div>
|Color_303 = Red |Space_303 = FLEET STREET<br>£220
|Color_304 = Red |Space_304 = TRAFALGAR SQUARE<br>£240
|Color_305 = Red |Space_305 = ALDWYCH<br>£240
|Color_306 = |Space_306 = BUS TICKET
|Color_307 = #cccccc |Space_307 = FENCHURCH STREET STATION<br>£200
|Color_308 = Yellow |Space_308 = LEICESTER SQUARE<br>£260
|Color_309 = Yellow |Space_309 = COVENTRY STREET<br>£260
|Color_310 = |Space_310 = WATER WORKS<br>£150
|Color_311 = Yellow |Space_311 = PICCADILLY<br>£280
|Color_312 = Yellow |Space_312 = SHAFTESBURY AVENUE<br>£280
|Color_401 = Green |Space_401 = REGENT STREET<br>£300
|Color_402 = Green |Space_402 = OXFORD STREET<br>£300
|Color_403 = Green |Space_403 = BOND STREET<br>£300
|Color_404 = |Space_404 = COMMUNITY CHEST
|Color_405 = Green |Space_405 = SAVILE ROW<br>£320
|Color_406 = #cccccc |Space_406 = LIVERPOOL STREET STATION<br>£200
|Color_407 = |Space_407 = CHANCE<div style="font:bold 16pt times new roman,serif;color:#cc0000;">?</div>
|Color_408 = |Space_408 = BIRTHDAY GIFT<br>take £100 or a Bus Ticket
|Color_409 = Blue |Space_409 = PARK LANE<br>£350
|Color_410 = Blue |Space_410 = MAYFAIR<br>£350
|Color_411 = |Space_411 = BANK DEPOSIT<br>(pay £100)
|Color_412 = Blue |Space_412 = KNIGHTSBRIDGE<br>£400
}}
==References==
<references />
==See also==
*[[Monopoly game|Monopoly]]
*[[Winning Moves]]
*[[Parker Brothers]]
*[[Rich Uncle Pennybags]]
{{Monopoly}}
[[Category:Roll-and-move board games]]
[[Category:Economic simulation board games]]
[[Category:Monopoly (game)]]
[[Category:Multiplayer games]]
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{{Infobox Game
| title = Monopoly: The Mega Edition
| subtitle =
| image_link = [[Image:MegaMonopoly.jpg|250px]]
| image_caption = The box art of the US edition of the game
| designer =
| illustrator =
| publisher = [[Winning Moves]]
| players = 2–8
| setup_time = 5–15 minutes
| playing_time = 90 minutes
| complexity = Medium
| random_chance = Medium ([[Dice|dice rolling]], card drawing)
| footnotes =
| bggid = 24764
| bggxrefs =
}}
'''Monopoly: The Mega Edition''' is a special variant of the popular board game [[Monopoly (game)|Monopoly]]. The game was first published in 2006 by [[Winning Moves]] in the US. A UK version was adapted in 2007.
The game board is larger than that of regular Monopoly (about 50% bigger). The game now includes $/£1,000 bills, and it is possible to build skyscrapers and train depots.<ref>{{cite web|url=http://www.winning-moves.com//B248E7C47573406FA00E4443EFE8E0F7.asp?p_key=80AC8001FB80426F8CC85C7DAA6E4034&sc_id=65F9D75C3BC849D49E1B35AC245142A8&keyword=monopoly&catname=&skeyword=1&ppage=1&pc_key=&nm=&spath=&path=&cat_id=CEA0647E154D4470B2EDAE82CC9948C9&retpage=http%3A%2F%2Fadmin%2Ewebstorepackage%2Ecom%2Fwinningmoves%2FVirtualWeb%2FC3030118B318461399578B571F999901%2Easp&product_class=&ie_key=2B3DF5EE86C140F784EECDC419F86710|title=Winning Moves Games|accessdate=2009-07-07}}</ref>
==New Board Spaces==
The Mega gameboard includes 12 new spaces. Eight of those new spaces are new properties (one for each color group) as follows (US version):
* Purples: [[Arctic Avenue]]
* Light Blues: [[Massachusetts Avenue]]
* Maroons: [[Maryland Avenue]]
* Oranges: [[New Jersey Avenue]]
* Reds: [[Michigan_Avenue_(Chicago)|Michigan Avenue]]
* Yellows: [[California Avenue]]
* Greens: [[South Carolina Avenue]]
* Dark Blues: [[Florida Avenue]]
In the UK Version the new properties are:
* Brown: [[Elephant and Castle]]
* Light Blue: [[Edgware Road]]
* Pink: [[Downing Street]]
* Orange: [[High Holborn]]
* Red: [[Aldwych]]
* Yellow: [[Shaftesbury Avenue]]
* Green: [[Saville Row]]
* Dark Blue: [[Knightsbridge]]
There is also a third Utility, the '''Gas Company''', situated between CHANCE and Vermont Avenue/Pentonville.
The other three spaces are completely new to the board. Just after Jail/Just Visiting is the '''AUCTION''' space. If a player lands on this space while the bank still owns ANY properties, that player chooses one of the available properties to be auctioned off between the players (in similar fashion to regular property auctions). If the bank has NO properties left to auction, the player that lands there moves forward to the property on which they would have to pay the highest rent (the closest one, in case of a tie for highest amount).
The second space, '''BUS TICKET''' (located between Michigan Avenue/Aldwych and the B. & O. Railroad/Fenchurch Street Station), allows the player landing there to draw a Bus Ticket card, if any remain. If there are no Bus Ticket cards to draw, the space acts as a second FREE PARKING space and has no further effect.
The last of the three new spaces, '''BIRTHDAY GIFT''' (located between CHANCE and Florida Avenue/Park Lane), gives the player that lands there a choice between taking $/£100 from the bank OR drawing a Bus Ticket card. (If no Bus Ticket cards remain, the player automatically gets the $/£100.)
==Differences in gameplay==
Setup is the same as that of regular Monopoly, except that there is a new card deck to go along with the [[Chance and Community Chest cards]] called Bus Tickets, and players now receive $/£2,500 at the start of the game (adding one $/£1,000 bill) as opposed to the base $/£1,500 in regular Monopoly.
On their turn, players roll all three dice (two regular dice plus the new speed die). Players move the total number of spaces as indicated by the three dice, or two dice if Mr. Monopoly or the Bus is rolled on the speed die. If doubles are rolled on the regular dice then the player may roll again as usual; if triples are rolled on the three dice then the player may move to any space on the board that he chooses, but does not roll again.
If Mr. Monopoly is rolled on the speed die, the player first moves the number of spaces indicated on the two regular dice and deals with the space they land on. If the player has not landed in Jail, they then move forward to the next unowned property, which they may then purchase or put up for auction. If there are no unowned properties, the player needs to move forward to the next property on which they would owe rent to another player. (If all other properties are mortgaged, the player does not move after making the initial move.)
A new alternative to rolling is using a Bus Ticket. If a player uses if Bus Ticket which they own, they may advance to any space on the side of the board he is currently on. Bus Tickets are obtained primarily by rolling the Bus on the speed die, but may also be earned by landing on the BUS TICKET or BIRTHDAY GIFT spaces. Some of the Bus Tickets cause all other Bus Tickets drawn but not played to "expire", and thus be discarded. (This includes other Bus Tickets owned by the player who drew the "expiration" Ticket.)
Each color-group now contains an additional property, as does the group of Utilites (with the Gas Company). If a player owns the majority of properties in a color-group (2 of 3 in Purples/Browns or Dark Blues; 3 of 4 in other color groups), they may begin to build houses and hotels there, with rent doubled on any undeveloped properties. If they own all properties in a color-group, they may upgrade their hotels to Skyscrapers, which increase rent considerably (by $/£500 on First and Second Street properties, and by $/£1000 on Third and Fourth Streets) and charge TRIPLE rent on any unimproved properties. In the case of the Utilities, owning all 3 allows the owner to charge 20 times the dice roll (white dice only) of the opponent landing there. (''NOTE: The CHANCE card that sends you to the nearest utility is not affected; you only play 10 times the new roll even if the owner owns all 3 utilities.'')
Players can also build a train depot on any railroads which they own (the player does not need to own all 4 railroads) at a cost of $/£100. This doubles the rent on that railroad, or quadruples it if an opponent is sent there by one of the "Go To Nearest Railroad" CHANCE cards (Twice the DOUBLED Depot rent).<ref>http://www.winning-moves.com//images/megamonopolyrules.pdf</ref>
==US Edition Board==
{{Monopoly board layout
|Edition = '''Monopoly: The Mega Edition layout'''
|Banner = MONOPOLY:<br>THE MEGA EDITION
|corner_1 = '''Go'''<br>Collect $200 salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = Free Parking
|corner_4 = Go To Jail
|spaces_horizontal = 12
|spaces_vertical = 12
|Color_101 = Indigo |Space_101 = Mediter-ranean Avenue<br>$60
|Color_102 = |Space_102 = Community Chest
|Color_103 = Indigo |Space_103 = Baltic Avenue<br>$60
|Color_104 = Indigo |Space_104 = Arctic Avenue<br>$80
|Color_105 = |Space_105 = Income Tax<br>(pay 10% or $200)
|Color_106 = #cccccc |Space_106 = Reading Railroad<br>$200
|Color_107 = SkyBlue |Space_107 = Massa-chusetts Avenue<br>$100
|Color_108 = SkyBlue |Space_108 = Oriental Avenue<br>$100
|Color_109 = |Space_109 = Chance<div style="font:bold 16pt times new roman,serif;color:#cc0000;">?</div>
|Color_110 = |Space_110 = Gas Company<br>$150
|Color_111 = SkyBlue |Space_111 = Vermont Avenue<br>$100
|Color_112 = SkyBlue |Space_112 = Connecticut Avenue<br>$120
|Color_201 = |Space_201 = Auction any unowned property
|Color_202 = DarkOrchid |Space_202 = Maryland Avenue<br>$140
|Color_203 = DarkOrchid |Space_203 = St. Charles Place<br>$140
|Color_204 = |Space_204 = Electric Company<br>$150
|Color_205 = DarkOrchid |Space_205 = States Avenue<br>$140
|Color_206 = DarkOrchid |Space_206 = Virginia Avenue<br>$160
|Color_207 = #cccccc |Space_207 = Pennsylvania Railroad<br>$200
|Color_208 = Orange |Space_208 = St. James Place<br>$180
|Color_209 = |Space_209 = Community Chest
|Color_210 = Orange |Space_210 = Tennessee Avenue<br>$180
|Color_211 = Orange |Space_211 = New York Avenue<br>$200
|Color_212 = Orange |Space_212 = New Jersey Avenue<br>$200
|Color_301 = Red |Space_301 = Kentucky Avenue<br>$220
|Color_302 = |Space_302 = Chance<div style="font:bold 16pt times new roman,serif;color:#1E55D5;">?</div>
|Color_303 = Red |Space_303 = Indiana Avenue<br>$220
|Color_304 = Red |Space_304 = Illinois Avenue<br>$240
|Color_305 = Red |Space_305 = Michigan Avenue<br>$240
|Color_306 = |Space_306 = Bus Ticket
|Color_307 = #cccccc |Space_307 = B&O Railroad<br>$200
|Color_308 = Yellow |Space_308 = Atlantic Avenue<br>$260
|Color_309 = Yellow |Space_309 = Ventnor Avenue<br>$260
|Color_310 = |Space_310 = Water Works<br>$150
|Color_311 = Yellow |Space_311 = Marvin Gardens<br>$280
|Color_312 = Yellow |Space_312 = California Avenue<br>$280
|Color_401 = Green |Space_401 = Pacific Avenue<br>$300
|Color_402 = Green |Space_402 = South Carolina Avenue<br>$300
|Color_403 = Green |Space_403 = North Carolina Avenue<br>$300
|Color_404 = |Space_404 = Community Chest
|Color_405 = Green |Space_405 = Pennsylvania Avenue<br>$320
|Color_406 = #cccccc |Space_406 = Short Line<br>$200
|Color_407 = |Space_407 = Chance<div style="font:bold 16pt times new roman,serif;color:#cc0000;">?</div>
|Color_408 = |Space_408 = Birthday Gift<br>take $100 or a Bus Ticket
|Color_409 = Blue |Space_409 = Florida Avenue<br>$350
|Color_410 = Blue |Space_410 = Park Place<br>$350
|Color_411 = |Space_411 = Luxury Tax<br>(pay $75)
|Color_412 = Blue |Space_412 = Boardwalk<br>$400
}}
==UK Edition Board==
{{Monopoly board layout
|Edition = '''Monopoly: The Mega Edition layout'''
|Banner = MONOPOLY:<br>THE MEGA EDITION<br>UK Edition
|corner_1 = '''Go'''<br>Collect £200 salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = Free Parking
|corner_4 = Go To Jail
|spaces_horizontal = 12
|spaces_vertical = 12
|Color_101 = Brown |Space_101 = OLD KENT ROAD<br>£60
|Color_102 = |Space_102 = COMMUNITY CHEST
|Color_103 = Brown |Space_103 = WHITECHAPEL<br>£60
|Color_104 = Brown |Space_104 = ELEPHANT AND CASTLE<br>£60
|Color_105 = |Space_105 = Income Tax<br>£200
|Color_106 = #cccccc |Space_106 = KING'S CROSS STATION<br>£200
|Color_107 = SkyBlue |Space_107 = THE ANGEL, ISLINGTON<br>£100
|Color_108 = SkyBlue |Space_108 = EUSTON ROAD<br>£100
|Color_109 = |Space_109 = CHANCE<div style="font:bold 16pt times new roman,serif;color:#cc0000;">?</div>
|Color_110 = |Space_110 = GAS COMPANY<br>£150
|Color_111 = SkyBlue |Space_111 = PENTONVILLE<br>£120
|Color_112 = SkyBlue |Space_112 = EDGWARE ROAD<br>£120
|Color_201 = |Space_201 = Auction any unowned property
|Color_202 = Pink |Space_202 = PALL MALL<br>£140
|Color_203 = Pink |Space_203 = WHITEHALL<br>£140
|Color_204 = |Space_204 = ELECTRIC COMPANY<br>£150
|Color_205 = Pink |Space_205 = NORTHUMBERLAND AVENUE<br>£160
|Color_206 = Pink |Space_206 = DOWNING STREET<br>£160
|Color_207 = #cccccc |Space_207 = MARYLEBONE STATION<br>£200
|Color_208 = Orange |Space_208 = BOW STREET<br>£180
|Color_209 = |Space_209 = COMMUNITY CHEST
|Color_210 = Orange |Space_210 = MARLBOROUGH STREET<br>£180
|Color_211 = Orange |Space_211 = VINE STREET<br>£200
|Color_212 = Orange |Space_212 = HIGH HOLBORN<br>£200
|Color_301 = Red |Space_301 = STRAND<br>£220
|Color_302 = |Space_302 = CHANCE<div style="font:bold 16pt times new roman,serif;color:#1E55D5;">?</div>
|Color_303 = Red |Space_303 = FLEET STREET<br>£220
|Color_304 = Red |Space_304 = TRAFALGAR SQUARE<br>£240
|Color_305 = Red |Space_305 = ALDWYCH<br>£240
|Color_306 = |Space_306 = BUS TICKET
|Color_307 = #cccccc |Space_307 = FENCHURCH STREET STATION<br>£200
|Color_308 = Yellow |Space_308 = LEICESTER SQUARE<br>£260
|Color_309 = Yellow |Space_309 = COVENTRY STREET<br>£260
|Color_310 = |Space_310 = WATER WORKS<br>£150
|Color_311 = Yellow |Space_311 = PICCADILLY<br>£280
|Color_312 = Yellow |Space_312 = SHAFTESBURY AVENUE<br>£280
|Color_401 = Green |Space_401 = REGENT STREET<br>£300
|Color_402 = Green |Space_402 = OXFORD STREET<br>£300
|Color_403 = Green |Space_403 = BOND STREET<br>£300
|Color_404 = |Space_404 = COMMUNITY CHEST
|Color_405 = Green |Space_405 = SAVILE ROW<br>£320
|Color_406 = #cccccc |Space_406 = LIVERPOOL STREET STATION<br>£200
|Color_407 = |Space_407 = CHANCE<div style="font:bold 16pt times new roman,serif;color:#cc0000;">?</div>
|Color_408 = |Space_408 = BIRTHDAY GIFT<br>take £100 or a Bus Ticket
|Color_409 = Blue |Space_409 = PARK LANE<br>£350
|Color_410 = Blue |Space_410 = MAYFAIR<br>£350
|Color_411 = |Space_411 = BANK DEPOSIT<br>(pay £100)
|Color_412 = Blue |Space_412 = KNIGHTSBRIDGE<br>£400
}}
==References==
<references />
==See also==
*[[Monopoly game|Monopoly]]
*[[Winning Moves]]
*[[Parker Brothers]]
*[[Rich Uncle Pennybags]]
{{Monopoly}}
[[Category:Roll-and-move board games]]
[[Category:Economic simulation board games]]
[[Category:Monopoly (game)]]
[[Category:Multiplayer games]]
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Monopoly (game)
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{{otheruses|Monopoly (disambiguation)}}
{{Infobox Game
| title = Monopoly
| subtitle =
| image_link = [[Image:Monopoly Logo 123.png|230px]]
| image_caption = The ''Monopoly'' Logo
| designer = [[Elizabeth Magie|Elizabeth Magie]]<br>Louis & Fred Thun<ref>{{Cite web |url=http://www.adena.com/adena/mo/mo15.htm |title=http://www.adena.com/adena/mo/mo15.htm |author=Burton H. Wolfe |date=1976 |work=The San Francisco Bay Guardian |publisher= |accessdate=2009-10-28 }}</ref><br>[[Charles Darrow]]
| illustrator =
| publisher = [[Parker Brothers]]<br />[[Waddingtons]]
| players = 2–6
| setup_time = 5–15 minutes
| playing_time = Approximately 2–3 hours
| complexity = Medium
| strategy = Medium
| random_chance = High ([[Dice|dice rolling]], card drawing)
| skills = Negotiation, Resource management
| footnotes =
| bggid = 1406
| bggxrefs =
}}
'''''Monopoly''''' is a [[board game]] published by [[Parker Brothers]], a subsidiary of [[Hasbro]]. The [[game]] is named after the economic concept of [[monopoly]], the domination of a market by a single entity.
Monopoly is the most commercially-successful board game in [[United States]] history, with 485 million players worldwide.<ref>{{cite web | title = History of the Game ''Monopoly'' | url = http://boardgames.lovetoknow.com/History_of_the_Game_Monopoly | accessdate = 2008-10-12}}</ref>
According to Hasbro, since [[Charles Darrow]] [[patent]]ed the game in 1935, approximately 750 million people have played the game, making it "the most played <nowiki>(commercial)</nowiki> board game in the world."<ref>In the instruction booklet that comes with the 70th Anniversary (U.S.) Edition of ''Monopoly'', Hasbro cites a statistic that over 750 million people have played ''Monopoly''. Presumably even higher numbers have played traditional games, such as [[chess]] and [[Go (board game)|Go]].</ref> The 1999 [[Guinness World Records|''Guinness Book of Records'']] cited Hasbro's previous statistic of 500 million people having played ''Monopoly''.<ref>[http://www.guinnessworldrecords.com/index.asp?id=52882 Guinness World Records] page for ''Monopoly's'' (disputed) world record of Most Played Game</ref> ''[[Games (magazine)|Games Magazine]]'' has inducted ''Monopoly'' into its [[Games 100#Hall of Fame|Hall of Fame]].<ref>GAMES Magazine Hall of Fame [http://www.gamesmagazine-online.com/gameslinks/hallofame.html web page]</ref> The mascot for the game is a mustachioed man wearing a monocle and [[morning dress]] named [[Mr. Monopoly]]. He was formerly named [[Rich Uncle Pennybags]], but Hasbro renamed him in 1999 to Mr. Monopoly since that was what most of their consumers referred to him as. <ref>{{cite book |title= The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit|last= Orbanes|first= P.E|year= 2003|publisher= Harvard Business School Press|location= Boston, MA|isbn= 1591392691|pages= 256|url= http://www.amazon.com/Game-Makers-Brothers-Tiddledy-Trivial/dp/1591392691/ref=sr_1_1?ie=UTF8&s=books&qid=1245727540&sr=1-1}} </ref>
==History==
{{details|History of the board game Monopoly}}
The history of ''Monopoly'' can be traced back to 1904, when a [[Quaker]] woman named [[Elizabeth Magie|Elizabeth (Lizzie) J. Magie Phillips]] created a game through which she hoped to be able to explain the [[Georgism|single tax]] theory of [[Henry George]] (it was intended to illustrate the negative aspects of concentrating land in private monopolies). Her game, ''[[The Landlord's Game]]'', was commercially published a few years later. Other interested game players redeveloped the game and some made their own sets. Phillips herself patented a revised edition of the game in 1923, and similar games of this nature were published commercially. By 1933 a board game named ''Monopoly'' was created much like the version of ''Monopoly'' sold by Parker Brothers and its parent companies throughout the rest of the 20th century and into the 21st. [[Charles Darrow]], widely proclaimed by Parker Brothers as the "inventor" of the game, was introduced to the game by his friends, the Todds, who lived in [[Atlantic City]]. Darrow made some graphical changes to the game and sold his version to Parker Brothers in [[1935]]. Several people, mostly in the U.S. Midwest and near the U.S. East Coast, contributed to the game's design and evolution.
In 1941 the British Secret Service had [[Waddingtons|John Waddington Ltd.]], the licensed manufacturer of the game outside the U.S., create a special edition for [[World War II]] [[Prisoner of war|prisoners of war]] held by the Nazis.<ref>{{cite web |url=http://www.mentalfloss.com/blogs/archives/10021 |title= How board game helped free POWs |author=Brian McMahon |publisher=''[[Mental floss]]'' magazine |date=November 29, 2007 |accessdate=2007-12-07}}</ref> Hidden inside these games were maps, compasses, real money, and other objects useful for escaping. They were distributed to prisoners by secret service created fake charity groups.<ref>{{cite web |url=http://abcnews.go.com/Technology/monopolys-hidden-escape-maps-free-pows/Story?id=8605905&page=3 |title= Get Out of Jail Free: Monopoly's Hidden Maps|author=Ki Mae Heussner |publisher=''[[ABC News]]'' |date=September 18, 2009 |accessdate=2009-09-18}}</ref>
By the 1970s, the game's early history had been lost (at least one historian has argued that it was purposely suppressed), and the idea that it had been created solely by [[Charles Darrow]] had become popular folklore. This was stated in the 1974 book ''The Monopoly Book: Strategy and Tactics of the World's Most Popular Game'', by Maxine Brady, and even in the instructions of the game itself. As Professor [[Ralph Anspach]] fought Parker Brothers and its then parent company, [[General Mills]], over the trademarks of the ''Monopoly'' board game, much of the early history of the game was "rediscovered".
Because of the lengthy court process, and appeals, the legal status of Parker Brothers' trademarks on the game was not settled until the late 1970s. Anspach won the case on appeals in 1979, as the 9th District Court determined that the trademark "Monopoly" was generic, and therefore unenforceable.<ref>[http://online.wsj.com/article/SB125599860004295449.html How a Fight Over a Board Game Monopolized an Economist's Life]], ''[[Wall Street Journal]]'', 20 Oct 2009</ref> However, on Hasbro's pressure, the US Congress immediately passed a statute amending the Trademark Act to protect longstanding marks against 'generic' claims. Thus the game's name remains a registered trademark of Parker Brothers, as do its specific design elements. Parker Brothers' current corporate parent, [[Hasbro]], again acknowledges only the role of Charles Darrow in the creation of the game. Anspach published a book about his research, called ''The Billion Dollar Monopoly Swindle'' (and republished as ''Monopolygate''), in which he makes his case about the purposeful suppression of the game's early history and development.
==Board==
===US versions===
The original version was sold by Charles Darrow, and later by Parker Brothers. The board consists of forty spaces containing twenty-eight properties (twenty-two colored Streets, four Railroads and two Utilities), three [[Chance and Community Chest cards|Chance]] spaces, three [[Chance and Community Chest cards|Community Chest]] spaces, a [[Luxury Tax]] space, an [[Income Tax]] space, and the four corner squares: GO, [[Prison|Jail]], [[Free Parking]], and Go to Jail. In the U.S. versions shown below, the properties are named after locations in (or near) [[Atlantic City, New Jersey]].
In September 2008, the layout of the board was modified to more closely match the foreign-released versions, as shown in the board layout below. The notable changes are the colors of Mediterranean and Baltic Avenues (which changed from purple to brown), the adaptation of the flat $200 Income Tax (formerly the player's choice of 10% of their total holdings OR $200) and increased $100 Luxury Tax amount (upped from $75). Similar color/amount changes are used in the U.S. Edition of the [[#World editions|"Here and Now: World Edition" game]], and are also used in the most recent version of the [[McDonald's Monopoly]] promotion.
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Standard (American Edition) Monopoly game board layout as of September 2008
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY
|corner_1 = '''Go'''<br />Collect $200 salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = [[Free Parking]]
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SaddleBrown |Space_101 = Mediterranean Avenue<br />$60
|Color_102 = |Space_102 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_103 = SaddleBrown |Space_103 = Baltic Avenue<br />$60
|Color_104 = |Space_104 = [[Income tax|Income Tax]]<br />(pay $200)
|Color_105 = |Space_105 = [[Reading Company|Reading Railroad]]<br />$200
|Color_106 = SkyBlue |Space_106 = Oriental Avenue<br />$100
|Color_107 = |Space_107 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = Vermont Avenue<br />$100
|Color_109 = SkyBlue |Space_109 = Connecticut Avenue<br />$120
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = St. Charles Place<br />$140
|Color_205 = |Space_205 = [[Electrical power industry|Electric Company]]<br />$150
|Color_206 = DarkOrchid |Space_206 = States Avenue<br />$140
|Color_207 = DarkOrchid |Space_207 = Virginia Avenue<br />$160
|Color_208 = |Space_208 = [[Pennsylvania Railroad]]<br />$200
|Color_209 = Orange |Space_209 = St. James Place<br />$180
|Color_210 = |Space_210 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_211 = Orange |Space_211 = Tennessee Avenue<br />$180
|Color_212 = Orange |Space_212 = New York Avenue<br />$200
|Color_301 = Red |Space_301 = Kentucky Avenue<br />$220
|Color_302 = |Space_302 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = Indiana Avenue<br />$220
|Color_304 = Red |Space_304 = Illinois Avenue<br />$240
|Color_305 = |Space_305 = [[Baltimore and Ohio Railroad|B&O Railroad]]<br />$200
|Color_306 = Yellow |Space_306 = Atlantic Avenue<br />$260
|Color_307 = Yellow |Space_307 = Ventnor Avenue<br />$260
|Color_308 = |Space_308 = [[Water supply|Water Works]]<br />$150
|Color_309 = Yellow |Space_309 = [[Marven Gardens|Marvin Gardens]]<br />$280
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = Pacific Avenue<br />$300
|Color_402 = Green |Space_402 = North Carolina Avenue<br />$300
|Color_403 = |Space_403 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_404 = Green |Space_404 = Pennsylvania Avenue<br />$320
|Color_405 = |Space_405 = [[Shore Fast Line|Short Line]]<br />$200
|Color_406 = |Space_406 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = Park Place<br />$350
|Color_408 = |Space_408 = [[luxury tax|Luxury Tax]]<br />(pay $100)
|Color_409 = Blue |Space_409 = Boardwalk<br />$400
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
A player who reaches the Jail space by a direct roll of the dice is said to be "Just Visiting", and continues normal play on the next turn.
Marvin Gardens, the leading yellow property on the board shown, is actually a misspelling of the original location name, ''Marven Gardens''. [[Marven Gardens]] is not a street, but a housing area outside Atlantic City. The housing area is said to be derived from [[Margate City, New Jersey|'''Mar'''gate City]] and [[Ventnor City, New Jersey|'''Ven'''tnor City]] in New Jersey. The misspelling was introduced by Charles Todd and passed on when his home-made ''Monopoly'' board was copied by Charles Darrow and thence to Parker Brothers. It was not until 1995 that Parker Brothers acknowledged this mistake and formally apologized to the residents of Marven Gardens for the misspelling.<ref>{{cite web|url=http://www.npr.org/programs/morning/features/patc/monopoly/index.html |title=Monopoly, Present at the Creation |publisher=NPR |date= |accessdate=2009-06-10}}</ref> Another change made by Todd and duplicated by Darrow, and later Parker Brothers, was the use of South Carolina Avenue. North Carolina Avenue was substituted for this street on the board.
Atlantic City's Illinois Avenue was renamed Martin Luther King Jr. Blvd. in the 1980s. St. Charles Place no longer exists, as the Showboat Casino Hotel was developed where it once ran.<ref>Kennedy, page 35</ref>
Short Line is believed to refer to the [[Shore Fast Line]], a [[tram|streetcar line]] that served Atlantic City.<ref>Kennedy, page 23.</ref> The [[Baltimore and Ohio Railroad|B&O Railroad]] did not serve Atlantic City. A booklet included with the reprinted 1935 edition states that the four railroads that served [[Atlantic City]] in the mid 1930s were the [[Central Railroad of New Jersey|Jersey Central]], the [[Pennsylvania-Reading Seashore Lines|Seashore Lines]], the [[Reading Company|Reading Railroad]], and the [[Pennsylvania Railroad]]. The actual "Electric Company" and "Water Works" serving the city are respectively Atlantic City Electric Company (a subsidiary of [[Pepco Holdings]]) and the Atlantic City Municipal Utilities Authority.
The other versions of the game have different property names, and the prices may be denominated in another currency, but the game mechanics are almost identical.
===UK version===
The original income tax choice from the U.S. version is replaced by a flat rate in the UK version, and the $75 Luxury Tax space is replaced with the £100 Super Tax space. The same is true of current German boards, with a €200 for the Income Tax space on the board, and a €100 Add-on tax in place of the Luxury Tax. An Austrian version, released by Parker Brothers/Hasbro in 2001, does allow for the 10% or $200 for Income Tax and has a $100 Luxury Tax. The choice of London main line stations is that of the four stations within the London and North Eastern Railway group. Starting with the September 2008 release, the U.S. Edition now also uses the flat $200 Income Tax value and the upped $100 Luxury Tax amount.
In the 1930s, [[Waddingtons|John Waddington Ltd.]] (Waddingtons) was a firm of printers from [[Leeds]] that had begun to branch out into packaging and the production of [[playing card]]s. Waddingtons had sent the card game ''Lexicon'' to Parker Brothers hoping to interest them in publishing the game in the United States. In a similar fashion, Parker Brothers sent over a copy of ''Monopoly'' to Waddingtons early in 1935 before the game had been put into production in the United States.
The managing director of Waddingtons, Victor Watson, gave the game to his son Norman (who was head of the card games division) to test over the weekend. Norman was impressed by the game and persuaded his father to call Parker Brothers on Monday morning - transatlantic calls then being almost unheard of. This call resulted in Waddingtons obtaining a license to produce and market the game outside of the United States. Watson felt that in order for the game to be a success in the [[United Kingdom]] the American locations would have to be replaced, so Victor and his secretary, Marjory Phillips, went to London to scout out locations. [[The Angel, Islington]] is not a street in London but an area of North London named after a [[coaching inn]] that stood on the [[A1 road (Great Britain)|Great North Road]]. By the 1930s the inn had become a [[J. Lyons and Co.|Lyons Corner House]] (it is now a [[The Co-operative Bank|Co-operative Bank]]). Some accounts say that Marjory and Victor met at the Angel to discuss the selection and celebrated the fact by including it on the ''Monopoly'' board. In 2003, a plaque commemorating the naming was unveiled at the site by Victor Watson's grandson who is also named Victor.
The standard British board, produced by Waddingtons, was for many years the version most familiar to people in countries in the [[Commonwealth of Nations|Commonwealth]] (except [[Canada]], where the U.S. edition with Atlantic City-area names was reprinted), although local variants of the board are now also found in several of these countries (see [[Licensed and localized editions of Monopoly|Licensed and localized versions of the ''Monopoly'' game]]).
In the cases where the game was produced under license by a national company, the £ (pound) was replaced by a $ (dollar) sign, but the place names were unchanged.
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Standard (UK Edition) Monopoly game board layout
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY
|corner_1 = '''Go'''<br />Collect £200 salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = [[Free Parking]]
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SaddleBrown |Space_101 = [[Old Kent Road]]<br />£60
|Color_102 = |Space_102 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_103 = SaddleBrown |Space_103 = [[Whitechapel Road]]<br />£60
|Color_104 = |Space_104 = [[Income tax|Income Tax]]<br />(pay £200)
|Color_105 = |Space_105 = [[London King's Cross railway station|King's Cross station]]<br />£200
|Color_106 = SkyBlue |Space_106 = [[The Angel, Islington|The Angel Islington]]<br />£100
|Color_107 = |Space_107 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = [[Euston Road]]<br />£100
|Color_109 = SkyBlue |Space_109 = [[London Inner Ring Road#Pentonville Road|Pentonville Road]]<br />£120
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = [[Pall Mall, London|Pall Mall]]<br />£140
|Color_205 = |Space_205 = [[Electrical power industry|Electric Company]]<br />£150
|Color_206 = DarkOrchid |Space_206 = [[Whitehall]]<br />£140
|Color_207 = DarkOrchid |Space_207 = <span style="font-family:arial narrow;">[[Northumberland Avenue|Northumberland]] </span>[[Northumberland Avenue|Avenue]]<br />£160
|Color_208 = |Space_208 = [[Marylebone station]]<br />£200
|Color_209 = Orange |Space_209 = [[Bow Street]]<br />£180
|Color_210 = |Space_210 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_211 = Orange |Space_211 = [[Great Marlborough Street|Marlborough Street]]<br />£180
|Color_212 = Orange |Space_212 = [[Vine Street, Westminster|Vine Street]]<br />£200
|Color_301 = Red |Space_301 = [[Strand, London|Strand]]<br />£220
|Color_302 = |Space_302 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = [[Fleet Street]]<br />£220
|Color_304 = Red |Space_304 = [[Trafalgar Square]]<br />£240
|Color_305 = |Space_305 = [[Fenchurch Street railway station|Fenchurch Street station]]<br />£200
|Color_306 = Yellow |Space_306 = [[Leicester Square]]<br />£260
|Color_307 = Yellow |Space_307 = [[Coventry Street]]<br />£260
|Color_308 = |Space_308 = [[Water supply|Water Works]]<br />£150
|Color_309 = Yellow |Space_309 = [[Piccadilly]]<br />£280
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = [[Regent Street]]<br />£300
|Color_402 = Green |Space_402 = [[Oxford Street]]<br />£300
|Color_403 = |Space_403 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_404 = Green |Space_404 = [[Bond Street]]<br />£320
|Color_405 = |Space_405 = [[Liverpool Street station]]<br />£200
|Color_406 = |Space_406 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = [[Park Lane (road)|Park Lane]]<br />£350
|Color_408 = |Space_408 = Super Tax<br />(pay £100)
|Color_409 = Blue |Space_409 = [[Mayfair]]<br />£400
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
For a list of some of the localized versions, including the UK "Here and Now" edition, and the names of their properties, see [[Licensed and localized editions of Monopoly]].
===Recent variations===
Starting in the UK in 2005, an updated version of the game entitled ''Monopoly Here and Now'' was produced, replacing game scenarios, properties, and tokens with modern equivalents. Similar boards were produced for Germany and France. Variants of these first editions appeared with Visa-branded debit cards taking the place of cash - the later US "Electronic Banking" edition has unbranded debit cards.
The success of the first Here and Now editions caused Hasbro US to allow online voting for 26 landmark properties across the United States to take their places along the game board. The popularity of this voting, in turn, caused the creation of similar websites, and secondary game boards per popular vote to be created in the UK, France, Germany, Australia, New Zealand, Ireland, and other nations.
Hasbro opened a new website in January 2008, for online voting of the ''Monopoly Here and Now: World Edition''. The colored property spaces are worldwide cities, as determined by the same vote/popularity formula as established for national editions.
In 2006, [[Winning Moves|Winning Moves Games]] released another edition, the [[Monopoly: The Mega Edition|Mega Edition]], with a larger game board (50% bigger) and revised game play. Other streets from Atlantic City (eight, one per a color group) were included, along with a third "utility", the Gas Company. In addition, $1,000 denomination notes (first seen in [[Winning Moves]]' "Monopoly: The Card Game") are included. Game play is further changed with bus tickets (allowing non-dice-roll movement along one side of the board), a speed die (itself adopted into variants of the Atlantic City Standard Edition; see below), skyscrapers (after houses and hotels), and train depots that can be placed on the Railroad spaces.
This edition was adapted for the UK market in 2007, and is sold by Winning Moves UK. After the initial US release, critiques of some of the rules caused the company to issue revisions and clarifications on their website.<ref>[http://www.winning-moves.com/974AC834972648769F406DE95E835622.asp?ccb_key=40FF53914D5847419F5568785926D205 Rules clarifications] for ''Monopoly: The Mega Edition''.</ref>
====Monopoly Here and Now====
In September 2006, the US edition of Monopoly Here and Now was released. This edition features top landmarks across the US. The properties were decided by votes over the Internet in the spring of 2006.
Monetary values are multiplied by 10,000 (eg, one collects $2,000,000 instead of $200 for passing Go). Also, the Chance and Community Chest cards are updated. The houses and hotels are blue and silver, not green and red like in most editions of Monopoly. The board uses the traditional US layout; the cheapest properties are purple, not brown, and the "luxury tax" (replaced with "interest on credit card debt") is $750,000, not $1,000,000. Despite the updated luxury tax space, this edition uses paper Monopoly money, and not an electronic banking unit like the Here and Now World Edition. However, a similar edition of Monopoly, the "Electronic Banking" edition, does feature an electronic banking unit, as well as a different set of tokens. Both Here and Now and Electronic Banking feature an updated set of tokens from the Atlantic City edition.
It is also notable that three states (California, Florida and Texas) are represented by two cities each (Los Angeles and San Francisco, Miami and Orlando, and Dallas and Houston respectively). No other state is represented by more than one city (not including the airports).
{{clear}}
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Monopoly Here and Now: The US Edition
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY<br>Here and Now:<br>The US Edition
|corner_1 = '''Go'''<br />Collect $2<small">M</small> salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = Free Parking
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = Indigo |Space_101 = Jacobs Field, Cleveland<br />$600<small">K</small>
|Color_102 = |Space_102 = Community Chest
|Color_103 = Indigo |Space_103 = Texas Stadium, Dallas<br />$600<small">K</small>
|Color_104 = |Space_104 = Income Tax<br />pay $2<small">M</small>
|Color_105 = |Space_105 = O'Hare Airport, Chicago<br />$2<small">M</small>
|Color_106 = SkyBlue |Space_106 = Grand Ole Opry, Nashville<br />$1<small">M</small>
|Color_107 = |Space_107 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = Gateway Arch, St. Louis<br />$1<small">M</small>
|Color_109 = SkyBlue |Space_109 = Mall of America, Minneapolis<br />$1.2<small">M</small>
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = Centennial Olympic Park, Atlanta<br />$1.4<small">M</small>
|Color_205 = |Space_205 = Cell Phone Service<br />$1.5<small">M</small>
|Color_206 = DarkOrchid |Space_206 = Red Rocks Amphitheatre, Denver<br />$1.4<small">M</small>
|Color_207 = DarkOrchid |Space_207 = Liberty Bell, Philadelphia<br />$1.6<small">M</small>
|Color_208 = |Space_208 = Los Angeles International Airport<br />$2<small">M</small>
|Color_209 = Orange |Space_209 = South Beach, Miami<br />$1.8<small">M</small>
|Color_210 = |Space_210 = Community Chest
|Color_211 = Orange |Space_211 = Johnson Space Center, Houston<br />$1.8<small">M</small>
|Color_212 = Orange |Space_212 = Pioneer Square, Seattle<br />$2<small">M</small>
|Color_301 = Red |Space_301 = Camelback Mountains, Phoenix<br />$2.2<small">M</small>
|Color_302 = |Space_302 = Chance<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = Waikiki Beach, Honolulu<br />$2.2<small">M</small>
|Color_304 = Red |Space_304 = Disney World, Orlando<br />$2.4<small">M</small>
|Color_305 = |Space_305 = JFK Airport, New York City<br />$2<small">M</small>
|Color_306 = Yellow |Space_306 = French Quarter, New Orleans<br />$2.6<small">M</small>
|Color_307 = Yellow |Space_307 = Hollywood, Los Angeles<br />$2.6<small">M</small>
|Color_308 = |Space_308 = Internet Service<br />$1.5<small">M</small>
|Color_309 = Yellow |Space_309 = Golden Gate Bridge, San Francisco<br />$2.8<small">M</small>
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = Las Vegas Blvd., Las Vegas<br />$3<small">M</small>
|Color_402 = Green |Space_402 = Wrigley Field, Chicago<br />$3<small">M</small>
|Color_403 = |Space_403 = Community Chest
|Color_404 = Green |Space_404 = White House, Washington<br />$3.2<small">M</small>
|Color_405 = |Space_405 = Atlanta International Airport<br />$2<small">M</small>
|Color_406 = |Space_406 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = Fenway Park, Boston<br />$3.5<small">M</small>
|Color_408 = |Space_408 = Interest On Credit Card Debt<br />pay $750<small">K</small>
|Color_409 = Blue |Space_409 = Times Square, New York City<br />$4<small">M</small>
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
====World editions====
In 1998, [[Winning Moves]] procured the ''Monopoly'' license from [[Hasbro]] and created new UK [[Licensed and localized editions of Monopoly|city and regional editions]] with sponsored squares.
[[Winning Moves]] struggled to raise the sponsorship deals for the game boards, but did so eventually. A [[Nottingham]] Graphic Design agency, TMA, produced the visual design of the ''Monopoly'' packaging. Initially, in December 1998, the game was sold in just a few [[W H Smith|WHSmith]] stores, but demand was high, with almost fifty thousand games shipped in the 4 weeks leading up to Christmas. [[Winning Moves]] still produce new [[Licensed and localized editions of Monopoly|city and regional editions]] annually. Nottingham based designers [http://www.guppimedia.com Guppi] have been responsible for the games' visual design since 2001.
=====Monopoly Here and Now: The World Edition=====
{{Infobox Game
| title = Monopoly Here and Now: The World Edition
| subtitle =
| image_link = [[Image:HereNowMonopoly Box.jpg|200px]]
| image_caption = The ''Monopoly Here and Now: The World Edition'' Game Box
| designer =
| illustrator =
| publisher = [[Parker Brothers]]
| players = 2–6
| setup_time = 5–15 minutes
| playing_time = About 1.5 hours
| complexity = Medium
| strategy = Medium
| random_chance = High ([[Dice|dice rolling]], card drawing)
| skills = Negotiation, Resource management
| footnotes =
| bggid =
| bggxrefs =
}}
In 2008, Hasbro released ''Monopoly Here and Now: The World Edition''. This world edition features top locations of the world. The locations were decided by votes over the Internet. The result of the voting was announced on [[August 20]], [[2008]].<ref>{{cite web|url=http://www.ctv.ca/servlet/ArticleNews/story/CTVNews/20080820/monopoly_cities_080820 |title=Montreal top property in new ''Monopoly'' game - CTV.ca. Retrieved 2008/08/20 01:14PM UTC |publisher=Ctv.ca |date=2008-08-20 |accessdate=2009-06-10}}</ref>
Out of these, [[Gdynia]] is especially notable, as it is by far the smallest city of those featured and won the vote thanks to a spontaneous, large-scale mobilization of support started by its citizens. The new game uses its own currency unit, the Mono (a game-based take on the [[Euro]]; designated by '''<s>M</s>'''). The game uses said unit in millions and thousands. As seen above, there is no Dark Purple color-group, as that is replaced by Brown, as in the European version of the game.
It is also notable that three cities ([[Montreal]], Toronto, and Vancouver) are from [[Canada]] and three other cities (Beijing, Hong Kong, and Shanghai) are from [[People's Republic of China]]. No other countries are represented by more than one city.
Of the 68 cities listed on Hasbro Inc.’s website for the vote, [[Israel]]’s capital, [[Jerusalem]], was chosen as one of the 20 cities to be featured in the newest ''Monopoly'' World Edition.<ref name="MSNBC">[http://www.msnbc.msn.com/id/23281286/ ''Monopoly'' Contest Stirs Up Jerusalem Conflict], Associated Press, published February 21, 2008.</ref> Before the vote took place, a Hasbro employee in the [[London]] office eliminated the country signifier “[[Israel]]” after the city, in response to pressure from pro-[[Palestinian people|Palestinian]] [[Interest group|lobby groups]].<ref name="Blog">[http://blogs.dailymail.com/donsurber/2008/02/23/monopoly-jihad/ ''Monopoly'' Jihad], Dailymail Blog, published February 23, 2008.</ref> After the Israeli government protested, Hasbro Inc. admitted its error and issued an apology that read: “It was a bad decision, one that we rectified relatively quickly. This is a game. We never wanted to enter into any political debate. We apologize to our ''Monopoly'' fans.”<ref name="MSNBC" />
{{clear}}
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Monopoly Here and Now: The World Edition (2008)
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY<br>Here and Now:<br>The World Edition
|corner_1 = '''Go'''<br />Collect <s>M</s>2<small">M</small> salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = Free Parking
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SaddleBrown |Space_101 = [[Gdynia]]<br /><s>M</s>600<small">K</small>
|Color_102 = |Space_102 = Community Chest
|Color_103 = SaddleBrown |Space_103 = [[Taipei]]<br /><s>M</s>600<small">K</small>
|Color_104 = |Space_104 = Income Tax<br />pay <s>M</s>2<small">M</small>
|Color_105 = |Space_105 = ''Monopoly'' Rail<br /><s>M</s>2<small">M</small>
|Color_106 = SkyBlue |Space_106 = [[Tokyo]]<br /><s>M</s>1<small">M</small>
|Color_107 = |Space_107 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = [[Barcelona]]<br /><s>M</s>1<small">M</small>
|Color_109 = SkyBlue |Space_109 = [[Athens]]<br /><s>M</s>1.2<small">M</small>
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = [[Istanbul]]<br /><s>M</s>1.4<small">M</small>
|Color_205 = |Space_205 = [[Solar Energy]]<br /><s>M</s>1.5<small">M</small>
|Color_206 = DarkOrchid |Space_206 = [[Kiev|Kyiv]]<br /><s>M</s>1.4<small">M</small>
|Color_207 = DarkOrchid |Space_207 = [[Toronto]]<br /><s>M</s>1.6<small">M</small>
|Color_208 = |Space_208 = ''Monopoly'' Air<br /><s>M</s>2<small">M</small>
|Color_209 = Orange |Space_209 = [[Rome]]<br /><s>M</s>1.8<small">M</small>
|Color_210 = |Space_210 = Community Chest
|Color_211 = Orange |Space_211 = [[Shanghai]]<br /><s>M</s>1.8<small">M</small>
|Color_212 = Orange |Space_212 = [[Vancouver]]<br /><s>M</s>2<small">M</small>
|Color_301 = Red |Space_301 = [[Sydney]]<br /><s>M</s>2.2<small">M</small>
|Color_302 = |Space_302 = Chance<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = [[New York]]<br /><s>M</s>2.2<small">M</small>
|Color_304 = Red |Space_304 = [[London]]<br /><s>M</s>2.4<small">M</small>
|Color_305 = |Space_305 = ''Monopoly'' Cruise<br /><s>M</s>2<small">M</small>
|Color_306 = Yellow |Space_306 = [[Beijing]]<br /><s>M</s>2.6<small">M</small>
|Color_307 = Yellow |Space_307 = [[Hong Kong]]<br /><s>M</s>2.6<small">M</small>
|Color_308 = |Space_308 = [[Wind power|Wind Energy]]<br /><s>M</s>1.5<small">M</small>
|Color_309 = Yellow |Space_309 = [[Jerusalem]]<br /><s>M</s>2.8<small">M</small>
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = [[Paris]]<br /><s>M</s>3<small">M</small>
|Color_402 = Green |Space_402 = [[Belgrade]]<br /><s>M</s>3<small">M</small>
|Color_403 = |Space_403 = Community Chest
|Color_404 = Green |Space_404 = [[Cape Town]]<br /><s>M</s>3.2<small">M</small>
|Color_405 = |Space_405 = ''Monopoly'' Space<br /><s>M</s>2<small">M</small>
|Color_406 = |Space_406 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = [[Riga]]<br /><s>M</s>3.5<small">M</small>
|Color_408 = |Space_408 = Super Tax<br />pay <s>M</s>1<small">M</small>
|Color_409 = Blue |Space_409 = [[Montreal]]<br /><s>M</s>4<small">M</small>
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
==World Championship==
Hasbro conducts a worldwide ''Monopoly'' tournament. The first ''Monopoly'' World Championships took place in Grossinger's Resort in New York, in November 1973. The current world champion is Bjørn Halvard Knappskog who won the title in Las Vegas, Nevada on 22 October 2009. 42 players competed for the title of Monopoly World Champion and a cash prize of $20,580 USD.<ref>http://www.news.com.au/story/0,27574,26249271-23109,00.html</ref><ref>http://www.worldofmonopoly.com/</ref>
===U.S. National Championship===
Although in the past, U.S. entrants had to successfully compete in regional competitions before the national championship, qualifying for the National Championship has been online since 2003. For the 2003 Championship, qualification was limited to the first fifty people who correctly completed an online quiz. Out of concerns that such methods of qualifying might not always ensure a competition of the best players, the 2009 Championship qualifying was expanded to include an online multiple-choice quiz (a score of 80% or better was required to advance); followed by an online five-question essay test; followed by a two-game online tournament at Pogo.com. The process was to have produced a field of 23 plus one: Matt McNally, the 2003 national champion, who received a bye and was not required to qualify. However, at the end of the online tournament, there was an eleven-way tie for the last six spots. The decision was made to invite all of those who had tied for said spots. In fact, two of those who had tied and would have otherwise been eliminated, Dale Crabtree of Indianapolis, Indiana, and Brandon Baker, of Tuscaloosa, Alabama, played in the final game and finished third and fourth respectively.
The 2009 Monopoly U.S. National Championship was held on April 14-15 in Washington, D.C. In his first tournament ever, Richard Marinaccio, an attorney from Sloan, New York (a suburb of Buffalo), prevailed over a field that included four previous champions to be crowned the 2009 U.S. National Champion. In addition to the title, Mr. Marinaccio took home $20,580 — the amount of money in the bank of the board game — and competed in the 2009 World Championship in Las Vegas, Nevada on October 21-22.
In addition, a version of the ''Monopoly'' game called ''Monopoly Family Game Night: The Championship Edition'', will be released in Fall 2009 to coincide with the 2009 Monopoly World Championships.
==Equipment==
[[Image:US Deluxe Monopoly Tokens.jpg|thumb|220px|left|All twelve tokens from the U.S. ''Deluxe Edition Monopoly''.]]
Each player is represented by a small metal token that is moved around the edge of the board according to the roll of two [[dice]]. The twelve playing pieces currently used are pictured at left (from left to right): a [[wheelbarrow]] (1937b edition), a [[battleship]], a sack of money (1999–2007 editions), a [[cavalry|horse and rider]], a [[automobile|car]] (racecar), a [[train]] (Deluxe Edition only), a [[thimble]], a [[howitzer]] (sometimes called a cannon), an old style [[shoe]] (sometimes called a boot), a [[Scottish Terrier|Scottie dog]], an [[ironing|iron]], and a [[top hat]].
Many of the tokens came from companies such as Dowst Miniature Toy Company, which made metal charms and tokens designed to be used on charm bracelets. The battleship and cannon were also used briefly in the Parker Brothers war game ''[[Conflict (board game)|Conflict]]'' (released in 1940), but after the game failed on the market, the premade pieces were recycled into ''Monopoly'' usage.<ref>''Passing Go: Early Monopoly 1933–1937'' by "Clarence B. Darwin" (pseudonym for David Sadowski). First edition, revised, pages 207-208. Folkopoly Press, River Forest, IL.</ref> Hasbro recently adopted the battleship and cannon for ''[[Diplomacy (game)|Diplomacy]]''.
Early localized editions of the standard edition (including some Canadian editions, which used the U.S. board layout) did not include pewter tokens but instead had generic wooden pawns identical to those in ''[[Sorry! (game)|Sorry!]]''.<ref>Ibid. Page 206</ref> [[Parker Brothers]] also acquired ''Sorry!'' in the 1930s.
{{clear}}
Other items included in the standard edition are:
[[Image:Monopoly spinner.jpg|right|thumb|During [[World War II]], the dice in [[United Kingdom|the United Kingdom]] were replaced with a spinner because of a lack of materials.]]
* A pair of six-sided [[dice]]. (NOTE: Since 2007, a third "Speed Die" has been added—see ADD-ONS below.)
* A [[deed|Title Deed]] for each property. A Title Deed is given to a player to signify ownership, and specifies purchase price, [[mortgage]] value, the cost of building [[house]]s and [[hotel]]s on that property, and the various [[renting|rent]] prices depending on how developed the property is. Properties include:
** 22 streets, divided into 8 color groups of two or three streets. A player must own all of a color group (have a monopoly) in order to build houses or hotels. If a player wants to mortgage one property of a color-group, not only must any houses or hotels be removed from that property, but from the others in the color-group as well.
** 4 [[rail transport|railway]]s. Players collect $25 rent if they own one station, $50 if they own two, $100 if they own three and $200 if they own all four. These are usually replaced by railway stations in non-U.S. editions of Monopoly.
** 2 [[public utility|utilities]]. Rent is four times dice value if player owns one utility, but 10 times dice value if player owns both. Hotels and houses cannot be built on utilities or stations.
* A supply of paper money. The supply of money is theoretically unlimited; if the bank runs out of money the players must make do with other markers, or calculate on paper. Additional paper money can be bought at certain locations, notably game and hobby stores, or downloaded from various websites and printed and cut by hand (one such site has created a $1,000 bill for the game; it is not one of the standard denominations). In the original U.S. standard editions, the supply generally starts with $15,140. The winner of the quadrennial ''Monopoly'' World Championship receives the same amount in [[United States dollar]]s.<ref>[http://www.hasbro.com/monopoly/pl/page.tokyo/dn/default.cfm Details of the 2004 Monopoly World Championship, held in Tokyo.]{{dead link|date=June 2009}}</ref> [NOTE: This base money amount has changed—see below.]
:The term "Monopoly money" has been used to refer to currencies which cannot be used to purchase goods and services on the free market, such as exchange certificates printed by the [[Burma|Burmese]] government which must be used by foreign aid organizations.<ref>Parry, Richard Lowe and Andrew Crowe. "Fifth of Burmese aid cash lost to exchange rate trick." The Times 25 July 2008, accessed at http://www.timesonline.co.uk/tol/news/world/asia/article4393554.ece on 25 July 2008</ref> The term can also refer to currencies in which each paper denomination is a different colour; [["Weird Al" Yankovic]]'s song "[[Canadian Idiot]]" uses it in this sense.
* 32 wooden or plastic houses and 12 wooden or plastic hotels (the original and the current ''Deluxe Edition'' have wooden houses and hotels; the current "base set" uses plastic buildings). Unlike money, houses and hotels have a finite supply. If no more are available, no substitute is allowed.
* A deck of 16 [[Chance and Community Chest cards|Chance cards]] and a deck of 16 [[Chance and Community Chest cards|Community Chest cards]]. Players draw these cards when they land on the corresponding squares of the track, and follow the instructions printed on them.
Hasbro also sells a ''Deluxe Edition'', which is mostly identical to the classic edition but has wooden houses and hotels and gold-toned tokens, including one token in addition to the standard eleven, a [[rail transport|railroad]] [[locomotive]]. Other additions to the ''Deluxe Edition'' include a card carousel, which holds the title deed cards, and money printed with two colors of ink.
In 1978, retailer [[Neiman Marcus]] manufactured and sold an all-Chocolate edition of ''Monopoly'' through its [[Neiman_Marcus#Fantasy_gifts|"Christmas Wish Book"]] for that year. The entire set was edible, including the money, dice, hotels, properties, tokens and playing board. The set retailed for $600.<ref>{{cite book | author=[[Philip Orbanes|Orbanes, Philip]] | title=The Monopoly Companion | edition=First edition | publisher=Bob Adams, Inc. | year=1988 | page=20 | isbn=1-55850-950-X}}</ref>
In 2000, the [[FAO Schwarz]] store in New York City sold a custom version called ''One-Of-A-Kind Monopoly'' for $100,000.<ref>[http://www.findarticles.com/p/articles/mi_m0EIN/is_2000_Sept_19/ai_65295755/pg_3 Archived article] from ''Business Wire'', stored at Findarticles.com. Retrieved 1 January 2006.</ref> This special edition comes in a locking [[briefcase|attaché case]] made with Napolino leather and lined in suede, and features include:
*18-[[carat (purity)|carat]] (75%) [[gold]] tokens, houses, and hotels
*[[Rosewood]] board
*street names written in [[metal leaf#gold leaf|gold leaf]]
*emeralds around the Chance icon
*sapphires around the Community Chest
*rubies in the brake lights of the car on the Free Parking Space
*the money is real, negotiable United States currency
The Guinness Book of World Records states that a set worth $2,000,000 and made of 23-carat gold, with rubies and sapphires atop the chimneys of the houses and hotels, is the most expensive ''Monopoly'' set ever produced.<ref>[http://www.guinnessworldrecords.com/content_pages/record.asp?recordid=43436 Most Expensive ''Monopoly'' Set world record.]{{dead link|date=June 2009}}</ref>
The distribution of cash in the U.S. version has changed with the newer release versions. Older versions had a total of '''$15,140''' in the following amounts/colors:
*20 $500 Bills (orange)
*20 $100 Bills (beige)
*30 $50 Bills (blue)
*50 $20 Bills (green)
*40 $10 Bills (yellow)
*40 $5 Bills (pink)
*40 $1 Bills (white)
The newer (September 2008) editions have a total of '''$20,580''', with 30 of each bill denomination. In addition, the colors of some of the bills have been changed; $10's are now blue instead of yellow, $20's are a brighter color green than before, and $50's are now purple instead of blue.
Each player begins the game with his or her token on the Go square, and $1,500 (or 1,500 of a localized currency) in play money. Prior to September 2008, the money was divided as follows in the U.S. standard rules:
* Two each of:
**$500 bills
**$100 bills
**$50 bills
*Six $20 bills
*Five each of:
**$10 bills
**$5 bills
**$1 bills
Since then, the US version has taken on the British version's initial cash distributions of:
* Two x $/£500
* Four x $/£100
* One x $/£50
* One x $/£20
* Two x $/£10
* One x $/£5
* Five x $/£1
Pre-Euro German editions of the game started with 30,000 "Spielmark" in eight denominations (abbreviated as "M."), and later used seven denominations of the "Deutsche Mark" ("DM."). In the classic Italian game, each player receives ₤350,000 ($3500) in a two-player game, but ₤50,000 ($500) less for each player more than two. Only in a six-player game does a player receive the equivalent of $1,500. The classic Italian games were played with only four denominations of currency. Both Spanish editions (the Barcelona and Madrid editions) started the game with 150,000 in play money, with a breakdown identical to that of the American version.
All property deeds, houses, and hotels are held by the bank until bought by the players.
==Rules==
{{Wikibooks|Monopoly|Official Rules}}
Players take turns in order, with the initial player determined by chance before the game. A typical turn begins with the rolling of the dice and advancing clockwise around the board the corresponding number of squares. Landing on Chance or Community Chest, a player draws the top card from the respective pile. If the player lands on an unowned property, whether street, railroad, or utility, he can buy the property for its listed purchase price. If he declines this purchase, the property is auctioned off by the bank to the highest bidder. If the property landed on is already owned and unmortgaged, he must pay the owner a given rent, the price dependent on whether the property is part of a monopoly or its level of development. If a player rolls doubles, he rolls again after completing his turn. If the player rolls one dice outside the game board, the players turn must be repeated. Three sets of doubles in a row, however, land the player in jail. During a turn, players may also choose to develop or mortgage properties. Development involves the construction, for given amounts of money paid to the bank, of houses or hotels. To build a house or a hotel, the player must own all properties in a color group. Development must be uniform across a monopoly, such that a second house cannot be built on one property in a monopoly until the others have one house. No merges between players are allowed. All developments on a monopoly must be sold before any property of that color can be mortgaged or traded. The player receives money from the bank for each mortgaged property, which must be repaid with interest to unmortgage. Houses are returned to the bank for half their purchase price.
===House Rules===
Parker Brothers' official instructions have long encouraged the use of House Rules, specific additions to or subtractions from the official rule sets. Many casual ''Monopoly'' players are surprised to discover that some of the rules that they are used to are 'not'' part of the official rules. Many of these house rules tend to make the game longer by randomly giving players more money. Some common house rules are listed below:
* Free Parking jackpot, which usually consists of an initial stake (typically $500, or $5 million in the Here and Now Edition) plus collections of fines and taxes otherwise paid to the bank. A player who lands on Free Parking wins the jackpot, which may then be reset with the initial stake (if any). The jackpot is usually put in the center of the board. Since the jackpot forms an additional income for players in this set of house rules, games can take a much longer time than under normal rules.<ref name="Companion2">{{cite book | author=[[Philip Orbanes|Orbanes, Philip]] | title=The Monopoly Companion: The Players Guide | edition=Second edition | publisher=Adams Media Corporation | year=1999 | isbn=1-58062-175-9 | pages=140–142}}</ref>
* No bank-auctioning of unowned property that a player declines to purchase when landing on it; the property then remains open until the next time any player lands on it.
* A bonus for landing directly on Go by dice roll (commonly an additional $200 or $500). This may or may not include cards that send the player to Go.<ref name="Companion2"/>
* Delayed Start: Players must pass Go (or circle the board at least once, or rarely twice) before they can buy property.<ref name="Companion2"/>
* Only allowing houses (or hotels) to be built when the owner lands on the group
* A bonus for rolling [[snake eyes]] (a pair of ones), often $500, $100, or one of each bill.<ref>{{cite web
| url = http://www.bellaonline.com/articles/art28123.asp
| title = "Monopoly House Rules and Variations"
| accessdate = 2006-10-03
| last = Romer
| first = Megan
| year = 2006
| language = [[English language|English]]
}}</ref>
* In trades, players may offer "rent immunity" from their own properties (someone does not have to pay rent for landing on that property) as part of a deal (this can be good for a certain number of landings or the entire game).<ref name="Companion2"/>
* In the Monopoly City game, if someone lands on the chance space and draws the STEAL card that allows you to steal a district from another player, the STEAL card may be played right away or kept to be played later in the game. This should be decided before the game starts. You may also decide to attach a fee to this card if kept and played at a later time. i.e. $10,000,000 plus current rent value of stolen district is due when card is played at a later time.
House rules, while unofficial, are not wholly unrecognized by Parker Brothers. George S. Parker himself created two variants, to shorten the length of game play.{{Clarify me|date=February 2009}} Video game and computer game versions of ''Monopoly'' have options where popular house rules can be used. House rules that have the effect of randomly introducing more money into the game have a side-effect of increasing the time it takes for players to become bankrupt, lengthening the game considerably, as well as decreasing the effects of strategy and prudent investment. House rules which increase the amount of money in the game may change the strategies of the players, such as changing the relative value of different properties- the more money in the game, the more one may wish to invest in the higher value properties.
==Strategy==
{{Wikibooks|Monopoly|Strategy}}
''Monopoly'' involves a portion of luck, with the roll of the dice determining whether a player gets to own key properties or lands on squares with high rents. Even the initial misfortune of going last is a significant disadvantage because one is more likely to land on property which has already been bought and therefore be forced to pay rent instead of having an opportunity to buy unowned property. There are, however, many strategic decisions which allow skilled players to win more often than the unskilled. Hasbro also offers a helpful strategy guide and different insights on their site. According to the laws of [[probability]], seven is the most probable roll of two dice, with a probability of 1 in 6, whereas 2 and 12 are the least probable rolls, each with a probability of one in 36. For this reason, Park Place (Park Lane) is one of the least landed-on squares, as the square seven places behind it is Go to Jail.
In consequence, some properties are landed upon more than others and the owners of those properties get more income from rent. The board layout factors include the following:
* '''Jail''': Since players are frequently directed to "Go To Jail", they will move through the magenta, orange, and red property groups immediately after leaving Jail. The two properties with the highest probability of being landed upon after leaving jail are the two cheaper orange properties (St. James Place and Tennessee Avenue in North America and Bow Street and Marlborough Street in the UK). This makes the orange property set highly lucrative.
* '''Go to…''': One square — Go To Jail — plus a number of Chance and Community Chest cards will cause the player to advance a distance around the board. Thus, the squares immediately following ''Go To Jail'' and the take-a-card squares have a reduced probability of being landed upon. The least-landed upon property in this situation is Park Place (Park Lane).
* '''Go to (property)''': Several properties are blessed with Chance cards which draw players to them. St. Charles Place (Pall Mall), Illinois Avenue (Trafalgar Square), Boardwalk (Mayfair), all of the railroads except Short Line (Liverpool Street Station), and both of the utilities benefit from this feature. Reading Railroad (King's Cross Station) has the fortune of having both a "go to" dedicated card plus the card advancing to the nearest railroad.
* '''Advance to Go''': A player may be directed to the ''Go'' square by a Chance or a Community Chest card, thus lowering the probability of being landed-upon of every square in-between. The properties most affected by this are the yellow, green, and blue sets. It also marginally raises the probability for each square in the wake of ''Go'', including the purple and orange sets which will be reached two or three rolls after being on ''Go''.
* '''Go Back Three Spaces''': This directive comes from a Chance card. A quick look at the board shows that there are three Chance squares and hence three other squares which are 3 spaces behind (one being a Community Chest space, another being Income Tax, and the third being the leading orange property). The leading orange property, New York Avenue (Vine Street), gains the most benefit from this card since the Chance square nestled amongst the red properties is itself the most landed-upon Chance square.
According to [[Jim Slater]] in [[The Mayfair Set]], there is an overwhelming case for having the orange sites, because you land on them more often, the reason for that being the cards in Chance like ''Go to Jail'', ''Advance to St. Charles Place (Pall Mall)'', ''Advance to Reading Railroad (King's Cross Station)'' and ''Go Back Three Spaces''.<ref>[http://video.google.com/videoplay?docid=-3430687402656753140&q=The+Mayfair+Set+duration%3Along&total=5&start=0&num=30&so=0&type=search&plindex=1 Google Video] The Mayfair Set - Episode Two (Adam Curtis, BBC), 44:30-45:55</ref>
In all, during game play, Illinois Avenue (Trafalgar Square), New York Avenue (Vine Street), B&O Railroad (Fenchurch Street Station), and Reading Railroad (King's Cross Station) are the most frequently landed-upon properties. Mediterranean Avenue (Old Kent Road) and Baltic Avenue (Whitechapel Road) are the least-landed-upon properties.<ref>{{cite web| author=Truman Collins| first=Truman| last=Collins| url=http://www.tkcs-collins.com/truman/monopoly/monopoly.shtml| title=Monopoly Square Probabilities| year=1997| accessdate=2006-05-28}}; the page includes detailed analyses of expected income from each property and discussion of the strategic implications. </ref>
===Limited number of houses and hotels===
In order to put a cap on total development of property sets in the game, there are only 12 hotels and 32 houses. This limitation is in place to ensure that property sets cannot be developed unless there are houses or hotels available to purchase from the bank. This cap allows a certain amount of dominance to be developed by some players, because if every set of property were fully developed there would be enough rent collected between different players to allow the game to drag on for an extended period. This limitation on numbers of houses and hotels leads to an advantage for one player. Simply building each lot out to a maximum of 4 houses and then refusing to upgrade to hotels ensures that nearly the maximum amount of rent is collected for each property, and the monopolization of the houses from the game prevents opponents from developing their property. It is conceivable that a single player could end up owning all 32 houses near the end of the game, and the refusal to upgrade to hotels makes these houses unavailable for opponents to purchase for any property they may own.
Much of the skill comes from knowing how to make the best use of a player's resources and above all knowing how to strike a good bargain. ''Monopoly'' is a social game where players often interact and must deal with each other in ways similar to real world real estate bargaining. Note that the best deal is not always for the most expensive property; it is often situational, dependent on money resources available to each player and even where players happen to be situated on the board. When looking to deal, a player should attempt to bargain with another player who not only possesses properties he or she needs but also properties the other player needs. In fact, offering relatively fair deals to other players can end up helping the player making the offer by giving him or her a reputation as an honest trader, which can make players less wary of dealings in the future. What is more, most people play ''Monopoly'' with the same group repeatedly. For this reason, such a reputation can have effects far beyond the game being played.
===The end game===
One common criticism of ''Monopoly'' is that it has carefully defined yet almost unreachable termination conditions. Edward P. Parker, a former president of [[Parker Brothers]], is quoted as saying, "We always felt that forty-five minutes was about the right length for a game, but ''Monopoly'' could go on for hours. Also, a game was supposed to have a definite end somewhere. In ''Monopoly'' you kept going around and around."<ref>{{cite book|author=[[Gyles Brandreth|Brandreth, Gyles]]|title=The Monopoly Omnibus|edition=First hardcover edition|year=1985|publisher=Willow Books|isbn=0-00-218166-5|page=19}}</ref> However, the problem of time can be resolved by playing with a time limit and counting each player's net worth when the time is up. In fact, tournament play calls for a 90-minute time limit.<ref>[http://www.hasbro.com/games/kid-games/monopoly/content/News/PDF/tournament_guide.pdf US Tournament Guide], PDF file.</ref> Two hour time limits are used for international play.<ref>[http://www.hasbro.com/monopoly/2003tourneyrules.pdf Tournament rules for Canada], from 2003. PDF file.</ref> The [[List of licensed Monopoly game boards#L|Lord of the Rings]] edition gives players the option of creating a random time limit using the included [[One Ring]] token and specialized dice. The [[List of licensed Monopoly game boards#S|SpongeBob SquarePants]] game board includes a Plankton piece that moves every time someone rolls a 1 with the dice (if a player rolls two 1s, the Plankton piece moves two spaces,) and the game is over when it reaches the end of the board.
Played strictly to the rules, many games will be effectively decided when one player succeeds in bankrupting another because the bankrupt player gives all his property to the one to whom he could not pay his debt. A player who thus gains a fistful of properties will virtually control the game from that point onwards since other players will be constantly at risk. On the other hand, if a player is bankrupted by being unable to meet his debt ''to the bank'' (e.g., a fine or tax or other debt that is not rent), then his property is auctioned off; this can open up new possibilities in a game which was evenly set or in which a lot of property sets were divided among the players.
The ''Monopoly Mega Edition'' is geared towards faster play by incorporating more squares and enabling players to build without the full color-group.
Hasbro states that the longest game of ''Monopoly'' ever played lasted 1,680 hours (70 days or 10 weeks or 2 1/3 months).<ref>[http://www.hasbro.com/games/kid-games/monopoly/default.cfm?page=Entertainment/funfacts"Fun Facts" page at Monopoly.com.]</ref>
== Add-ons ==
Numerous add-ons have been made for ''Monopoly'', both before its commercialization and after. Three such official add-ons are discussed below.
===Stock Exchange===
The ''Stock Exchange'' add-on was originally published by Parker Brothers in 1936 <ref>[[wikibooks:Monopoly/Stock Exchange|wikibook link to Stock Exchange]]</ref>. The Free Parking square is covered over by a new Stock Exchange space and the add-on included three Chance and three Community Chest cards directing the player to "Advance to Stock Exchange".
The add-on also included thirty stock certificates, five for each of the six different stocks, differing only in the purchase price (or Par Value), ranging from $100 to $150. Shares, like properties, are tradeable material, and could also be mortgaged for half their purchase price. Shareholders could increase the value of their shares by buying up more of the same company's shares.
When a player moves onto Free Parking/Stock Exchange, stock dividends are paid out to all players on their non-mortgaged shares. The amount to be paid out to each player is determined based on the number and kind of shares owned. Specifically, a player receives dividends from each stock based on the following formula:
: (par value of share / 10) × (number of shares owned)<sup>2</sup>
'''''Example:''' Owning one share of "Motion Pictures" (par value $100) pays dividends of $10. Owning two shares pays $40 ($10 x 2 x 2), owning three pays $90 ($10 x 3 x 3) and owning four pays $160 ($10 x 4 x 4). A player owning all five receives $250 ($10 x 5 x 5).''
The player who lands on Free Parking/Stock Exchange can also choose to buy a share if any remain. Should the player decline, the share is auctioned to the highest bidder by the Bank.<ref>{{cite web| url=http://www.hasbro.com/common/instruct/StockExchangegame.pdf |format=PDF|title=Stock Exchange rules (1936) |publisher=Hasbro| accessdate=2008-11-12}}</ref>
The ''Stock Exchange'' add-on serves to inject more money into the game, in a similar manner to railroad properties, as well as changing the relative values of properties. In particular, the Red and Yellow properties are more valuable due to the increased chance of landing on Free Parking.
The ''Stock Exchange'' add-on was later redesigned and rereleased in 1992 under license by Chessex, this time including a larger number of new Chance and Community Chest cards.<ref>[http://www.boardgamegeek.com/game/9466 BoardGameGeek.com page] for the original ''Monopoly Stock Exchange'' add-on. Retrieved 1 January 2006.</ref> This version included ten new Chance cards (five "Advance to Stock Exchange" and five other related cards) and eleven new Community Chest cards (five "Advance to Stock Exchange" and six other related cards; the regular Community Chest card "From sale of stock you get $45" is removed from play when using these cards). Many of the original rules applied to this new version (in fact, one optional play choice allows for playing in the original form by only adding the "Advance to Stock Exchange" cards to each deck).
A ''Monopoly Stock Exchange Edition'' was released in 2001 (although not in the US), this time adding an electronic calculator-like device to keep track of the complex stock figures. This was a full edition, not just an add-on, that came with its own board, money and playing pieces. Properties on the board were replaced by companies on which shares could be floated, and offices and home offices (instead of houses and hotels) could be built.<ref>[http://www.boardgamegeek.com/game/3065 BoardGameGeek.com page] for the ''Monopoly Stock Exchange'' edition that came with a specialized calculator. Retrieved 1 January 2006.</ref>
===Playmaster===
''Playmaster'', another official add-on, released in 1982, was an electronic device that kept track of all player movement and dice rolls as well as what properties are still available. It then uses this information to call random auctions and mortgages that will be advantageous for some players and a punishment for others, making it easier to free up cards of a color group. It also plays eight short tunes when key game functions occur; for example when a player lands on a railroad it will play ''[[I've Been Working on the Railroad]]''.<ref>[http://www.boardgamegeek.com/game/5638 BoardGameGeek.com page] for the ''Monopoly'' Playmaster electronic accessory. Retrieved 1 January 2006.</ref>
=== Speed Die ===
In 2007, Parker Brothers began releasing its standard version of ''Monopoly'' with a new addition to gameplay—the '''Speed Die'''.<ref>[http://www.hasbro.com/common/instruct/00009.pdf Speed die instruction manual from Hasbro]</ref> First included in Winning Moves' ''[[Monopoly: The Mega Edition]]'' variant, this third die alters gameplay by allowing players to increase their move up to 3 spaces (rolling one of the 3 numbered sides); move immediately to the next unowned property OR to the next property on which they would owe money (rolling one of 2 "Mr. Monopoly" sides); "Get Off The Bus Early" (rolling the "Bus" side), allowing the player the option to use the total of just one die to move (i.e. A roll of 1-5-BUS would let the player choose from moving 1, 5 or 6 spaces); or even move directly to any space on the board (rolling a triple—all three dice showing the same 1, 2, or 3). Usage of the die in the regular game differs slightly from use in the ''Mega Edition'' (i.e. Players use the Speed Die from the beginning in ''Mega''; players can only use the Speed Die in the regular game AFTER their first time going past GO).<ref>{{cite web|url=http://www.hasbro.com/objects/products/print.cfm?product_id=19668 |title=entry for the new Speed Die Variant Edition |publisher=Hasbro.com |date= |accessdate=2009-06-10}}</ref>
==Spinoffs==
===Other games===
Besides the many variants of the actual game (and the [[Monopoly Junior]] spin-off) released in either video game or computer game formats (e.g. [[Microsoft Windows|Windows]]-based [[Personal computer|PC]], [[Macintosh]], [[Game Boy]], [[Super Nintendo]], [[Game Boy Advance]], [[Satellaview]], [[Sega Mega Drive|Sega Genesis]], [[Commodore 64]], etc.), two spin-off computer games have been created.<ref name=WEB-AR1>{{cite web
| title =Monopoly for GEN
| publisher = GameSpot
|year=2006
| url =http://www.gamespot.com/genesis/puzzle/monopoly/index.html
| accessdate = 2006-12-23 }}</ref>
''[[Monopoly Tycoon]]'' is a PC game in the ''Tycoon'' series that makes strategy and speed into determining factors for winning the game, eliminating completely the element of luck inherent in the dice rolls of the original. The game uses the U.S. standard Atlantic City properties as its basis, but the game play is unique to this version. The game also allows for solo and multiplayer online games.
''Monopoly Casino'' is also a PC game, simulating a casino full of ''Monopoly''-based adaptations of various casino games (most notably, [[slot machine]]s). This program was released in both standard and "Vegas" editions, each featuring unique games.
In September [[2001]], [[Stern (gaming company)|Stern Pinball]] released a [[Monopoly (pinball)|Monopoly]] [[pinball]] machine.
On April 23, 2008, [[Electronic Arts]] announced that they would be releasing in Q3 2008 a new version of ''Monopoly'' for the [[Xbox 360]], [[PlayStation 3]], and [[Wii]] video game consoles. In September 2008, Electronic Arts' [[Pogo.com|Pogo]] division released an online version of ''Monopoly Here and Now: The World Edition''.
In June 2008, Electronic Arts and iTunes released a ''Monopoly'' game for [[iPod]] (fifth generation), [[IPod Nano#Third generation|iPod Nano (third generation)]], and [[iPod Classic]].
On December 5, 2008, Electronic Arts released a version of ''Monopoly Here and Now'' into the iTunes App Store for play on [[iPhone]] and [[iPod touch]].
Parker Brothers and its licensees have also sold several games which are spinoffs of ''Monopoly''. These are not add-ons, as they do not function as an addition to the ''Monopoly'' game, but are simply additional games in the flavor of ''Monopoly''.
* ''[[Monopoly Junior]]'' board game: A simplified version of the original game for young children.
* ''[[Advance to Boardwalk]]'' board game: Focusing mainly on building the most hotels along the Boardwalk.
* ''[[Express Monopoly]]'' card game: Released by Hasbro/Parker Brothers and Waddingtons in the UK in the 1990s, now out of print. Basically a rummy-style card game based on scoring points by completing color group sections of the game board.
* ''[[Monopoly: The Card Game]]'': an updated card game released by [[Winning Moves|Winning Moves Games]] under license from Hasbro. Similar, but decidedly more complex, gameplay to the ''Express Monopoly'' card game.
* ''[[Free Parking]]'' card game: A more complex card game released by Parker Brothers, with several similarities to the card game ''[[Mille Bornes]]''. Uses cards to either add time to parking meters, or spend the time doing activities to earn points. Includes a deck of Second Chance cards that further alter gameplay. Two editions were made; minor differences in card art and Second Chance cards in each edition.
* ''[[Monopoly Deal]]'': The most recent card game version of ''Monopoly''. Players attempt to complete three property groups by playing property, cash & event cards.<ref>[http://www.boardgamegeek.com/boardgame/40398 BoardGameGeek.com page] on ''Monopoly Deal''</ref>
* ''[[Don't Go to Jail]]'': Dice Game originally released by Parker Brothers; roll combinations of dice to create color groups for points before rolling the words "GO" "TO" and "JAIL" (which forfeits all earned points for the turn).
* ''[[Don't Go to Jail|Monopoly Express]]'': A deluxe, travel edition re-release of ''Don't Go To Jail'', replacing the word dice with "Officer Jones" dice and adding an eleventh die, Houses & Hotels, and a self-contained game container/dice roller & keeper.<ref>[http://hasbro.com/default.cfm?page=ps_results&product_id=20408 Hasbro.com entry on MONOPOLY EXPRESS]{{dead link|date=June 2009}}</ref>
* ''Monopoly Express Casino'': A gambling-themed version of the above game, that adds wagering to the gameplay.
* ''Here and Now Electronic Edition'': Eliminates the need for money, using credit cards instead.
* ''Here and Now: The World Edition'': Same as above, but based on the whole world (thus needing to use "Monopoly Dollars"), also available in a tin.
* ''[[Monopoly City]]'': Gameplay retains similar flavour but has been made significantly more complex in this version. The traditional properties are replaced by “districts” mapped to the previously underutilised real estate in the centre of the board. Once owned by a player a district may be developed with up to eight blocks of residential or industrial buildings. Possession of a complete colour suite is not required to build but the number of blocks that may be built during any turn is limited to 1, 2 or 3 by the outcome of a button press to a battery powered gadget (and by the amount of cash to hand). A skyscraper may be built when a full colour suite is owned, doubling the rent payable for all districts of that colour. Even better is the “Monopoly Tower”. The gadget may also allow the building of a station, now the only building that may occupy a district’s colour bar. Once two stations have been built a player landing in a district with a station may choose to end their move at another station. The gadget also times auctions of unowned property initiated by landing upon an auction square. Chance cards remain (and must be stacked off – board) but community chest squares have been replaced by four planning permission spaces. Each of these offers binary choice to build anywhere either a specified hazard (prison, sewerage plant, rubbish dump, power station) that makes an opponent’s residential blocks unrentable, or a bonus building (school, park, windfarm, watertower) that prevents placement of a hazard in that district.
* ''[[Monopoly City Streets]]'': An online version, using [[Google Maps]] and [[Open Street Map]].
===Game show version===
{{main|Monopoly (game show)}}
A short-lived ''Monopoly'' [[game show]] aired on Saturday evenings from June 16 to September 1, 1990 on [[American Broadcasting Company|ABC]]. The show was produced by [[Merv Griffin]] and hosted by [[Mike Reilly (television personality)|Mike Reilly]]. The show was paired with a summer-long ''[[Super Jeopardy!]]'' tournament which also aired during this period on ABC.
Three contestants competed by answering crossword puzzle-style clues to acquire properties and earn money in attempt to build monopolies. After the properties were acquired, players used the money earned to improve them with houses and hotels which would then further increase the value of questions when those properties were landed upon. The player with the most money at the end of the game won and played the bonus round for a chance to win $25,000 or $50,000.
===Gambling games===
In North America, a variety of [[slot machine]]s and [[lottery|lotteries]] have been produced with a ''Monopoly'' theme. In Europe, there were also ''Monopoly'' "fruit machines", some of which remain popular through [[emulator|emulation]]. The British quiz machine brand [[itbox]] also supports a ''Monopoly'' trivia and chance game, which, like most other itbox games, costs 50p ([[pound sterling|£]]0.50) to play and has a [[pound sterling|£]]20 jackpot, although this is very rarely won. There is also an online slot machine version of the game made by WMS which is a 19 reel traditional style casino game.
There was also a live, online version of ''Monopoly''. Six painted taxis drive around London picking up passengers. When the taxis reach their final destination, the region of London that they are in is displayed on the online board. This version takes far longer to play than board-game monopoly, with one game lasting 24 hours. Results and position are sent to players via e-mail at the conclusion of the game.<ref name="monopoly live">{{cite web|url=http://www.monopolylive.com/|title=Monopoly Live|accessdate=2006-05-25}}</ref>
London’s [[Gamesys]] Group have also developed an exclusive online version of ''Monopoly'' called Monopoly Snap where members of Jackpotjoy, the company’s flagship site, can play a game based on the franchise for real cash. During the game, players are dealt hands of 5 ''Monopoly'' trading cards. If they turn over a set of cards, they win a cash prize. The dealer then reads out the properties one by one, with players hoping to match their hands with the dealer’s calls. When a player has matched their five cards they win a jackpot. If they match it in the minimum 5 calls they open the community chest jackpot which is shared with everyone playing. After the game the dealer will call out the name of one of the game tokens, and everyone who holds that token will win again. It’s notable as a gambling game with a high chance of experiencing a win of some kind.
=== Commercial promotions===
{{main|McDonald's Monopoly}}
The ''McDonald's Monopoly'' game is a sweepstakes advertising promotion of [[McDonald's]] and [[Hasbro]] that has been offered in the [[United States]], [[Canada]], [[Germany]], [[Austria]], [[Switzerland]], [[United Kingdom]], [[France]], [[Romania]], [[Australia]] and [[Singapore]]. The game mimics the game of Monopoly. Originally, customers received a set of two tokens with every purchase, but now tokens only come with certain menu items. Tokens correspond to a property space on the ''Monopoly'' board. When combined into color-matched properties, the tokens may be redeemed for money or prizes. There are also "instant win" tokens the recipient can redeem for McDonald's food, money, or other prizes.
===Films===
In November 2008, [[Ridley Scott]] was announced to direct [[Universal Pictures]]' film version of the game, based on a script written by Pamela Pettler. The film will be co-produced by Hasbro's [[Brian Goldner]], as part of a deal with Hasbro to develop movies based on the company's line of toys.<ref>[http://www.variety.com/article/VR1117995718.html?categoryid=13&cs=1 Ridley Scott to direct 'Monopoly'] By MARC GRASER, VARIETY, Nov. 12, 2008 (retrieved 9/27/2009)</ref><ref>[http://login.vnuemedia.com/hr/login/login_subscribe.jsp?id=ttAht6zfSB7pBW2lj8CqQ0MRevVWT3VJnPVFtRWrF0P32rS1CcJIZRaeUq5yJ2KjdWZ2JEX3aKnN%0AKqlq7lLHdaDM%2F69WKvmokQ3dudOQKj2Tl1f3iUQfKai1jy0Qft7ncqb06ogL0lAKb3wZqeykRx5P%0AljeOVDt6yBjBVnRH71TLs3ihDnFPg1MHlyNCNbnB 'Monopoly' has electric company] The Hollywood Reporter, Nov. 12, 2008 (retrieved 9/27/2009)</ref> The story is being developed by author [[Frank Beddor]].<ref>[http://www.comingsoon.net/news/movienews.php?id=60840 Bedder Reveals Monopoly Story Details]</ref>
== Variants ==
{{see also|Licensed and localized editions of Monopoly}}
Because ''Monopoly'' evolved in the [[public domain]] before its commercialization, ''Monopoly'' has seen many variant games. Most of these are exact copies of the ''Monopoly'' games with the street names replaced with locales from a particular town, university, or fictional place. National boards have been released as well. Over the years, many specialty ''Monopoly'' editions, licensed by Parker Brothers/Hasbro, and produced by them, or their licensees (including USAopoly and Winning Moves Games) have been sold to local and national markets worldwide. Two well known "families" of -opoly like games, without licenses from Parker Brothers/Hasbro, have also been produced.
Several published games are similar to ''Monopoly''. These include:
*''[[Saidina]]'', a ''[[Malaysia]]'' localized version.<ref>[http://www.spmgames.com.my/classic-saidina.html]SPM Games - a Malaysia games company that created the local variant version.</ref>
*''[[Totopoly]]'', created by Waddingtons in 1938, is based around horse racing.
*''Federal Reserve Monopoly'',{{Citation needed|date={{CURRENTMONTHNAME}} {{CURRENTYEAR}}}} created by Goldstein, Patrick, & Speeduh in 2009, mocks the money-as-debt monetary system and incorporates many of the [[financial instruments]] that caused the 2008 [[Wall Street]] crash, like "[[Credit Default Swap]]" and "Purchase Options."
*''[[Anti-Monopoly]]'', created by Ralph Anspach in 1974.
*''[[Blue Marble Game]]'', a Korean game based on monopoly created in 1982.
*''Chômageopoly'', "Unemployment Monopoly", a board game created by the [[LIP (clockwork company)|Lip factory]] in the 1970s
*''[[Dinosauropoly]]'', a version using prehistoric motifs and rules.
*''[[Easy Money (board game)|Easy Money]]'', published by [[Milton Bradley Company|Milton Bradley]], also in the 1930s.
*''[[The Farming Game]]'' is a board game in which the goal is to run a financially successful farm, and like ''Monopoly'' the heart of the game is economics. The game's website draws comparisons to ''Monopoly''.
*''[[Fast Food Franchise (board game)|Fast Food Franchise]]'' is a board game by TimJim games which shares ''Monopoly's'' core mechanic, but through careful design guarantees that it will actually end.
*''La gran Capital'', published by several Chilean factories, is a [[Chile]]an version of the game, with neighborhoods from [[Santiago, Chile|Santiago de Chile]]. The title means "the big capital", other versions are even named "Metropolis"
*''The Fascinating Game of Finance'', later shortened to ''[[Finance (game)|Finance]]'', first marketed in 1932 by Knapp Electric, and later by Parker Brothers.
*''Go For Broke'', the exact opposite of ''Monopoly'', has the players trying to spend all their money before anyone else. Bad bets at the casino, real estate, stock market, race track, and giving to the poor house lowers your account balance. This was a Milton Bradley game originally published in the mid-1960s.
*''[[Ghettopoly]]'', released in 2003, caused considerable offense upon its release. The game, intended to be a humorous rendering of ghetto life, was decried as racist for its unflinching use of racial stereotypes. [[Hasbro]] sought and received an injunction against ''Ghettopoly's'' designer.<ref>[http://www.usatoday.com/money/industries/retail/2003-10-23-ghettopoly_x.htm Story] on the October 2003 lawsuit filing, from USA Today</ref><ref>[http://www.rid.uscourts.gov/opinions/magistrate_judges/06072006_1-03cv0482t_mjm_hasbro_v_chang_rr.pdf Decision from] the United States District Court for the District of Rhode Island, dated 18 May 2006. PDF file.</ref>
*''Greekopoly'', a college-themed version using [[fraternities and sororities]] as properties.
*''Potopoly'', A marijuana-themed version, using a five-sided board, and bags instead of houses.
*''[[Itadaki Street]]'', a series of board games for [[video game console]]s from [[Enix]].
*''[[Poleconomy]]'', a board game designed in New Zealand incorporating real-world companies as well as political and economic strategy.
*''[[The Mad Magazine Game]]'', a ''[[Mad (magazine)|Mad Magazine]]'' themed board game in which the object of the game is for player to lose all their money, play is counter-clockwise, and the dice must be rolled with the left hand. Released by [[Parker Brothers]] in 1979.
*''[[Make Your Own-opoly]]'' is a game set sold by [[TDC Games]] of [[Itasca, Illinois]]. Using a Microsoft Windows-based PC, a person can print out his or her own property cards, labels to place on the board and the box, and game currency.<ref>[http://www.tdcgames.com/MYO.htm TDC Games'] homepage for ''Make Your Own-opoly''</ref>
*''[[Solarquest]]'', a popular space-age adaptation, was released by Golden in 1986.
*''Strictly Pittsburgh'', a variant based around the city of [[Pittsburgh]], [[Pennsylvania]]. In addition to properties being replaced with local Pittsburgh sites and businesses, it contained a somewhat different board layout and replaced houses and hotels with skyscrapers.
*''Dostihy a sázky'', a variant sold in [[Czechoslovakia]]. This game comes from the totalitarian communist era (1948–1989), when private businesses were forbidden and mortgages didn't exist, so the monopoly theme was changed to a horse racing theme.
*''Petropolis'', a copy of Monopoly based in buying into the oil industry, using oilfields. The game uses 'telex messages' instead of Chance cards and the playing board snakes round into the middle before continuing round the edge.
* Turista, a Mexican copy of ''Monopoly'' made by Montecarlo board game manufacturer. It is based in buying Mexican States. In each state it is possible to build gas stations and hotel to increase the rent amount.
*NFL Version - Where properties are NFL teams (order based on results of that season, with the Denver Broncos being the most expensive property) and the die are shaped like footballs.
* [[My Monopoly]]
*''[[World Trader]]'' is a online multiplayer Monopoly-like board game, developed and published by [[Cego ApS]] in 2008.
* Business, an Indian version of a Monopoly like game not associated with Hasbro. In this version the "properties" to be bought are cities of India.
* Kissopoly is a [[Kiss (band)|KISS]]-themed version of the game where players buy songs in the band's catalog as well as various merchandise in the place of properties. The game also uses gold and platinum records in the place of hotels and houses. Game play is no different than standard Monopoly.
*Matador - a danish variant where the board is shaped as circle and with some minor variations in the rules and design of the game.
== Criticisms ==
[[Wired magazine]] believes ''Monopoly'' is a poorly designed game. Former Wall Streeter Derk Solko explains, "Monopoly has you grinding your opponents into dust. It's a very negative experience. It's all about cackling when your opponent lands on your space and you get to take all their money." Most of the 3 to 4 hour average playing time is spent waiting for other players to play their turn. Board game enthusiasts disparagingly call this a "roll your dice, move your mice" format.<ref>{{cite web|last=Curry |first=Andrew |url=http://www.wired.com/gaming/gamingreviews/magazine/17-04/mf_settlers?currentPage=2 |title=Monopoly Killer: Perfect German Board Game Redefines Genre |publisher=Wired.com |date=2009-01-04 |accessdate=2009-06-10}}</ref>
==Notes==
{{reflist|2}}
==Bibliography==
*''Monopoly as a Markov Process'', by R. Ash and R. Bishop, ''[[Mathematics Magazine]]'', vol. 45 (1972) p. 26-29.
* {{cite book | author=[[Ralph Anspach|Anspach, Ralph]] | title=The Billion Dollar MONOPOLY Swindle | edition=Second Edition | publisher=Xlibris Corporation | year=2000 | isbn=0-7388-3139-5}}
* {{cite book | author=Brady, Maxine | title=The Monopoly Book: Strategy and Tactics of the World's Most Popular Game | edition=First hardcover edition | publisher=D. McKay Co. | year=1974 | isbn=0-679-20292-7}}
* {{cite book | author=Darzinskis, Kaz | title=Winning Monopoly: A Complete Guide to Property Accumulation, Cash-Flow Strategy, and Negotiating Techniques When Playing the Best-Selling Board Game | edition=First Edition | publisher=Harper & Row, New York | year=1987 | isbn=0-06-096127-9}}
* {{cite book | author=[[Tim Moore (writer)|Moore, Tim]] | title=Do Not Pass Go | publisher=Vintage Books | year=2004 | isbn= 0-09-943386-9}}
* {{cite book | author=[[Philip Orbanes|Orbanes, Philip E.]] | title=The Monopoly Companion: The Player's Guide | edition=Second Edition | publisher=Adams Media Corporation | year=1999 | isbn=1-58062-175-9}}
* {{cite book | author=Orbanes, Philip E. | title=The Game Makers: The Story of Parker Brothers | edition=First Edition | publisher=Harvard Business School Press | year=2004 | isbn=1-59139-269-1}}
*{{cite news | url = http://news.bbc.co.uk/2/hi/business/7007135.stm
| title = Monopoly launches UK-wide edition | accessdate = 2008-02-08
| date = 2007-09-24 | publisher = BBC}}
==External links==
{{commonscat|Monopoly (game)}}
* [http://www.hasbro.com/monopoly/en_US/ The official U.S. ''Monopoly'' web site]
* [http://www.hasbro.com/games/kid-games/monopoly/default.cfm?page=Entertainment/funfacts Hasbro's] Fun Facts page
* {{US patent|748626}} and {{US patent|1509312}} - Patents for the first and second version of ''The Landlord's Game''
* {{US patent|2026082}} Patent awarded to C.B. Darrow for ''Monopoly'' on December 31. 1935
* [http://tt.tf/gamehist/mon-index.html Early history of ''Monopoly'']
* [http://www.courierpostonline.com/ac150/ Atlantic City 150th Anniversary] series of articles from the newspaper Courier Post, which describe the streets of Atlantic City that appear on ''Monopoly''
* [http://www.pbs.org/opb/historydetectives/pdf/202_monopoly.pdf History of ''Monopoly'']
* [http://www.footnote.com/spotlight/1274/it-makes-sense-that1 Lizzie J. Magie's patented version of 'Monopoly' 1904 ]
* [http://www.tkcs-collins.com/truman/monopoly/monopoly.shtml Full list of probabilities in ''Monopoly'']
{{Monopoly}}
{{DEFAULTSORT:Monopoly (Game)}}
[[Category:Game.com games]]
[[Category:Atlantic City, New Jersey]]
[[Category:Roll-and-move board games]]
[[Category:Economic simulation board games]]
[[Category:Hasbro products]]
[[Category:Monopoly (game)| ]]
[[Category:Multiplayer games]]
[[Category:American inventions]]
[[af:Monopoly]]
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[[he:מונופול (משחק לוח)]]
[[la:Monopolium (ludus tabularis)]]
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[[ja:モノポリー]]
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{{otheruses|Monopoly (disambiguation)}}
{{Infobox Game
| title = Monopoly
| subtitle =
| image_link = [[Image:Monopoly Logo 123.png|230px]]
| image_caption = The ''Monopoly'' Logo
| designer = [[Elizabeth Magie|Elizabeth Magie]]<br>Louis & Fred Thun<ref>{{Cite web |url=http://www.adena.com/adena/mo/mo15.htm |title=http://www.adena.com/adena/mo/mo15.htm |author=Burton H. Wolfe |date=1976 |work=The San Francisco Bay Guardian |publisher= |accessdate=2009-10-28 }}</ref><br>[[Charles Darrow]]
| illustrator =
| publisher = [[Parker Brothers]]<br />[[Waddingtons]]
| players = 2–6
| setup_time = 5–15 minutes
| playing_time = Approximately 2–3 hours
| complexity = Medium
| strategy = Medium
| random_chance = High ([[Dice|dice rolling]], card drawing)
| skills = Negotiation, Resource management
| footnotes =
| bggid = 1406
| bggxrefs =
}}
'''''Monopoly''''' is a [[board game]] published by [[Parker Brothers]], a subsidiary of [[Hasbro]]. The [[game]] is named after the economic concept of [[monopoly]], the domination of a market by a single entity.
Monopoly is the most commercially-successful board game in [[United States]] history, with 485 million players worldwide.<ref>{{cite web | title = History of the Game ''Monopoly'' | url = http://boardgames.lovetoknow.com/History_of_the_Game_Monopoly | accessdate = 2008-10-12}}</ref>
According to Hasbro, since [[Charles Darrow]] [[patent]]ed the game in 1935, approximately 750 million people have played the game, making it "the most played <nowiki>(commercial)</nowiki> board game in the world."<ref>In the instruction booklet that comes with the 70th Anniversary (U.S.) Edition of ''Monopoly'', Hasbro cites a statistic that over 750 million people have played ''Monopoly''. Presumably even higher numbers have played traditional games, such as [[chess]] and [[Go (board game)|Go]].</ref> The 1999 [[Guinness World Records|''Guinness Book of Records'']] cited Hasbro's previous statistic of 500 million people having played ''Monopoly''.<ref>[http://www.guinnessworldrecords.com/index.asp?id=52882 Guinness World Records] page for ''Monopoly's'' (disputed) world record of Most Played Game</ref> ''[[Games (magazine)|Games Magazine]]'' has inducted ''Monopoly'' into its [[Games 100#Hall of Fame|Hall of Fame]].<ref>GAMES Magazine Hall of Fame [http://www.gamesmagazine-online.com/gameslinks/hallofame.html web page]</ref> The mascot for the game is a mustachioed man wearing a monocle and [[morning dress]] named [[Mr. Monopoly]]. He was formerly named [[Rich Uncle Pennybags]], but Hasbro renamed him in 1999 to Mr. Monopoly since that was what most of their consumers referred to him as. <ref>{{cite book |title= The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit|last= Orbanes|first= P.E|year= 2003|publisher= Harvard Business School Press|location= Boston, MA|isbn= 1591392691|pages= 256|url= http://www.amazon.com/Game-Makers-Brothers-Tiddledy-Trivial/dp/1591392691/ref=sr_1_1?ie=UTF8&s=books&qid=1245727540&sr=1-1}} </ref>
==History==
{{details|History of the board game Monopoly}}
The history of ''Monopoly'' can be traced back to 1904, when a [[Quaker]] woman named [[Elizabeth Magie|Elizabeth (Lizzie) J. Magie Phillips]] created a game through which she hoped to be able to explain the [[Georgism|single tax]] theory of [[Henry George]] (it was intended to illustrate the negative aspects of concentrating land in private monopolies). Her game, ''[[The Landlord's Game]]'', was commercially published a few years later. Other interested game players redeveloped the game and some made their own sets. Phillips herself patented a revised edition of the game in 1923, and similar games of this nature were published commercially. By 1933 a board game named ''Monopoly'' was created much like the version of ''Monopoly'' sold by Parker Brothers and its parent companies throughout the rest of the 20th century and into the 21st. [[Charles Darrow]], widely proclaimed by Parker Brothers as the "inventor" of the game, was introduced to the game by his friends, the Todds, who lived in [[Atlantic City]]. Darrow made some graphical changes to the game and sold his version to Parker Brothers in [[1935]]. Several people, mostly in the U.S. Midwest and near the U.S. East Coast, contributed to the game's design and evolution.
In 1941 the British Secret Service had [[Waddingtons|John Waddington Ltd.]], the licensed manufacturer of the game outside the U.S., create a special edition for [[World War II]] [[Prisoner of war|prisoners of war]] held by the Nazis.<ref>{{cite web |url=http://www.mentalfloss.com/blogs/archives/10021 |title= How board game helped free POWs |author=Brian McMahon |publisher=''[[Mental floss]]'' magazine |date=November 29, 2007 |accessdate=2007-12-07}}</ref> Hidden inside these games were maps, compasses, real money, and other objects useful for escaping. They were distributed to prisoners by secret service created fake charity groups.<ref>{{cite web |url=http://abcnews.go.com/Technology/monopolys-hidden-escape-maps-free-pows/Story?id=8605905&page=3 |title= Get Out of Jail Free: Monopoly's Hidden Maps|author=Ki Mae Heussner |publisher=''[[ABC News]]'' |date=September 18, 2009 |accessdate=2009-09-18}}</ref>
By the 1970s, the game's early history had been lost (at least one historian has argued that it was purposely suppressed), and the idea that it had been created solely by [[Charles Darrow]] had become popular folklore. This was stated in the 1974 book ''The Monopoly Book: Strategy and Tactics of the World's Most Popular Game'', by Maxine Brady, and even in the instructions of the game itself. As Professor [[Ralph Anspach]] fought Parker Brothers and its then parent company, [[General Mills]], over the trademarks of the ''Monopoly'' board game, much of the early history of the game was "rediscovered".
Because of the lengthy court process, and appeals, the legal status of Parker Brothers' trademarks on the game was not settled until the late 1970s. Anspach won the case on appeals in 1979, as the 9th District Court determined that the trademark "Monopoly" was generic, and therefore unenforceable.<ref>[http://online.wsj.com/article/SB125599860004295449.html How a Fight Over a Board Game Monopolized an Economist's Life]], ''[[Wall Street Journal]]'', 20 Oct 2009</ref> However, on Hasbro's pressure, the US Congress immediately passed a statute amending the Trademark Act to protect longstanding marks against 'generic' claims. Thus the game's name remains a registered trademark of Parker Brothers, as do its specific design elements. Parker Brothers' current corporate parent, [[Hasbro]], again acknowledges only the role of Charles Darrow in the creation of the game. Anspach published a book about his research, called ''The Billion Dollar Monopoly Swindle'' (and republished as ''Monopolygate''), in which he makes his case about the purposeful suppression of the game's early history and development.
==Board==
===US versions===
The original version was sold by Charles Darrow, and later by Parker Brothers. The board consists of forty spaces containing twenty-eight properties (twenty-two colored Streets, four Railroads and two Utilities), three [[Chance and Community Chest cards|Chance]] spaces, three [[Chance and Community Chest cards|Community Chest]] spaces, a [[Luxury Tax]] space, an [[Income Tax]] space, and the four corner squares: GO, [[Prison|Jail]], [[Free Parking]], and Go to Jail. In the U.S. versions shown below, the properties are named after locations in (or near) [[Atlantic City, New Jersey]].
In September 2008, the layout of the board was modified to more closely match the foreign-released versions, as shown in the board layout below. The notable changes are the colors of Mediterranean and Baltic Avenues (which changed from purple to brown), the adaptation of the flat $200 Income Tax (formerly the player's choice of 10% of their total holdings OR $200) and increased $100 Luxury Tax amount (upped from $75). Similar color/amount changes are used in the U.S. Edition of the [[#World editions|"Here and Now: World Edition" game]], and are also used in the most recent version of the [[McDonald's Monopoly]] promotion.
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Standard (American Edition) Monopoly game board layout as of September 2008
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY
|corner_1 = '''Go'''<br />Collect $200 salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = [[Free Parking]]
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SaddleBrown |Space_101 = Mediterranean Avenue<br />$60
|Color_102 = |Space_102 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_103 = SaddleBrown |Space_103 = Baltic Avenue<br />$60
|Color_104 = |Space_104 = [[Income tax|Income Tax]]<br />(pay $200)
|Color_105 = |Space_105 = [[Reading Company|Reading Railroad]]<br />$200
|Color_106 = SkyBlue |Space_106 = Oriental Avenue<br />$100
|Color_107 = |Space_107 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = Vermont Avenue<br />$100
|Color_109 = SkyBlue |Space_109 = Connecticut Avenue<br />$120
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = St. Charles Place<br />$140
|Color_205 = |Space_205 = [[Electrical power industry|Electric Company]]<br />$150
|Color_206 = DarkOrchid |Space_206 = States Avenue<br />$140
|Color_207 = DarkOrchid |Space_207 = Virginia Avenue<br />$160
|Color_208 = |Space_208 = [[Pennsylvania Railroad]]<br />$200
|Color_209 = Orange |Space_209 = St. James Place<br />$180
|Color_210 = |Space_210 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_211 = Orange |Space_211 = Tennessee Avenue<br />$180
|Color_212 = Orange |Space_212 = New York Avenue<br />$200
|Color_301 = Red |Space_301 = Kentucky Avenue<br />$220
|Color_302 = |Space_302 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = Indiana Avenue<br />$220
|Color_304 = Red |Space_304 = Illinois Avenue<br />$240
|Color_305 = |Space_305 = [[Baltimore and Ohio Railroad|B&O Railroad]]<br />$200
|Color_306 = Yellow |Space_306 = Atlantic Avenue<br />$260
|Color_307 = Yellow |Space_307 = Ventnor Avenue<br />$260
|Color_308 = |Space_308 = [[Water supply|Water Works]]<br />$150
|Color_309 = Yellow |Space_309 = [[Marven Gardens|Marvin Gardens]]<br />$280
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = Pacific Avenue<br />$300
|Color_402 = Green |Space_402 = North Carolina Avenue<br />$300
|Color_403 = |Space_403 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_404 = Green |Space_404 = Pennsylvania Avenue<br />$320
|Color_405 = |Space_405 = [[Shore Fast Line|Short Line]]<br />$200
|Color_406 = |Space_406 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = Park Place<br />$350
|Color_408 = |Space_408 = [[luxury tax|Luxury Tax]]<br />(pay $100)
|Color_409 = Blue |Space_409 = Boardwalk<br />$400
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
A player who reaches the Jail space by a direct roll of the dice is said to be "Just Visiting", and continues normal play on the next turn.
Marvin Gardens, the leading yellow property on the board shown, is actually a misspelling of the original location name, ''Marven Gardens''. [[Marven Gardens]] is not a street, but a housing area outside Atlantic City. The housing area is said to be derived from [[Margate City, New Jersey|'''Mar'''gate City]] and [[Ventnor City, New Jersey|'''Ven'''tnor City]] in New Jersey. The misspelling was introduced by Charles Todd and passed on when his home-made ''Monopoly'' board was copied by Charles Darrow and thence to Parker Brothers. It was not until 1995 that Parker Brothers acknowledged this mistake and formally apologized to the residents of Marven Gardens for the misspelling.<ref>{{cite web|url=http://www.npr.org/programs/morning/features/patc/monopoly/index.html |title=Monopoly, Present at the Creation |publisher=NPR |date= |accessdate=2009-06-10}}</ref> Another change made by Todd and duplicated by Darrow, and later Parker Brothers, was the use of South Carolina Avenue. North Carolina Avenue was substituted for this street on the board.
Atlantic City's Illinois Avenue was renamed Martin Luther King Jr. Blvd. in the 1980s. St. Charles Place no longer exists, as the Showboat Casino Hotel was developed where it once ran.<ref>Kennedy, page 35</ref>
Short Line is believed to refer to the [[Shore Fast Line]], a [[tram|streetcar line]] that served Atlantic City.<ref>Kennedy, page 23.</ref> The [[Baltimore and Ohio Railroad|B&O Railroad]] did not serve Atlantic City. A booklet included with the reprinted 1935 edition states that the four railroads that served [[Atlantic City]] in the mid 1930s were the [[Central Railroad of New Jersey|Jersey Central]], the [[Pennsylvania-Reading Seashore Lines|Seashore Lines]], the [[Reading Company|Reading Railroad]], and the [[Pennsylvania Railroad]]. The actual "Electric Company" and "Water Works" serving the city are respectively Atlantic City Electric Company (a subsidiary of [[Pepco Holdings]]) and the Atlantic City Municipal Utilities Authority.
The other versions of the game have different property names, and the prices may be denominated in another currency, but the game mechanics are almost identical.
===UK version===
The original income tax choice from the U.S. version is replaced by a flat rate in the UK version, and the $75 Luxury Tax space is replaced with the £100 Super Tax space. The same is true of current German boards, with a €200 for the Income Tax space on the board, and a €100 Add-on tax in place of the Luxury Tax. An Austrian version, released by Parker Brothers/Hasbro in 2001, does allow for the 10% or $200 for Income Tax and has a $100 Luxury Tax. The choice of London main line stations is that of the four stations within the London and North Eastern Railway group. Starting with the September 2008 release, the U.S. Edition now also uses the flat $200 Income Tax value and the upped $100 Luxury Tax amount.
In the 1930s, [[Waddingtons|John Waddington Ltd.]] (Waddingtons) was a firm of printers from [[Leeds]] that had begun to branch out into packaging and the production of [[playing card]]s. Waddingtons had sent the card game ''Lexicon'' to Parker Brothers hoping to interest them in publishing the game in the United States. In a similar fashion, Parker Brothers sent over a copy of ''Monopoly'' to Waddingtons early in 1935 before the game had been put into production in the United States.
The managing director of Waddingtons, Victor Watson, gave the game to his son Norman (who was head of the card games division) to test over the weekend. Norman was impressed by the game and persuaded his father to call Parker Brothers on Monday morning - transatlantic calls then being almost unheard of. This call resulted in Waddingtons obtaining a license to produce and market the game outside of the United States. Watson felt that in order for the game to be a success in the [[United Kingdom]] the American locations would have to be replaced, so Victor and his secretary, Marjory Phillips, went to London to scout out locations. [[The Angel, Islington]] is not a street in London but an area of North London named after a [[coaching inn]] that stood on the [[A1 road (Great Britain)|Great North Road]]. By the 1930s the inn had become a [[J. Lyons and Co.|Lyons Corner House]] (it is now a [[The Co-operative Bank|Co-operative Bank]]). Some accounts say that Marjory and Victor met at the Angel to discuss the selection and celebrated the fact by including it on the ''Monopoly'' board. In 2003, a plaque commemorating the naming was unveiled at the site by Victor Watson's grandson who is also named Victor.
The standard British board, produced by Waddingtons, was for many years the version most familiar to people in countries in the [[Commonwealth of Nations|Commonwealth]] (except [[Canada]], where the U.S. edition with Atlantic City-area names was reprinted), although local variants of the board are now also found in several of these countries (see [[Licensed and localized editions of Monopoly|Licensed and localized versions of the ''Monopoly'' game]]).
In the cases where the game was produced under license by a national company, the £ (pound) was replaced by a $ (dollar) sign, but the place names were unchanged.
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Standard (UK Edition) Monopoly game board layout
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY
|corner_1 = '''Go'''<br />Collect £200 salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = [[Free Parking]]
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SaddleBrown |Space_101 = [[Old Kent Road]]<br />£60
|Color_102 = |Space_102 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_103 = SaddleBrown |Space_103 = [[Whitechapel Road]]<br />£60
|Color_104 = |Space_104 = [[Income tax|Income Tax]]<br />(pay £200)
|Color_105 = |Space_105 = [[London King's Cross railway station|King's Cross station]]<br />£200
|Color_106 = SkyBlue |Space_106 = [[The Angel, Islington|The Angel Islington]]<br />£100
|Color_107 = |Space_107 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = [[Euston Road]]<br />£100
|Color_109 = SkyBlue |Space_109 = [[London Inner Ring Road#Pentonville Road|Pentonville Road]]<br />£120
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = [[Pall Mall, London|Pall Mall]]<br />£140
|Color_205 = |Space_205 = [[Electrical power industry|Electric Company]]<br />£150
|Color_206 = DarkOrchid |Space_206 = [[Whitehall]]<br />£140
|Color_207 = DarkOrchid |Space_207 = <span style="font-family:arial narrow;">[[Northumberland Avenue|Northumberland]] </span>[[Northumberland Avenue|Avenue]]<br />£160
|Color_208 = |Space_208 = [[Marylebone station]]<br />£200
|Color_209 = Orange |Space_209 = [[Bow Street]]<br />£180
|Color_210 = |Space_210 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_211 = Orange |Space_211 = [[Great Marlborough Street|Marlborough Street]]<br />£180
|Color_212 = Orange |Space_212 = [[Vine Street, Westminster|Vine Street]]<br />£200
|Color_301 = Red |Space_301 = [[Strand, London|Strand]]<br />£220
|Color_302 = |Space_302 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = [[Fleet Street]]<br />£220
|Color_304 = Red |Space_304 = [[Trafalgar Square]]<br />£240
|Color_305 = |Space_305 = [[Fenchurch Street railway station|Fenchurch Street station]]<br />£200
|Color_306 = Yellow |Space_306 = [[Leicester Square]]<br />£260
|Color_307 = Yellow |Space_307 = [[Coventry Street]]<br />£260
|Color_308 = |Space_308 = [[Water supply|Water Works]]<br />£150
|Color_309 = Yellow |Space_309 = [[Piccadilly]]<br />£280
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = [[Regent Street]]<br />£300
|Color_402 = Green |Space_402 = [[Oxford Street]]<br />£300
|Color_403 = |Space_403 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_404 = Green |Space_404 = [[Bond Street]]<br />£320
|Color_405 = |Space_405 = [[Liverpool Street station]]<br />£200
|Color_406 = |Space_406 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = [[Park Lane (road)|Park Lane]]<br />£350
|Color_408 = |Space_408 = Super Tax<br />(pay £100)
|Color_409 = Blue |Space_409 = [[Mayfair]]<br />£400
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
For a list of some of the localized versions, including the UK "Here and Now" edition, and the names of their properties, see [[Licensed and localized editions of Monopoly]].
===Recent variations===
Starting in the UK in 2005, an updated version of the game entitled ''Monopoly Here and Now'' was produced, replacing game scenarios, properties, and tokens with modern equivalents. Similar boards were produced for Germany and France. Variants of these first editions appeared with Visa-branded debit cards taking the place of cash - the later US "Electronic Banking" edition has unbranded debit cards.
The success of the first Here and Now editions caused Hasbro US to allow online voting for 26 landmark properties across the United States to take their places along the game board. The popularity of this voting, in turn, caused the creation of similar websites, and secondary game boards per popular vote to be created in the UK, France, Germany, Australia, New Zealand, Ireland, and other nations.
Hasbro opened a new website in January 2008, for online voting of the ''Monopoly Here and Now: World Edition''. The colored property spaces are worldwide cities, as determined by the same vote/popularity formula as established for national editions.
In 2006, [[Winning Moves|Winning Moves Games]] released another edition, the [[Monopoly: The Mega Edition|Mega Edition]], with a larger game board (50% bigger) and revised game play. Other streets from Atlantic City (eight, one per a color group) were included, along with a third "utility", the Gas Company. In addition, $1,000 denomination notes (first seen in [[Winning Moves]]' "Monopoly: The Card Game") are included. Game play is further changed with bus tickets (allowing non-dice-roll movement along one side of the board), a speed die (itself adopted into variants of the Atlantic City Standard Edition; see below), skyscrapers (after houses and hotels), and train depots that can be placed on the Railroad spaces.
This edition was adapted for the UK market in 2007, and is sold by Winning Moves UK. After the initial US release, critiques of some of the rules caused the company to issue revisions and clarifications on their website.<ref>[http://www.winning-moves.com/974AC834972648769F406DE95E835622.asp?ccb_key=40FF53914D5847419F5568785926D205 Rules clarifications] for ''Monopoly: The Mega Edition''.</ref>
====Monopoly Here and Now====
In September 2006, the US edition of Monopoly Here and Now was released. This edition features top landmarks across the US. The properties were decided by votes over the Internet in the spring of 2006.
Monetary values are multiplied by 10,000 (eg, one collects $2,000,000 instead of $200 for passing Go). Also, the Chance and Community Chest cards are updated. The houses and hotels are blue and silver, not green and red like in most editions of Monopoly. The board uses the traditional US layout; the cheapest properties are purple, not brown, and the "luxury tax" (replaced with "interest on credit card debt") is $750,000, not $1,000,000. Despite the updated luxury tax space, this edition uses paper Monopoly money, and not an electronic banking unit like the Here and Now World Edition. However, a similar edition of Monopoly, the "Electronic Banking" edition, does feature an electronic banking unit, as well as a different set of tokens. Both Here and Now and Electronic Banking feature an updated set of tokens from the Atlantic City edition.
It is also notable that three states (California, Florida and Texas) are represented by two cities each (Los Angeles and San Francisco, Miami and Orlando, and Dallas and Houston respectively). No other state is represented by more than one city (not including the airports).
{{clear}}
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Monopoly Here and Now: The US Edition
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY<br>Here and Now:<br>The US Edition
|corner_1 = '''Go'''<br />Collect $2<small">M</small> salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = Free Parking
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = Indigo |Space_101 = Jacobs Field, Cleveland<br />$600<small">K</small>
|Color_102 = |Space_102 = Community Chest
|Color_103 = Indigo |Space_103 = Texas Stadium, Dallas<br />$600<small">K</small>
|Color_104 = |Space_104 = Income Tax<br />pay $2<small">M</small>
|Color_105 = |Space_105 = O'Hare Airport, Chicago<br />$2<small">M</small>
|Color_106 = SkyBlue |Space_106 = Grand Ole Opry, Nashville<br />$1<small">M</small>
|Color_107 = |Space_107 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = Gateway Arch, St. Louis<br />$1<small">M</small>
|Color_109 = SkyBlue |Space_109 = Mall of America, Minneapolis<br />$1.2<small">M</small>
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = Centennial Olympic Park, Atlanta<br />$1.4<small">M</small>
|Color_205 = |Space_205 = Cell Phone Service<br />$1.5<small">M</small>
|Color_206 = DarkOrchid |Space_206 = Red Rocks Amphitheatre, Denver<br />$1.4<small">M</small>
|Color_207 = DarkOrchid |Space_207 = Liberty Bell, Philadelphia<br />$1.6<small">M</small>
|Color_208 = |Space_208 = Los Angeles International Airport<br />$2<small">M</small>
|Color_209 = Orange |Space_209 = South Beach, Miami<br />$1.8<small">M</small>
|Color_210 = |Space_210 = Community Chest
|Color_211 = Orange |Space_211 = Johnson Space Center, Houston<br />$1.8<small">M</small>
|Color_212 = Orange |Space_212 = Pioneer Square, Seattle<br />$2<small">M</small>
|Color_301 = Red |Space_301 = Camelback Mountains, Phoenix<br />$2.2<small">M</small>
|Color_302 = |Space_302 = Chance<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = Waikiki Beach, Honolulu<br />$2.2<small">M</small>
|Color_304 = Red |Space_304 = Disney World, Orlando<br />$2.4<small">M</small>
|Color_305 = |Space_305 = JFK Airport, New York City<br />$2<small">M</small>
|Color_306 = Yellow |Space_306 = French Quarter, New Orleans<br />$2.6<small">M</small>
|Color_307 = Yellow |Space_307 = Hollywood, Los Angeles<br />$2.6<small">M</small>
|Color_308 = |Space_308 = Internet Service<br />$1.5<small">M</small>
|Color_309 = Yellow |Space_309 = Golden Gate Bridge, San Francisco<br />$2.8<small">M</small>
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = Las Vegas Blvd., Las Vegas<br />$3<small">M</small>
|Color_402 = Green |Space_402 = Wrigley Field, Chicago<br />$3<small">M</small>
|Color_403 = |Space_403 = Community Chest
|Color_404 = Green |Space_404 = White House, Washington<br />$3.2<small">M</small>
|Color_405 = |Space_405 = Atlanta International Airport<br />$2<small">M</small>
|Color_406 = |Space_406 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = Fenway Park, Boston<br />$3.5<small">M</small>
|Color_408 = |Space_408 = Interest On Credit Card Debt<br />pay $750<small">K</small>
|Color_409 = Blue |Space_409 = Times Square, New York City<br />$4<small">M</small>
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
====World editions====
In 1998, [[Winning Moves]] procured the ''Monopoly'' license from [[Hasbro]] and created new UK [[Licensed and localized editions of Monopoly|city and regional editions]] with sponsored squares.
[[Winning Moves]] struggled to raise the sponsorship deals for the game boards, but did so eventually. A [[Nottingham]] Graphic Design agency, TMA, produced the visual design of the ''Monopoly'' packaging. Initially, in December 1998, the game was sold in just a few [[W H Smith|WHSmith]] stores, but demand was high, with almost fifty thousand games shipped in the 4 weeks leading up to Christmas. [[Winning Moves]] still produce new [[Licensed and localized editions of Monopoly|city and regional editions]] annually. Nottingham based designers [http://www.guppimedia.com Guppi] have been responsible for the games' visual design since 2001.
=====Monopoly Here and Now: The World Edition=====
{{Infobox Game
| title = Monopoly Here and Now: The World Edition
| subtitle =
| image_link = [[Image:HereNowMonopoly Box.jpg|200px]]
| image_caption = The ''Monopoly Here and Now: The World Edition'' Game Box
| designer =
| illustrator =
| publisher = [[Parker Brothers]]
| players = 2–6
| setup_time = 5–15 minutes
| playing_time = About 1.5 hours
| complexity = Medium
| strategy = Medium
| random_chance = High ([[Dice|dice rolling]], card drawing)
| skills = Negotiation, Resource management
| footnotes =
| bggid =
| bggxrefs =
}}
In 2008, Hasbro released ''Monopoly Here and Now: The World Edition''. This world edition features top locations of the world. The locations were decided by votes over the Internet. The result of the voting was announced on [[August 20]], [[2008]].<ref>{{cite web|url=http://www.ctv.ca/servlet/ArticleNews/story/CTVNews/20080820/monopoly_cities_080820 |title=Montreal top property in new ''Monopoly'' game - CTV.ca. Retrieved 2008/08/20 01:14PM UTC |publisher=Ctv.ca |date=2008-08-20 |accessdate=2009-06-10}}</ref>
Out of these, [[Gdynia]] is especially notable, as it is by far the smallest city of those featured and won the vote thanks to a spontaneous, large-scale mobilization of support started by its citizens. The new game uses its own currency unit, the Mono (a game-based take on the [[Euro]]; designated by '''<s>M</s>'''). The game uses said unit in millions and thousands. As seen above, there is no Dark Purple color-group, as that is replaced by Brown, as in the European version of the game.
It is also notable that three cities ([[Montreal]], Toronto, and Vancouver) are from [[Canada]] and three other cities (Beijing, Hong Kong, and Shanghai) are from [[People's Republic of China]]. No other countries are represented by more than one city.
Of the 68 cities listed on Hasbro Inc.’s website for the vote, [[Israel]]’s capital, [[Jerusalem]], was chosen as one of the 20 cities to be featured in the newest ''Monopoly'' World Edition.<ref name="MSNBC">[http://www.msnbc.msn.com/id/23281286/ ''Monopoly'' Contest Stirs Up Jerusalem Conflict], Associated Press, published February 21, 2008.</ref> Before the vote took place, a Hasbro employee in the [[London]] office eliminated the country signifier “[[Israel]]” after the city, in response to pressure from pro-[[Palestinian people|Palestinian]] [[Interest group|lobby groups]].<ref name="Blog">[http://blogs.dailymail.com/donsurber/2008/02/23/monopoly-jihad/ ''Monopoly'' Jihad], Dailymail Blog, published February 23, 2008.</ref> After the Israeli government protested, Hasbro Inc. admitted its error and issued an apology that read: “It was a bad decision, one that we rectified relatively quickly. This is a game. We never wanted to enter into any political debate. We apologize to our ''Monopoly'' fans.”<ref name="MSNBC" />
{{clear}}
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Monopoly Here and Now: The World Edition (2008)
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY<br>Here and Now:<br>The World Edition
|corner_1 = '''Go'''<br />Collect <s>M</s>2<small">M</small> salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = Free Parking
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SaddleBrown |Space_101 = [[Gdynia]]<br /><s>M</s>600<small">K</small>
|Color_102 = |Space_102 = Community Chest
|Color_103 = SaddleBrown |Space_103 = [[Taipei]]<br /><s>M</s>600<small">K</small>
|Color_104 = |Space_104 = Income Tax<br />pay <s>M</s>2<small">M</small>
|Color_105 = |Space_105 = ''Monopoly'' Rail<br /><s>M</s>2<small">M</small>
|Color_106 = SkyBlue |Space_106 = [[Tokyo]]<br /><s>M</s>1<small">M</small>
|Color_107 = |Space_107 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = [[Barcelona]]<br /><s>M</s>1<small">M</small>
|Color_109 = SkyBlue |Space_109 = [[Athens]]<br /><s>M</s>1.2<small">M</small>
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = [[Istanbul]]<br /><s>M</s>1.4<small">M</small>
|Color_205 = |Space_205 = [[Solar Energy]]<br /><s>M</s>1.5<small">M</small>
|Color_206 = DarkOrchid |Space_206 = [[Kiev|Kyiv]]<br /><s>M</s>1.4<small">M</small>
|Color_207 = DarkOrchid |Space_207 = [[Toronto]]<br /><s>M</s>1.6<small">M</small>
|Color_208 = |Space_208 = ''Monopoly'' Air<br /><s>M</s>2<small">M</small>
|Color_209 = Orange |Space_209 = [[Rome]]<br /><s>M</s>1.8<small">M</small>
|Color_210 = |Space_210 = Community Chest
|Color_211 = Orange |Space_211 = [[Shanghai]]<br /><s>M</s>1.8<small">M</small>
|Color_212 = Orange |Space_212 = [[Vancouver]]<br /><s>M</s>2<small">M</small>
|Color_301 = Red |Space_301 = [[Sydney]]<br /><s>M</s>2.2<small">M</small>
|Color_302 = |Space_302 = Chance<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = [[New York]]<br /><s>M</s>2.2<small">M</small>
|Color_304 = Red |Space_304 = [[London]]<br /><s>M</s>2.4<small">M</small>
|Color_305 = |Space_305 = ''Monopoly'' Cruise<br /><s>M</s>2<small">M</small>
|Color_306 = Yellow |Space_306 = [[Beijing]]<br /><s>M</s>2.6<small">M</small>
|Color_307 = Yellow |Space_307 = [[Hong Kong]]<br /><s>M</s>2.6<small">M</small>
|Color_308 = |Space_308 = [[Wind power|Wind Energy]]<br /><s>M</s>1.5<small">M</small>
|Color_309 = Yellow |Space_309 = [[Jerusalem]]<br /><s>M</s>2.8<small">M</small>
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = [[Paris]]<br /><s>M</s>3<small">M</small>
|Color_402 = Green |Space_402 = [[Belgrade]]<br /><s>M</s>3<small">M</small>
|Color_403 = |Space_403 = Community Chest
|Color_404 = Green |Space_404 = [[Cape Town]]<br /><s>M</s>3.2<small">M</small>
|Color_405 = |Space_405 = ''Monopoly'' Space<br /><s>M</s>2<small">M</small>
|Color_406 = |Space_406 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = [[Riga]]<br /><s>M</s>3.5<small">M</small>
|Color_408 = |Space_408 = Super Tax<br />pay <s>M</s>1<small">M</small>
|Color_409 = Blue |Space_409 = [[Montreal]]<br /><s>M</s>4<small">M</small>
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
==World Championship==
Hasbro conducts a worldwide ''Monopoly'' tournament. The first ''Monopoly'' World Championships took place in Grossinger's Resort in New York, in November 1973. The current world champion is Bjørn Halvard Knappskog who won the title in Las Vegas, Nevada on 22 October 2009. 42 players competed for the title of Monopoly World Champion and a cash prize of $20,580 USD.<ref>http://www.news.com.au/story/0,27574,26249271-23109,00.html</ref><ref>http://www.worldofmonopoly.com/</ref>
===U.S. National Championship===
Although in the past, U.S. entrants had to successfully compete in regional competitions before the national championship, qualifying for the National Championship has been online since 2003. For the 2003 Championship, qualification was limited to the first fifty people who correctly completed an online quiz. Out of concerns that such methods of qualifying might not always ensure a competition of the best players, the 2009 Championship qualifying was expanded to include an online multiple-choice quiz (a score of 80% or better was required to advance); followed by an online five-question essay test; followed by a two-game online tournament at Pogo.com. The process was to have produced a field of 23 plus one: Matt McNally, the 2003 national champion, who received a bye and was not required to qualify. However, at the end of the online tournament, there was an eleven-way tie for the last six spots. The decision was made to invite all of those who had tied for said spots. In fact, two of those who had tied and would have otherwise been eliminated, Dale Crabtree of Indianapolis, Indiana, and Brandon Baker, of Tuscaloosa, Alabama, played in the final game and finished third and fourth respectively.
The 2009 Monopoly U.S. National Championship was held on April 14-15 in Washington, D.C. In his first tournament ever, Richard Marinaccio, an attorney from Sloan, New York (a suburb of Buffalo), prevailed over a field that included four previous champions to be crowned the 2009 U.S. National Champion. In addition to the title, Mr. Marinaccio took home $20,580 — the amount of money in the bank of the board game — and competed in the 2009 World Championship in Las Vegas, Nevada on October 21-22.
In addition, a version of the ''Monopoly'' game called ''Monopoly Family Game Night: The Championship Edition'', will be released in Fall 2009 to coincide with the 2009 Monopoly World Championships.
==Equipment==
[[Image:US Deluxe Monopoly Tokens.jpg|thumb|220px|left|All twelve tokens from the U.S. ''Deluxe Edition Monopoly''.]]
Each player is represented by a small metal token that is moved around the edge of the board according to the roll of two [[dice]]. The twelve playing pieces currently used are pictured at left (from left to right): a [[wheelbarrow]] (1937b edition), a [[battleship]], a sack of money (1999–2007 editions), a [[cavalry|horse and rider]], a [[automobile|car]] (racecar), a [[train]] (Deluxe Edition only), a [[thimble]], a [[howitzer]] (sometimes called a cannon), an old style [[shoe]] (sometimes called a boot), a [[Scottish Terrier|Scottie dog]], an [[ironing|iron]], and a [[top hat]].
Many of the tokens came from companies such as Dowst Miniature Toy Company, which made metal charms and tokens designed to be used on charm bracelets. The battleship and cannon were also used briefly in the Parker Brothers war game ''[[Conflict (board game)|Conflict]]'' (released in 1940), but after the game failed on the market, the premade pieces were recycled into ''Monopoly'' usage.<ref>''Passing Go: Early Monopoly 1933–1937'' by "Clarence B. Darwin" (pseudonym for David Sadowski). First edition, revised, pages 207-208. Folkopoly Press, River Forest, IL.</ref> Hasbro recently adopted the battleship and cannon for ''[[Diplomacy (game)|Diplomacy]]''.
Early localized editions of the standard edition (including some Canadian editions, which used the U.S. board layout) did not include pewter tokens but instead had generic wooden pawns identical to those in ''[[Sorry! (game)|Sorry!]]''.<ref>Ibid. Page 206</ref> [[Parker Brothers]] also acquired ''Sorry!'' in the 1930s.
{{clear}}
Other items included in the standard edition are:
[[Image:Monopoly spinner.jpg|right|thumb|During [[World War II]], the dice in [[United Kingdom|the United Kingdom]] were replaced with a spinner because of a lack of materials.]]
* A pair of six-sided [[dice]]. (NOTE: Since 2007, a third "Speed Die" has been added—see ADD-ONS below.)
* A [[deed|Title Deed]] for each property. A Title Deed is given to a player to signify ownership, and specifies purchase price, [[mortgage]] value, the cost of building [[house]]s and [[hotel]]s on that property, and the various [[renting|rent]] prices depending on how developed the property is. Properties include:
** 22 streets, divided into 8 color groups of two or three streets. A player must own all of a color group (have a monopoly) in order to build houses or hotels. If a player wants to mortgage one property of a color-group, not only must any houses or hotels be removed from that property, but from the others in the color-group as well.
** 4 [[rail transport|railway]]s. Players collect $25 rent if they own one station, $50 if they own two, $100 if they own three and $200 if they own all four. These are usually replaced by railway stations in non-U.S. editions of Monopoly.
** 2 [[public utility|utilities]]. Rent is four times dice value if player owns one utility, but 10 times dice value if player owns both. Hotels and houses cannot be built on utilities or stations.
* A supply of paper money. The supply of money is theoretically unlimited; if the bank runs out of money the players must make do with other markers, or calculate on paper. Additional paper money can be bought at certain locations, notably game and hobby stores, or downloaded from various websites and printed and cut by hand (one such site has created a $1,000 bill for the game; it is not one of the standard denominations). In the original U.S. standard editions, the supply generally starts with $15,140. The winner of the quadrennial ''Monopoly'' World Championship receives the same amount in [[United States dollar]]s.<ref>[http://www.hasbro.com/monopoly/pl/page.tokyo/dn/default.cfm Details of the 2004 Monopoly World Championship, held in Tokyo.]{{dead link|date=June 2009}}</ref> [NOTE: This base money amount has changed—see below.]
:The term "Monopoly money" has been used to refer to currencies which cannot be used to purchase goods and services on the free market, such as exchange certificates printed by the [[Burma|Burmese]] government which must be used by foreign aid organizations.<ref>Parry, Richard Lowe and Andrew Crowe. "Fifth of Burmese aid cash lost to exchange rate trick." The Times 25 July 2008, accessed at http://www.timesonline.co.uk/tol/news/world/asia/article4393554.ece on 25 July 2008</ref> The term can also refer to currencies in which each paper denomination is a different colour; [["Weird Al" Yankovic]]'s song "[[Canadian Idiot]]" uses it in this sense.
* 32 wooden or plastic houses and 12 wooden or plastic hotels (the original and the current ''Deluxe Edition'' have wooden houses and hotels; the current "base set" uses plastic buildings). Unlike money, houses and hotels have a finite supply. If no more are available, no substitute is allowed.
* A deck of 16 [[Chance and Community Chest cards|Chance cards]] and a deck of 16 [[Chance and Community Chest cards|Community Chest cards]]. Players draw these cards when they land on the corresponding squares of the track, and follow the instructions printed on them.
Hasbro also sells a ''Deluxe Edition'', which is mostly identical to the classic edition but has wooden houses and hotels and gold-toned tokens, including one token in addition to the standard eleven, a [[rail transport|railroad]] [[locomotive]]. Other additions to the ''Deluxe Edition'' include a card carousel, which holds the title deed cards, and money printed with two colors of ink.
In 1978, retailer [[Neiman Marcus]] manufactured and sold an all-Chocolate edition of ''Monopoly'' through its [[Neiman_Marcus#Fantasy_gifts|"Christmas Wish Book"]] for that year. The entire set was edible, including the money, dice, hotels, properties, tokens and playing board. The set retailed for $600.<ref>{{cite book | author=[[Philip Orbanes|Orbanes, Philip]] | title=The Monopoly Companion | edition=First edition | publisher=Bob Adams, Inc. | year=1988 | page=20 | isbn=1-55850-950-X}}</ref>
In 2000, the [[FAO Schwarz]] store in New York City sold a custom version called ''One-Of-A-Kind Monopoly'' for $100,000.<ref>[http://www.findarticles.com/p/articles/mi_m0EIN/is_2000_Sept_19/ai_65295755/pg_3 Archived article] from ''Business Wire'', stored at Findarticles.com. Retrieved 1 January 2006.</ref> This special edition comes in a locking [[briefcase|attaché case]] made with Napolino leather and lined in suede, and features include:
*18-[[carat (purity)|carat]] (75%) [[gold]] tokens, houses, and hotels
*[[Rosewood]] board
*street names written in [[metal leaf#gold leaf|gold leaf]]
*emeralds around the Chance icon
*sapphires around the Community Chest
*rubies in the brake lights of the car on the Free Parking Space
*the money is real, negotiable United States currency
The Guinness Book of World Records states that a set worth $2,000,000 and made of 23-carat gold, with rubies and sapphires atop the chimneys of the houses and hotels, is the most expensive ''Monopoly'' set ever produced.<ref>[http://www.guinnessworldrecords.com/content_pages/record.asp?recordid=43436 Most Expensive ''Monopoly'' Set world record.]{{dead link|date=June 2009}}</ref>
The distribution of cash in the U.S. version has changed with the newer release versions. Older versions had a total of '''$15,140''' in the following amounts/colors:
*20 $500 Bills (orange)
*20 $100 Bills (beige)
*30 $50 Bills (blue)
*50 $20 Bills (green)
*40 $10 Bills (yellow)
*40 $5 Bills (pink)
*40 $1 Bills (white)
The newer (September 2008) editions have a total of '''$20,580''', with 30 of each bill denomination. In addition, the colors of some of the bills have been changed; $10's are now blue instead of yellow, $20's are a brighter color green than before, and $50's are now purple instead of blue.
Each player begins the game with his or her token on the Go square, and $1,500 (or 1,500 of a localized currency) in play money. Prior to September 2008, the money was divided as follows in the U.S. standard rules:
* Two each of:
**$500 bills
**$100 bills
**$50 bills
*Six $20 bills
*Five each of:
**$10 bills
**$5 bills
**$1 bills
Since then, the US version has taken on the British version's initial cash distributions of:
* Two x $/£500
* Four x $/£100
* One x $/£50
* One x $/£20
* Two x $/£10
* One x $/£5
* Five x $/£1
Pre-Euro German editions of the game started with 30,000 "Spielmark" in eight denominations (abbreviated as "M."), and later used seven denominations of the "Deutsche Mark" ("DM."). In the classic Italian game, each player receives ₤350,000 ($3500) in a two-player game, but ₤50,000 ($500) less for each player more than two. Only in a six-player game does a player receive the equivalent of $1,500. The classic Italian games were played with only four denominations of currency. Both Spanish editions (the Barcelona and Madrid editions) started the game with 150,000 in play money, with a breakdown identical to that of the American version.
All property deeds, houses, and hotels are held by the bank until bought by the players.
==Rules==
{{Wikibooks|Monopoly|Official Rules}}
Players take turns in order, with the initial player determined by chance before the game. A typical turn begins with the rolling of the dice and advancing clockwise around the board the corresponding number of squares. Landing on Chance or Community Chest, a player draws the top card from the respective pile. If the player lands on an unowned property, whether street, railroad, or utility, he can buy the property for its listed purchase price. If he declines this purchase, the property is auctioned off by the bank to the highest bidder. If the property landed on is already owned and unmortgaged, he must pay the owner a given rent, the price dependent on whether the property is part of a monopoly or its level of development. If a player rolls doubles, he rolls again after completing his turn. If the player rolls one dice outside the game board, the players turn must be repeated. Three sets of doubles in a row, however, land the player in jail. During a turn, players may also choose to develop or mortgage properties. Development involves the construction, for given amounts of money paid to the bank, of houses or hotels. To build a house or a hotel, the player must own all properties in a color group. Development must be uniform across a monopoly, such that a second house cannot be built on one property in a monopoly until the others have one house. No merges between players are allowed. All developments on a monopoly must be sold before any property of that color can be mortgaged or traded. The player receives money from the bank for each mortgaged property, which must be repaid with interest to unmortgage. Houses are returned to the bank for half their purchase price.
===House Rules===
Parker Brothers' official instructions have long encouraged the use of House Rules, specific additions to or subtractions from the official rule sets. Many casual ''Monopoly'' players are surprised to discover that some of the rules that they are used to are 'not'' part of the official rules. Many of these house rules tend to make the game longer by randomly giving players more money. Some common house rules are listed below:
* Free Parking jackpot, which usually consists of an initial stake (typically $500, or $5 million in the Here and Now Edition) plus collections of fines and taxes otherwise paid to the bank. A player who lands on Free Parking wins the jackpot, which may then be reset with the initial stake (if any). The jackpot is usually put in the center of the board. Since the jackpot forms an additional income for players in this set of house rules, games can take a much longer time than under normal rules.<ref name="Companion2">{{cite book | author=[[Philip Orbanes|Orbanes, Philip]] | title=The Monopoly Companion: The Players Guide | edition=Second edition | publisher=Adams Media Corporation | year=1999 | isbn=1-58062-175-9 | pages=140–142}}</ref>
* No bank-auctioning of unowned property that a player declines to purchase when landing on it; the property then remains open until the next time any player lands on it.
* A bonus for landing directly on Go by dice roll (commonly an additional $200 or $500). This may or may not include cards that send the player to Go.<ref name="Companion2"/>
* Delayed Start: Players must pass Go (or circle the board at least once, or rarely twice) before they can buy property.<ref name="Companion2"/>
* Only allowing houses (or hotels) to be built when the owner lands on the group
* A bonus for rolling [[snake eyes]] (a pair of ones), often $500, $100, or one of each bill.<ref>{{cite web
| url = http://www.bellaonline.com/articles/art28123.asp
| title = "Monopoly House Rules and Variations"
| accessdate = 2006-10-03
| last = Romer
| first = Megan
| year = 2006
| language = [[English language|English]]
}}</ref>
* In trades, players may offer "rent immunity" from their own properties (someone does not have to pay rent for landing on that property) as part of a deal (this can be good for a certain number of landings or the entire game).<ref name="Companion2"/>
* In the Monopoly City game, if someone lands on the chance space and draws the STEAL card that allows you to steal a district from another player, the STEAL card may be played right away or kept to be played later in the game. This should be decided before the game starts. You may also decide to attach a fee to this card if kept and played at a later time. i.e. $10,000,000 plus current rent value of stolen district is due when card is played at a later time.
House rules, while unofficial, are not wholly unrecognized by Parker Brothers. George S. Parker himself created two variants, to shorten the length of game play.{{Clarify me|date=February 2009}} Video game and computer game versions of ''Monopoly'' have options where popular house rules can be used. House rules that have the effect of randomly introducing more money into the game have a side-effect of increasing the time it takes for players to become bankrupt, lengthening the game considerably, as well as decreasing the effects of strategy and prudent investment. House rules which increase the amount of money in the game may change the strategies of the players, such as changing the relative value of different properties- the more money in the game, the more one may wish to invest in the higher value properties.
==Strategy==
{{Wikibooks|Monopoly|Strategy}}
''Monopoly'' involves a portion of luck, with the roll of the dice determining whether a player gets to own key properties or lands on squares with high rents. Even the initial misfortune of going last is a significant disadvantage because one is more likely to land on property which has already been bought and therefore be forced to pay rent instead of having an opportunity to buy unowned property. There are, however, many strategic decisions which allow skilled players to win more often than the unskilled. Hasbro also offers a helpful strategy guide and different insights on their site. According to the laws of [[probability]], seven is the most probable roll of two dice, with a probability of 1 in 6, whereas 2 and 12 are the least probable rolls, each with a probability of one in 36. For this reason, Park Place (Park Lane) is one of the least landed-on squares, as the square seven places behind it is Go to Jail.
In consequence, some properties are landed upon more than others and the owners of those properties get more income from rent. The board layout factors include the following:
* '''Jail''': Since players are frequently directed to "Go To Jail", they will move through the magenta, orange, and red property groups immediately after leaving Jail. The two properties with the highest probability of being landed upon after leaving jail are the two cheaper orange properties (St. James Place and Tennessee Avenue in North America and Bow Street and Marlborough Street in the UK). This makes the orange property set highly lucrative.
* '''Go to…''': One square — Go To Jail — plus a number of Chance and Community Chest cards will cause the player to advance a distance around the board. Thus, the squares immediately following ''Go To Jail'' and the take-a-card squares have a reduced probability of being landed upon. The least-landed upon property in this situation is Park Place (Park Lane).
* '''Go to (property)''': Several properties are blessed with Chance cards which draw players to them. St. Charles Place (Pall Mall), Illinois Avenue (Trafalgar Square), Boardwalk (Mayfair), all of the railroads except Short Line (Liverpool Street Station), and both of the utilities benefit from this feature. Reading Railroad (King's Cross Station) has the fortune of having both a "go to" dedicated card plus the card advancing to the nearest railroad.
* '''Advance to Go''': A player may be directed to the ''Go'' square by a Chance or a Community Chest card, thus lowering the probability of being landed-upon of every square in-between. The properties most affected by this are the yellow, green, and blue sets. It also marginally raises the probability for each square in the wake of ''Go'', including the purple and orange sets which will be reached two or three rolls after being on ''Go''.
* '''Go Back Three Spaces''': This directive comes from a Chance card. A quick look at the board shows that there are three Chance squares and hence three other squares which are 3 spaces behind (one being a Community Chest space, another being Income Tax, and the third being the leading orange property). The leading orange property, New York Avenue (Vine Street), gains the most benefit from this card since the Chance square nestled amongst the red properties is itself the most landed-upon Chance square.
According to [[Jim Slater]] in [[The Mayfair Set]], there is an overwhelming case for having the orange sites, because you land on them more often, the reason for that being the cards in Chance like ''Go to Jail'', ''Advance to St. Charles Place (Pall Mall)'', ''Advance to Reading Railroad (King's Cross Station)'' and ''Go Back Three Spaces''.<ref>[http://video.google.com/videoplay?docid=-3430687402656753140&q=The+Mayfair+Set+duration%3Along&total=5&start=0&num=30&so=0&type=search&plindex=1 Google Video] The Mayfair Set - Episode Two (Adam Curtis, BBC), 44:30-45:55</ref>
In all, during game play, Illinois Avenue (Trafalgar Square), New York Avenue (Vine Street), B&O Railroad (Fenchurch Street Station), and Reading Railroad (King's Cross Station) are the most frequently landed-upon properties. Mediterranean Avenue (Old Kent Road) and Baltic Avenue (Whitechapel Road) are the least-landed-upon properties.<ref>{{cite web| author=Truman Collins| first=Truman| last=Collins| url=http://www.tkcs-collins.com/truman/monopoly/monopoly.shtml| title=Monopoly Square Probabilities| year=1997| accessdate=2006-05-28}}; the page includes detailed analyses of expected income from each property and discussion of the strategic implications. </ref>
===Limited number of houses and hotels===
In order to put a cap on total development of property sets in the game, there are only 12 hotels and 32 houses. This limitation is in place to ensure that property sets cannot be developed unless there are houses or hotels available to purchase from the bank. This cap allows a certain amount of dominance to be developed by some players, because if every set of property were fully developed there would be enough rent collected between different players to allow the game to drag on for an extended period. This limitation on numbers of houses and hotels leads to an advantage for one player. Simply building each lot out to a maximum of 4 houses and then refusing to upgrade to hotels ensures that nearly the maximum amount of rent is collected for each property, and the monopolization of the houses from the game prevents opponents from developing their property. It is conceivable that a single player could end up owning all 32 houses near the end of the game, and the refusal to upgrade to hotels makes these houses unavailable for opponents to purchase for any property they may own.
Much of the skill comes from knowing how to make the best use of a player's resources and above all knowing how to strike a good bargain. ''Monopoly'' is a social game where players often interact and must deal with each other in ways similar to real world real estate bargaining. Note that the best deal is not always for the most expensive property; it is often situational, dependent on money resources available to each player and even where players happen to be situated on the board. When looking to deal, a player should attempt to bargain with another player who not only possesses properties he or she needs but also properties the other player needs. In fact, offering relatively fair deals to other players can end up helping the player making the offer by giving him or her a reputation as an honest trader, which can make players less wary of dealings in the future. What is more, most people play ''Monopoly'' with the same group repeatedly. For this reason, such a reputation can have effects far beyond the game being played.
===The end game===
One common criticism of ''Monopoly'' is that it has carefully defined yet almost unreachable termination conditions. Edward P. Parker, a former president of [[Parker Brothers]], is quoted as saying, "We always felt that forty-five minutes was about the right length for a game, but ''Monopoly'' could go on for hours. Also, a game was supposed to have a definite end somewhere. In ''Monopoly'' you kept going around and around."<ref>{{cite book|author=[[Gyles Brandreth|Brandreth, Gyles]]|title=The Monopoly Omnibus|edition=First hardcover edition|year=1985|publisher=Willow Books|isbn=0-00-218166-5|page=19}}</ref> However, the problem of time can be resolved by playing with a time limit and counting each player's net worth when the time is up. In fact, tournament play calls for a 90-minute time limit.<ref>[http://www.hasbro.com/games/kid-games/monopoly/content/News/PDF/tournament_guide.pdf US Tournament Guide], PDF file.</ref> Two hour time limits are used for international play.<ref>[http://www.hasbro.com/monopoly/2003tourneyrules.pdf Tournament rules for Canada], from 2003. PDF file.</ref> The [[List of licensed Monopoly game boards#L|Lord of the Rings]] edition gives players the option of creating a random time limit using the included [[One Ring]] token and specialized dice. The [[List of licensed Monopoly game boards#S|SpongeBob SquarePants]] game board includes a Plankton piece that moves every time someone rolls a 1 with the dice (if a player rolls two 1s, the Plankton piece moves two spaces,) and the game is over when it reaches the end of the board.
Played strictly to the rules, many games will be effectively decided when one player succeeds in bankrupting another because the bankrupt player gives all his property to the one to whom he could not pay his debt. A player who thus gains a fistful of properties will virtually control the game from that point onwards since other players will be constantly at risk. On the other hand, if a player is bankrupted by being unable to meet his debt ''to the bank'' (e.g., a fine or tax or other debt that is not rent), then his property is auctioned off; this can open up new possibilities in a game which was evenly set or in which a lot of property sets were divided among the players.
The ''Monopoly Mega Edition'' is geared towards faster play by incorporating more squares and enabling players to build without the full color-group.
Hasbro states that the longest game of ''Monopoly'' ever played lasted 1,680 hours (70 days or 10 weeks or 2 1/3 months).<ref>[http://www.hasbro.com/games/kid-games/monopoly/default.cfm?page=Entertainment/funfacts"Fun Facts" page at Monopoly.com.]</ref>
== Add-ons ==
Numerous add-ons have been made for ''Monopoly'', both before its commercialization and after. Three such official add-ons are discussed below.
===Stock Exchange===
The ''Stock Exchange'' add-on was originally published by Parker Brothers in 1936 <ref>[[wikibooks:Monopoly/Stock Exchange|wikibook link to Stock Exchange]]</ref>. The Free Parking square is covered over by a new Stock Exchange space and the add-on included three Chance and three Community Chest cards directing the player to "Advance to Stock Exchange".
The add-on also included thirty stock certificates, five for each of the six different stocks, differing only in the purchase price (or Par Value), ranging from $100 to $150. Shares, like properties, are tradeable material, and could also be mortgaged for half their purchase price. Shareholders could increase the value of their shares by buying up more of the same company's shares.
When a player moves onto Free Parking/Stock Exchange, stock dividends are paid out to all players on their non-mortgaged shares. The amount to be paid out to each player is determined based on the number and kind of shares owned. Specifically, a player receives dividends from each stock based on the following formula:
: (par value of share / 10) × (number of shares owned)<sup>2</sup>
'''''Example:''' Owning one share of "Motion Pictures" (par value $100) pays dividends of $10. Owning two shares pays $40 ($10 x 2 x 2), owning three pays $90 ($10 x 3 x 3) and owning four pays $160 ($10 x 4 x 4). A player owning all five receives $250 ($10 x 5 x 5).''
The player who lands on Free Parking/Stock Exchange can also choose to buy a share if any remain. Should the player decline, the share is auctioned to the highest bidder by the Bank.<ref>{{cite web| url=http://www.hasbro.com/common/instruct/StockExchangegame.pdf |format=PDF|title=Stock Exchange rules (1936) |publisher=Hasbro| accessdate=2008-11-12}}</ref>
The ''Stock Exchange'' add-on serves to inject more money into the game, in a similar manner to railroad properties, as well as changing the relative values of properties. In particular, the Red and Yellow properties are more valuable due to the increased chance of landing on Free Parking.
The ''Stock Exchange'' add-on was later redesigned and rereleased in 1992 under license by Chessex, this time including a larger number of new Chance and Community Chest cards.<ref>[http://www.boardgamegeek.com/game/9466 BoardGameGeek.com page] for the original ''Monopoly Stock Exchange'' add-on. Retrieved 1 January 2006.</ref> This version included ten new Chance cards (five "Advance to Stock Exchange" and five other related cards) and eleven new Community Chest cards (five "Advance to Stock Exchange" and six other related cards; the regular Community Chest card "From sale of stock you get $45" is removed from play when using these cards). Many of the original rules applied to this new version (in fact, one optional play choice allows for playing in the original form by only adding the "Advance to Stock Exchange" cards to each deck).
A ''Monopoly Stock Exchange Edition'' was released in 2001 (although not in the US), this time adding an electronic calculator-like device to keep track of the complex stock figures. This was a full edition, not just an add-on, that came with its own board, money and playing pieces. Properties on the board were replaced by companies on which shares could be floated, and offices and home offices (instead of houses and hotels) could be built.<ref>[http://www.boardgamegeek.com/game/3065 BoardGameGeek.com page] for the ''Monopoly Stock Exchange'' edition that came with a specialized calculator. Retrieved 1 January 2006.</ref>
===Playmaster===
''Playmaster'', another official add-on, released in 1982, was an electronic device that kept track of all player movement and dice rolls as well as what properties are still available. It then uses this information to call random auctions and mortgages that will be advantageous for some players and a punishment for others, making it easier to free up cards of a color group. It also plays eight short tunes when key game functions occur; for example when a player lands on a railroad it will play ''[[I've Been Working on the Railroad]]''.<ref>[http://www.boardgamegeek.com/game/5638 BoardGameGeek.com page] for the ''Monopoly'' Playmaster electronic accessory. Retrieved 1 January 2006.</ref>
=== Speed Die ===
In 2007, Parker Brothers began releasing its standard version of ''Monopoly'' with a new addition to gameplay—the '''Speed Die'''.<ref>[http://www.hasbro.com/common/instruct/00009.pdf Speed die instruction manual from Hasbro]</ref> First included in Winning Moves' ''[[Monopoly: The Mega Edition]]'' variant, this third die alters gameplay by allowing players to increase their move up to 3 spaces (rolling one of the 3 numbered sides); move immediately to the next unowned property OR to the next property on which they would owe money (rolling one of 2 "Mr. Monopoly" sides); "Get Off The Bus Early" (rolling the "Bus" side), allowing the player the option to use the total of just one die to move (i.e. A roll of 1-5-BUS would let the player choose from moving 1, 5 or 6 spaces); or even move directly to any space on the board (rolling a triple—all three dice showing the same 1, 2, or 3). Usage of the die in the regular game differs slightly from use in the ''Mega Edition'' (i.e. Players use the Speed Die from the beginning in ''Mega''; players can only use the Speed Die in the regular game AFTER their first time going past GO).<ref>{{cite web|url=http://www.hasbro.com/objects/products/print.cfm?product_id=19668 |title=entry for the new Speed Die Variant Edition |publisher=Hasbro.com |date= |accessdate=2009-06-10}}</ref>
==Spinoffs==
===Other games===
Besides the many variants of the actual game (and the [[Monopoly Junior]] spin-off) released in either video game or computer game formats (e.g. [[Microsoft Windows|Windows]]-based [[Personal computer|PC]], [[Macintosh]], [[Game Boy]], [[Super Nintendo]], [[Game Boy Advance]], [[Satellaview]], [[Sega Mega Drive|Sega Genesis]], [[Commodore 64]], etc.), two spin-off computer games have been created.<ref name=WEB-AR1>{{cite web
| title =Monopoly for GEN
| publisher = GameSpot
|year=2006
| url =http://www.gamespot.com/genesis/puzzle/monopoly/index.html
| accessdate = 2006-12-23 }}</ref>
''[[Monopoly Tycoon]]'' is a PC game in the ''Tycoon'' series that makes strategy and speed into determining factors for winning the game, eliminating completely the element of luck inherent in the dice rolls of the original. The game uses the U.S. standard Atlantic City properties as its basis, but the game play is unique to this version. The game also allows for solo and multiplayer online games.
''Monopoly Casino'' is also a PC game, simulating a casino full of ''Monopoly''-based adaptations of various casino games (most notably, [[slot machine]]s). This program was released in both standard and "Vegas" editions, each featuring unique games.
In September [[2001]], [[Stern (gaming company)|Stern Pinball]] released a [[Monopoly (pinball)|Monopoly]] [[pinball]] machine.
On April 23, 2008, [[Electronic Arts]] announced that they would be releasing in Q3 2008 a new version of ''Monopoly'' for the [[Xbox 360]], [[PlayStation 3]], and [[Wii]] video game consoles. In September 2008, Electronic Arts' [[Pogo.com|Pogo]] division released an online version of ''Monopoly Here and Now: The World Edition''.
In June 2008, Electronic Arts and iTunes released a ''Monopoly'' game for [[iPod]] (fifth generation), [[IPod Nano#Third generation|iPod Nano (third generation)]], and [[iPod Classic]].
On December 5, 2008, Electronic Arts released a version of ''Monopoly Here and Now'' into the iTunes App Store for play on [[iPhone]] and [[iPod touch]].
Parker Brothers and its licensees have also sold several games which are spinoffs of ''Monopoly''. These are not add-ons, as they do not function as an addition to the ''Monopoly'' game, but are simply additional games in the flavor of ''Monopoly''.
* ''[[Monopoly Junior]]'' board game: A simplified version of the original game for young children.
* ''[[Advance to Boardwalk]]'' board game: Focusing mainly on building the most hotels along the Boardwalk.
* ''[[Express Monopoly]]'' card game: Released by Hasbro/Parker Brothers and Waddingtons in the UK in the 1990s, now out of print. Basically a rummy-style card game based on scoring points by completing color group sections of the game board.
* ''[[Monopoly: The Card Game]]'': an updated card game released by [[Winning Moves|Winning Moves Games]] under license from Hasbro. Similar, but decidedly more complex, gameplay to the ''Express Monopoly'' card game.
* ''[[Free Parking]]'' card game: A more complex card game released by Parker Brothers, with several similarities to the card game ''[[Mille Bornes]]''. Uses cards to either add time to parking meters, or spend the time doing activities to earn points. Includes a deck of Second Chance cards that further alter gameplay. Two editions were made; minor differences in card art and Second Chance cards in each edition.
* ''[[Monopoly Deal]]'': The most recent card game version of ''Monopoly''. Players attempt to complete three property groups by playing property, cash & event cards.<ref>[http://www.boardgamegeek.com/boardgame/40398 BoardGameGeek.com page] on ''Monopoly Deal''</ref>
* ''[[Don't Go to Jail]]'': Dice Game originally released by Parker Brothers; roll combinations of dice to create color groups for points before rolling the words "GO" "TO" and "JAIL" (which forfeits all earned points for the turn).
* ''[[Don't Go to Jail|Monopoly Express]]'': A deluxe, travel edition re-release of ''Don't Go To Jail'', replacing the word dice with "Officer Jones" dice and adding an eleventh die, Houses & Hotels, and a self-contained game container/dice roller & keeper.<ref>[http://hasbro.com/default.cfm?page=ps_results&product_id=20408 Hasbro.com entry on MONOPOLY EXPRESS]{{dead link|date=June 2009}}</ref>
* ''Monopoly Express Casino'': A gambling-themed version of the above game, that adds wagering to the gameplay.
* ''Here and Now Electronic Edition'': Eliminates the need for money, using credit cards instead.
* ''Here and Now: The World Edition'': Same as above, but based on the whole world (thus needing to use "Monopoly Dollars"), also available in a tin.
* ''[[Monopoly City]]'': Gameplay retains similar flavour but has been made significantly more complex in this version. The traditional properties are replaced by “districts” mapped to the previously underutilised real estate in the centre of the board. Once owned by a player a district may be developed with up to eight blocks of residential or industrial buildings. Possession of a complete colour suite is not required to build but the number of blocks that may be built during any turn is limited to 1, 2 or 3 by the outcome of a button press to a battery powered gadget (and by the amount of cash to hand). A skyscraper may be built when a full colour suite is owned, doubling the rent payable for all districts of that colour. Even better is the “Monopoly Tower”. The gadget may also allow the building of a station, now the only building that may occupy a district’s colour bar. Once two stations have been built a player landing in a district with a station may choose to end their move at another station. The gadget also times auctions of unowned property initiated by landing upon an auction square. Chance cards remain (and must be stacked off – board) but community chest squares have been replaced by four planning permission spaces. Each of these offers binary choice to build anywhere either a specified hazard (prison, sewerage plant, rubbish dump, power station) that makes an opponent’s residential blocks unrentable, or a bonus building (school, park, windfarm, watertower) that prevents placement of a hazard in that district.
* ''[[Monopoly City Streets]]'': An online version, using [[Google Maps]] and [[Open Street Map]].
===Game show version===
{{main|Monopoly (game show)}}
A short-lived ''Monopoly'' [[game show]] aired on Saturday evenings from June 16 to September 1, 1990 on [[American Broadcasting Company|ABC]]. The show was produced by [[Merv Griffin]] and hosted by [[Mike Reilly (television personality)|Mike Reilly]]. The show was paired with a summer-long ''[[Super Jeopardy!]]'' tournament which also aired during this period on ABC.
Three contestants competed by answering crossword puzzle-style clues to acquire properties and earn money in attempt to build monopolies. After the properties were acquired, players used the money earned to improve them with houses and hotels which would then further increase the value of questions when those properties were landed upon. The player with the most money at the end of the game won and played the bonus round for a chance to win $25,000 or $50,000.
===Gambling games===
In North America, a variety of [[slot machine]]s and [[lottery|lotteries]] have been produced with a ''Monopoly'' theme. In Europe, there were also ''Monopoly'' "fruit machines", some of which remain popular through [[emulator|emulation]]. The British quiz machine brand [[itbox]] also supports a ''Monopoly'' trivia and chance game, which, like most other itbox games, costs 50p ([[pound sterling|£]]0.50) to play and has a [[pound sterling|£]]20 jackpot, although this is very rarely won. There is also an online slot machine version of the game made by WMS which is a 19 reel traditional style casino game.
There was also a live, online version of ''Monopoly''. Six painted taxis drive around London picking up passengers. When the taxis reach their final destination, the region of London that they are in is displayed on the online board. This version takes far longer to play than board-game monopoly, with one game lasting 24 hours. Results and position are sent to players via e-mail at the conclusion of the game.<ref name="monopoly live">{{cite web|url=http://www.monopolylive.com/|title=Monopoly Live|accessdate=2006-05-25}}</ref>
London’s [[Gamesys]] Group have also developed an exclusive online version of ''Monopoly'' called Monopoly Snap where members of Jackpotjoy, the company’s flagship site, can play a game based on the franchise for real cash. During the game, players are dealt hands of 5 ''Monopoly'' trading cards. If they turn over a set of cards, they win a cash prize. The dealer then reads out the properties one by one, with players hoping to match their hands with the dealer’s calls. When a player has matched their five cards they win a jackpot. If they match it in the minimum 5 calls they open the community chest jackpot which is shared with everyone playing. After the game the dealer will call out the name of one of the game tokens, and everyone who holds that token will win again. It’s notable as a gambling game with a high chance of experiencing a win of some kind.
=== Commercial promotions===
{{main|McDonald's Monopoly}}
The ''McDonald's Monopoly'' game is a sweepstakes advertising promotion of [[McDonald's]] and [[Hasbro]] that has been offered in the [[United States]], [[Canada]], [[Germany]], [[Austria]], [[Switzerland]], [[United Kingdom]], [[France]], [[Romania]], [[Australia]] and [[Singapore]]. The game mimics the game of Monopoly. Originally, customers received a set of two tokens with every purchase, but now tokens only come with certain menu items. Tokens correspond to a property space on the ''Monopoly'' board. When combined into color-matched properties, the tokens may be redeemed for money or prizes. There are also "instant win" tokens the recipient can redeem for McDonald's food, money, or other prizes.
===Films===
In November 2008, [[Ridley Scott]] was announced to direct [[Universal Pictures]]' film version of the game, based on a script written by Pamela Pettler. The film will be co-produced by Hasbro's [[Brian Goldner]], as part of a deal with Hasbro to develop movies based on the company's line of toys.<ref>[http://www.variety.com/article/VR1117995718.html?categoryid=13&cs=1 Ridley Scott to direct 'Monopoly'] By MARC GRASER, VARIETY, Nov. 12, 2008 (retrieved 9/27/2009)</ref><ref>[http://login.vnuemedia.com/hr/login/login_subscribe.jsp?id=ttAht6zfSB7pBW2lj8CqQ0MRevVWT3VJnPVFtRWrF0P32rS1CcJIZRaeUq5yJ2KjdWZ2JEX3aKnN%0AKqlq7lLHdaDM%2F69WKvmokQ3dudOQKj2Tl1f3iUQfKai1jy0Qft7ncqb06ogL0lAKb3wZqeykRx5P%0AljeOVDt6yBjBVnRH71TLs3ihDnFPg1MHlyNCNbnB 'Monopoly' has electric company] The Hollywood Reporter, Nov. 12, 2008 (retrieved 9/27/2009)</ref> The story is being developed by author [[Frank Beddor]].<ref>[http://www.comingsoon.net/news/movienews.php?id=60840 Bedder Reveals Monopoly Story Details]</ref>
== Variants ==
{{see also|Licensed and localized editions of Monopoly}}
Because ''Monopoly'' evolved in the [[public domain]] before its commercialization, ''Monopoly'' has seen many variant games. Most of these are exact copies of the ''Monopoly'' games with the street names replaced with locales from a particular town, university, or fictional place. National boards have been released as well. Over the years, many specialty ''Monopoly'' editions, licensed by Parker Brothers/Hasbro, and produced by them, or their licensees (including USAopoly and Winning Moves Games) have been sold to local and national markets worldwide. Two well known "families" of -opoly like games, without licenses from Parker Brothers/Hasbro, have also been produced.
Several published games are similar to ''Monopoly''. These include:
*''[[Saidina]]'', a ''[[Malaysia]]'' localized version.<ref>[http://www.spmgames.com.my/classic-saidina.html]SPM Games - a Malaysia games company that created the local variant version.</ref>
*''[[Totopoly]]'', created by Waddingtons in 1938, is based around horse racing.
*''Federal Reserve Monopoly'',{{Citation needed|date={{CURRENTMONTHNAME}} {{CURRENTYEAR}}}} created by Goldstein, Patrick, & Speeduh in 2009, mocks the money-as-debt monetary system and incorporates many of the [[financial instruments]] that caused the 2008 [[Wall Street]] crash, like "[[Credit Default Swap]]" and "Purchase Options."
*''[[Anti-Monopoly]]'', created by Ralph Anspach in 1974.
*''[[Blue Marble Game]]'', a Korean game based on monopoly created in 1982.
*''Chômageopoly'', "Unemployment Monopoly", a board game created by the [[LIP (clockwork company)|Lip factory]] in the 1970s
*''[[Dinosauropoly]]'', a version using prehistoric motifs and rules.
*''[[Easy Money (board game)|Easy Money]]'', published by [[Milton Bradley Company|Milton Bradley]], also in the 1930s.
*''[[The Farming Game]]'' is a board game in which the goal is to run a financially successful farm, and like ''Monopoly'' the heart of the game is economics. The game's website draws comparisons to ''Monopoly''.
*''[[Fast Food Franchise (board game)|Fast Food Franchise]]'' is a board game by TimJim games which shares ''Monopoly's'' core mechanic, but through careful design guarantees that it will actually end.
*''La gran Capital'', published by several Chilean factories, is a [[Chile]]an version of the game, with neighborhoods from [[Santiago, Chile|Santiago de Chile]]. The title means "the big capital", other versions are even named "Metropolis"
*''The Fascinating Game of Finance'', later shortened to ''[[Finance (game)|Finance]]'', first marketed in 1932 by Knapp Electric, and later by Parker Brothers.
*''Go For Broke'', the exact opposite of ''Monopoly'', has the players trying to spend all their money before anyone else. Bad bets at the casino, real estate, stock market, race track, and giving to the poor house lowers your account balance. This was a Milton Bradley game originally published in the mid-1960s.
*''[[Ghettopoly]]'', released in 2003, caused considerable offense upon its release. The game, intended to be a humorous rendering of ghetto life, was decried as racist for its unflinching use of racial stereotypes. [[Hasbro]] sought and received an injunction against ''Ghettopoly's'' designer.<ref>[http://www.usatoday.com/money/industries/retail/2003-10-23-ghettopoly_x.htm Story] on the October 2003 lawsuit filing, from USA Today</ref><ref>[http://www.rid.uscourts.gov/opinions/magistrate_judges/06072006_1-03cv0482t_mjm_hasbro_v_chang_rr.pdf Decision from] the United States District Court for the District of Rhode Island, dated 18 May 2006. PDF file.</ref>
*''Greekopoly'', a college-themed version using [[fraternities and sororities]] as properties.
*''Potopoly'', A marijuana-themed version, using a five-sided board, and bags instead of houses.
*''[[Itadaki Street]]'', a series of board games for [[video game console]]s from [[Enix]].
*''[[Poleconomy]]'', a board game designed in New Zealand incorporating real-world companies as well as political and economic strategy.
*''[[The Mad Magazine Game]]'', a ''[[Mad (magazine)|Mad Magazine]]'' themed board game in which the object of the game is for player to lose all their money, play is counter-clockwise, and the dice must be rolled with the left hand. Released by [[Parker Brothers]] in 1979.
*''[[Make Your Own-opoly]]'' is a game set sold by [[TDC Games]] of [[Itasca, Illinois]]. Using a Microsoft Windows-based PC, a person can print out his or her own property cards, labels to place on the board and the box, and game currency.<ref>[http://www.tdcgames.com/MYO.htm TDC Games'] homepage for ''Make Your Own-opoly''</ref>
*''[[Solarquest]]'', a popular space-age adaptation, was released by Golden in 1986.
*''Strictly Pittsburgh'', a variant based around the city of [[Pittsburgh]], [[Pennsylvania]]. In addition to properties being replaced with local Pittsburgh sites and businesses, it contained a somewhat different board layout and replaced houses and hotels with skyscrapers.
*''Dostihy a sázky'', a variant sold in [[Czechoslovakia]]. This game comes from the totalitarian communist era (1948–1989), when private businesses were forbidden and mortgages didn't exist, so the monopoly theme was changed to a horse racing theme.
*''Petropolis'', a copy of Monopoly based in buying into the oil industry, using oilfields. The game uses 'telex messages' instead of Chance cards and the playing board snakes round into the middle before continuing round the edge.
* Turista, a Mexican copy of ''Monopoly'' made by Montecarlo board game manufacturer. It is based in buying Mexican States. In each state it is possible to build gas stations and hotel to increase the rent amount.
*NFL Version - Where properties are NFL teams (order based on results of that season, with the Denver Broncos being the most expensive property) and the die are shaped like footballs.
* [[My Monopoly]]
*''[[World Trader]]'' is a online multiplayer Monopoly-like board game, developed and published by [[Cego ApS]] in 2008.
* Business, an Indian version of a Monopoly like game not associated with Hasbro. In this version the "properties" to be bought are cities of India.
* Kissopoly is a [[Kiss (band)|KISS]]-themed version of the game where players buy songs in the band's catalog as well as various merchandise in the place of properties. The game also uses gold and platinum records in the place of hotels and houses. Game play is no different than standard Monopoly.
*Matador - a danish variant where the board is shaped as circle and with some minor variations in the rules and design of the game.
== Criticisms ==
[[Wired magazine]] believes ''Monopoly'' is a poorly designed game. Former Wall Streeter Derk Solko explains, "Monopoly has you grinding your opponents into dust. It's a very negative experience. It's all about cackling when your opponent lands on your space and you get to take all their money." Most of the 3 to 4 hour average playing time is spent waiting for other players to play their turn. Board game enthusiasts disparagingly call this a "roll your dice, move your mice" format.<ref>{{cite web|last=Curry |first=Andrew |url=http://www.wired.com/gaming/gamingreviews/magazine/17-04/mf_settlers?currentPage=2 |title=Monopoly Killer: Perfect German Board Game Redefines Genre |publisher=Wired.com |date=2009-01-04 |accessdate=2009-06-10}}</ref>
==Notes==
{{reflist|2}}
==Bibliography==
*''Monopoly as a Markov Process'', by R. Ash and R. Bishop, ''[[Mathematics Magazine]]'', vol. 45 (1972) p. 26-29.
* {{cite book | author=[[Ralph Anspach|Anspach, Ralph]] | title=The Billion Dollar MONOPOLY Swindle | edition=Second Edition | publisher=Xlibris Corporation | year=2000 | isbn=0-7388-3139-5}}
* {{cite book | author=Brady, Maxine | title=The Monopoly Book: Strategy and Tactics of the World's Most Popular Game | edition=First hardcover edition | publisher=D. McKay Co. | year=1974 | isbn=0-679-20292-7}}
* {{cite book | author=Darzinskis, Kaz | title=Winning Monopoly: A Complete Guide to Property Accumulation, Cash-Flow Strategy, and Negotiating Techniques When Playing the Best-Selling Board Game | edition=First Edition | publisher=Harper & Row, New York | year=1987 | isbn=0-06-096127-9}}
* {{cite book | author=[[Tim Moore (writer)|Moore, Tim]] | title=Do Not Pass Go | publisher=Vintage Books | year=2004 | isbn= 0-09-943386-9}}
* {{cite book | author=[[Philip Orbanes|Orbanes, Philip E.]] | title=The Monopoly Companion: The Player's Guide | edition=Second Edition | publisher=Adams Media Corporation | year=1999 | isbn=1-58062-175-9}}
* {{cite book | author=Orbanes, Philip E. | title=The Game Makers: The Story of Parker Brothers | edition=First Edition | publisher=Harvard Business School Press | year=2004 | isbn=1-59139-269-1}}
*{{cite news | url = http://news.bbc.co.uk/2/hi/business/7007135.stm
| title = Monopoly launches UK-wide edition | accessdate = 2008-02-08
| date = 2007-09-24 | publisher = BBC}}
==External links==
{{commonscat|Monopoly (game)}}
* [http://www.hasbro.com/monopoly/en_US/ The official U.S. ''Monopoly'' web site]
* [http://www.hasbro.com/games/kid-games/monopoly/default.cfm?page=Entertainment/funfacts Hasbro's] Fun Facts page
* {{US patent|748626}} and {{US patent|1509312}} - Patents for the first and second version of ''The Landlord's Game''
* {{US patent|2026082}} Patent awarded to C.B. Darrow for ''Monopoly'' on December 31. 1935
* [http://tt.tf/gamehist/mon-index.html Early history of ''Monopoly'']
* [http://www.courierpostonline.com/ac150/ Atlantic City 150th Anniversary] series of articles from the newspaper Courier Post, which describe the streets of Atlantic City that appear on ''Monopoly''
* [http://www.pbs.org/opb/historydetectives/pdf/202_monopoly.pdf History of ''Monopoly'']
* [http://www.footnote.com/spotlight/1274/it-makes-sense-that1 Lizzie J. Magie's patented version of 'Monopoly' 1904 ]
* [http://www.tkcs-collins.com/truman/monopoly/monopoly.shtml Full list of probabilities in ''Monopoly'']
{{Monopoly}}
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[[Category:Game.com games]]
[[Category:Atlantic City, New Jersey]]
[[Category:Roll-and-move board games]]
[[Category:Economic simulation board games]]
[[Category:Hasbro products]]
[[Category:Monopoly (game)| ]]
[[Category:Multiplayer games]]
[[Category:American inventions]]
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{{otheruses|Monopoly (disambiguation)}}
{{Infobox Game
| title = Monopoly
| subtitle =
| image_link = [[Image:Monopoly Logo 123.png|230px]]
| image_caption = The ''Monopoly'' Logo
| designer = [[Elizabeth Magie|Elizabeth Magie]]<br>Louis & Fred Thun<ref>{{Cite web |url=http://www.adena.com/adena/mo/mo15.htm |title=http://www.adena.com/adena/mo/mo15.htm |author=Burton H. Wolfe |date=1976 |work=The San Francisco Bay Guardian |publisher= |accessdate=2009-10-28 }}</ref><br>[[Charles Darrow]]
| illustrator =
| publisher = [[Parker Brothers]]<br />[[Waddingtons]]
| players = 2–6
| setup_time = 5–15 minutes
| playing_time = Approximately 2–3 hours
| complexity = Medium
| strategy = Medium
| random_chance = High ([[Dice|dice rolling]], card drawing)
| skills = Negotiation, Resource management
| footnotes =
| bggid = 1406
| bggxrefs =
}}
'''''Monopoly''''' is a [[board game]] published by [[Parker Brothers]], a subsidiary of [[Hasbro]]. The [[game]] is named after the economic concept of [[monopoly]], the domination of a market by a single entity.
Monopoly is the most commercially-successful board game in [[United States]] history, with 485 million players worldwide.<ref>{{cite web | title = History of the Game ''Monopoly'' | url = http://boardgames.lovetoknow.com/History_of_the_Game_Monopoly | accessdate = 2008-10-12}}</ref>
According to Hasbro, since [[Charles Darrow]] [[patent]]ed the game in 1935, approximately 750 million people have played the game, making it "the most played <nowiki>(commercial)</nowiki> board game in the world."<ref>In the instruction booklet that comes with the 70th Anniversary (U.S.) Edition of ''Monopoly'', Hasbro cites a statistic that over 750 million people have played ''Monopoly''. Presumably even higher numbers have played traditional games, such as [[chess]] and [[Go (board game)|Go]].</ref> The 1999 [[Guinness World Records|''Guinness Book of Records'']] cited Hasbro's previous statistic of 500 million people having played ''Monopoly''.<ref>[http://www.guinnessworldrecords.com/index.asp?id=52882 Guinness World Records] page for ''Monopoly's'' (disputed) world record of Most Played Game</ref> ''[[Games (magazine)|Games Magazine]]'' has inducted ''Monopoly'' into its [[Games 100#Hall of Fame|Hall of Fame]].<ref>GAMES Magazine Hall of Fame [http://www.gamesmagazine-online.com/gameslinks/hallofame.html web page]</ref> The mascot for the game is a mustachioed man wearing a monocle and [[morning dress]] named [[Mr. Monopoly]]. He was formerly named [[Rich Uncle Pennybags]], but Hasbro renamed him in 1999 to Mr. Monopoly since that was what most of their consumers referred to him as. <ref>{{cite book |title= The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit|last= Orbanes|first= P.E|year= 2003|publisher= Harvard Business School Press|location= Boston, MA|isbn= 1591392691|pages= 256|url= http://www.amazon.com/Game-Makers-Brothers-Tiddledy-Trivial/dp/1591392691/ref=sr_1_1?ie=UTF8&s=books&qid=1245727540&sr=1-1}} </ref>
==History==
{{details|History of the board game Monopoly}}
The history of ''Monopoly'' can be traced back to 1904, when a [[Quaker]] woman named [[Elizabeth Magie|Elizabeth (Lizzie) J. Magie Phillips]] created a game through which she hoped to be able to explain the [[Georgism|single tax]] theory of [[Henry George]] (it was intended to illustrate the negative aspects of concentrating land in private monopolies). Her game, ''[[The Landlord's Game]]'', was commercially published a few years later. Other interested game players redeveloped the game and some made their own sets. Phillips herself patented a revised edition of the game in 1923, and similar games of this nature were published commercially. By 1933 a board game named ''Monopoly'' was created much like the version of ''Monopoly'' sold by Parker Brothers and its parent companies throughout the rest of the 20th century and into the 21st. [[Charles Darrow]], widely proclaimed by Parker Brothers as the "inventor" of the game, was introduced to the game by his friends, the Todds, who lived in [[Atlantic City]]. Darrow made some graphical changes to the game and sold his version to Parker Brothers in [[1935]]. Several people, mostly in the U.S. Midwest and near the U.S. East Coast, contributed to the game's design and evolution.
In 1941 the British Secret Service had [[Waddingtons|John Waddington Ltd.]], the licensed manufacturer of the game outside the U.S., create a special edition for [[World War II]] [[Prisoner of war|prisoners of war]] held by the Nazis.<ref>{{cite web |url=http://www.mentalfloss.com/blogs/archives/10021 |title= How board game helped free POWs |author=Brian McMahon |publisher=''[[Mental floss]]'' magazine |date=November 29, 2007 |accessdate=2007-12-07}}</ref> Hidden inside these games were maps, compasses, real money, and other objects useful for escaping. They were distributed to prisoners by secret service created fake charity groups.<ref>{{cite web |url=http://abcnews.go.com/Technology/monopolys-hidden-escape-maps-free-pows/Story?id=8605905&page=3 |title= Get Out of Jail Free: Monopoly's Hidden Maps|author=Ki Mae Heussner |publisher=''[[ABC News]]'' |date=September 18, 2009 |accessdate=2009-09-18}}</ref>
By the 1970s, the game's early history had been lost (at least one historian has argued that it was purposely suppressed), and the idea that it had been created solely by [[Charles Darrow]] had become popular folklore. This was stated in the 1974 book ''The Monopoly Book: Strategy and Tactics of the World's Most Popular Game'', by Maxine Brady, and even in the instructions of the game itself. As Professor [[Ralph Anspach]] fought Parker Brothers and its then parent company, [[General Mills]], over the trademarks of the ''Monopoly'' board game, much of the early history of the game was "rediscovered".
Because of the lengthy court process, and appeals, the legal status of Parker Brothers' trademarks on the game was not settled until the late 1970s. Anspach won the case on appeals in 1979, as the 9th District Court determined that the trademark "Monopoly" was generic, and therefore unenforceable.<ref>[http://online.wsj.com/article/SB125599860004295449.html How a Fight Over a Board Game Monopolized an Economist's Life]], ''[[Wall Street Journal]]'', 20 Oct 2009</ref> However, on Hasbro's pressure, the US Congress immediately passed a statute amending the Trademark Act to protect longstanding marks against 'generic' claims. Thus the game's name remains a registered trademark of Parker Brothers, as do its specific design elements. Parker Brothers' current corporate parent, [[Hasbro]], again acknowledges only the role of Charles Darrow in the creation of the game. Anspach published a book about his research, called ''The Billion Dollar Monopoly Swindle'' (and republished as ''Monopolygate''), in which he makes his case about the purposeful suppression of the game's early history and development.
==Board==
===US versions===
The original version was sold by Charles Darrow, and later by Parker Brothers. The board consists of forty spaces containing twenty-eight properties (twenty-two colored Streets, four Railroads and two Utilities), three [[Chance and Community Chest cards|Chance]] spaces, three [[Chance and Community Chest cards|Community Chest]] spaces, a [[Luxury Tax]] space, an [[Income Tax]] space, and the four corner squares: GO, [[Prison|Jail]], [[Free Parking]], and Go to Jail. In the U.S. versions shown below, the properties are named after locations in (or near) [[Atlantic City, New Jersey]].
In September 2008, the layout of the board was modified to more closely match the foreign-released versions, as shown in the board layout below. The notable changes are the colors of Mediterranean and Baltic Avenues (which changed from purple to brown), the adaptation of the flat $200 Income Tax (formerly the player's choice of 10% of their total holdings OR $200) and increased $100 Luxury Tax amount (upped from $75). Similar color/amount changes are used in the U.S. Edition of the [[#World editions|"Here and Now: World Edition" game]], and are also used in the most recent version of the [[McDonald's Monopoly]] promotion.
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Standard (American Edition) Monopoly game board layout as of September 2008
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY
|corner_1 = '''Go'''<br />Collect $200 salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = [[Free Parking]]
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SaddleBrown |Space_101 = Mediterranean Avenue<br />$60
|Color_102 = |Space_102 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_103 = SaddleBrown |Space_103 = Baltic Avenue<br />$60
|Color_104 = |Space_104 = [[Income tax|Income Tax]]<br />(pay $200)
|Color_105 = |Space_105 = [[Reading Company|Reading Railroad]]<br />$200
|Color_106 = SkyBlue |Space_106 = Oriental Avenue<br />$100
|Color_107 = |Space_107 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = Vermont Avenue<br />$100
|Color_109 = SkyBlue |Space_109 = Connecticut Avenue<br />$120
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = St. Charles Place<br />$140
|Color_205 = |Space_205 = [[Electrical power industry|Electric Company]]<br />$150
|Color_206 = DarkOrchid |Space_206 = States Avenue<br />$140
|Color_207 = DarkOrchid |Space_207 = Virginia Avenue<br />$160
|Color_208 = |Space_208 = [[Pennsylvania Railroad]]<br />$200
|Color_209 = Orange |Space_209 = St. James Place<br />$180
|Color_210 = |Space_210 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_211 = Orange |Space_211 = Tennessee Avenue<br />$180
|Color_212 = Orange |Space_212 = New York Avenue<br />$200
|Color_301 = Red |Space_301 = Kentucky Avenue<br />$220
|Color_302 = |Space_302 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = Indiana Avenue<br />$220
|Color_304 = Red |Space_304 = Illinois Avenue<br />$240
|Color_305 = |Space_305 = [[Baltimore and Ohio Railroad|B&O Railroad]]<br />$200
|Color_306 = Yellow |Space_306 = Atlantic Avenue<br />$260
|Color_307 = Yellow |Space_307 = Ventnor Avenue<br />$260
|Color_308 = |Space_308 = [[Water supply|Water Works]]<br />$150
|Color_309 = Yellow |Space_309 = [[Marven Gardens|Marvin Gardens]]<br />$280
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = Pacific Avenue<br />$300
|Color_402 = Green |Space_402 = North Carolina Avenue<br />$300
|Color_403 = |Space_403 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_404 = Green |Space_404 = Pennsylvania Avenue<br />$320
|Color_405 = |Space_405 = [[Shore Fast Line|Short Line]]<br />$200
|Color_406 = |Space_406 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = Park Place<br />$350
|Color_408 = |Space_408 = [[luxury tax|Luxury Tax]]<br />(pay $100)
|Color_409 = Blue |Space_409 = Boardwalk<br />$400
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
A player who reaches the Jail space by a direct roll of the dice is said to be "Just Visiting", and continues normal play on the next turn.
Marvin Gardens, the leading yellow property on the board shown, is actually a misspelling of the original location name, ''Marven Gardens''. [[Marven Gardens]] is not a street, but a housing area outside Atlantic City. The housing area is said to be derived from [[Margate City, New Jersey|'''Mar'''gate City]] and [[Ventnor City, New Jersey|'''Ven'''tnor City]] in New Jersey. The misspelling was introduced by Charles Todd and passed on when his home-made ''Monopoly'' board was copied by Charles Darrow and thence to Parker Brothers. It was not until 1995 that Parker Brothers acknowledged this mistake and formally apologized to the residents of Marven Gardens for the misspelling.<ref>{{cite web|url=http://www.npr.org/programs/morning/features/patc/monopoly/index.html |title=Monopoly, Present at the Creation |publisher=NPR |date= |accessdate=2009-06-10|archiveurl=http://web.archive.org/web/20021127131233/http://www.npr.org/programs/morning/features/patc/monopoly/index.html|archivedate=2002-11-27}}</ref> Another change made by Todd and duplicated by Darrow, and later Parker Brothers, was the use of South Carolina Avenue. North Carolina Avenue was substituted for this street on the board.
Atlantic City's Illinois Avenue was renamed Martin Luther King Jr. Blvd. in the 1980s. St. Charles Place no longer exists, as the Showboat Casino Hotel was developed where it once ran.<ref>Kennedy, page 35</ref>
Short Line is believed to refer to the [[Shore Fast Line]], a [[tram|streetcar line]] that served Atlantic City.<ref>Kennedy, page 23.</ref> The [[Baltimore and Ohio Railroad|B&O Railroad]] did not serve Atlantic City. A booklet included with the reprinted 1935 edition states that the four railroads that served [[Atlantic City]] in the mid 1930s were the [[Central Railroad of New Jersey|Jersey Central]], the [[Pennsylvania-Reading Seashore Lines|Seashore Lines]], the [[Reading Company|Reading Railroad]], and the [[Pennsylvania Railroad]]. The actual "Electric Company" and "Water Works" serving the city are respectively Atlantic City Electric Company (a subsidiary of [[Pepco Holdings]]) and the Atlantic City Municipal Utilities Authority.
The other versions of the game have different property names, and the prices may be denominated in another currency, but the game mechanics are almost identical.
===UK version===
The original income tax choice from the U.S. version is replaced by a flat rate in the UK version, and the $75 Luxury Tax space is replaced with the £100 Super Tax space. The same is true of current German boards, with a €200 for the Income Tax space on the board, and a €100 Add-on tax in place of the Luxury Tax. An Austrian version, released by Parker Brothers/Hasbro in 2001, does allow for the 10% or $200 for Income Tax and has a $100 Luxury Tax. The choice of London main line stations is that of the four stations within the London and North Eastern Railway group. Starting with the September 2008 release, the U.S. Edition now also uses the flat $200 Income Tax value and the upped $100 Luxury Tax amount.
In the 1930s, [[Waddingtons|John Waddington Ltd.]] (Waddingtons) was a firm of printers from [[Leeds]] that had begun to branch out into packaging and the production of [[playing card]]s. Waddingtons had sent the card game ''Lexicon'' to Parker Brothers hoping to interest them in publishing the game in the United States. In a similar fashion, Parker Brothers sent over a copy of ''Monopoly'' to Waddingtons early in 1935 before the game had been put into production in the United States.
The managing director of Waddingtons, Victor Watson, gave the game to his son Norman (who was head of the card games division) to test over the weekend. Norman was impressed by the game and persuaded his father to call Parker Brothers on Monday morning - transatlantic calls then being almost unheard of. This call resulted in Waddingtons obtaining a license to produce and market the game outside of the United States. Watson felt that in order for the game to be a success in the [[United Kingdom]] the American locations would have to be replaced, so Victor and his secretary, Marjory Phillips, went to London to scout out locations. [[The Angel, Islington]] is not a street in London but an area of North London named after a [[coaching inn]] that stood on the [[A1 road (Great Britain)|Great North Road]]. By the 1930s the inn had become a [[J. Lyons and Co.|Lyons Corner House]] (it is now a [[The Co-operative Bank|Co-operative Bank]]). Some accounts say that Marjory and Victor met at the Angel to discuss the selection and celebrated the fact by including it on the ''Monopoly'' board. In 2003, a plaque commemorating the naming was unveiled at the site by Victor Watson's grandson who is also named Victor.
The standard British board, produced by Waddingtons, was for many years the version most familiar to people in countries in the [[Commonwealth of Nations|Commonwealth]] (except [[Canada]], where the U.S. edition with Atlantic City-area names was reprinted), although local variants of the board are now also found in several of these countries (see [[Licensed and localized editions of Monopoly|Licensed and localized versions of the ''Monopoly'' game]]).
In the cases where the game was produced under license by a national company, the £ (pound) was replaced by a $ (dollar) sign, but the place names were unchanged.
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Standard (UK Edition) Monopoly game board layout
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY
|corner_1 = '''Go'''<br />Collect £200 salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = [[Free Parking]]
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SaddleBrown |Space_101 = [[Old Kent Road]]<br />£60
|Color_102 = |Space_102 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_103 = SaddleBrown |Space_103 = [[Whitechapel Road]]<br />£60
|Color_104 = |Space_104 = [[Income tax|Income Tax]]<br />(pay £200)
|Color_105 = |Space_105 = [[London King's Cross railway station|King's Cross station]]<br />£200
|Color_106 = SkyBlue |Space_106 = [[The Angel, Islington|The Angel Islington]]<br />£100
|Color_107 = |Space_107 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = [[Euston Road]]<br />£100
|Color_109 = SkyBlue |Space_109 = [[London Inner Ring Road#Pentonville Road|Pentonville Road]]<br />£120
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = [[Pall Mall, London|Pall Mall]]<br />£140
|Color_205 = |Space_205 = [[Electrical power industry|Electric Company]]<br />£150
|Color_206 = DarkOrchid |Space_206 = [[Whitehall]]<br />£140
|Color_207 = DarkOrchid |Space_207 = <span style="font-family:arial narrow;">[[Northumberland Avenue|Northumberland]] </span>[[Northumberland Avenue|Avenue]]<br />£160
|Color_208 = |Space_208 = [[Marylebone station]]<br />£200
|Color_209 = Orange |Space_209 = [[Bow Street]]<br />£180
|Color_210 = |Space_210 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_211 = Orange |Space_211 = [[Great Marlborough Street|Marlborough Street]]<br />£180
|Color_212 = Orange |Space_212 = [[Vine Street, Westminster|Vine Street]]<br />£200
|Color_301 = Red |Space_301 = [[Strand, London|Strand]]<br />£220
|Color_302 = |Space_302 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = [[Fleet Street]]<br />£220
|Color_304 = Red |Space_304 = [[Trafalgar Square]]<br />£240
|Color_305 = |Space_305 = [[Fenchurch Street railway station|Fenchurch Street station]]<br />£200
|Color_306 = Yellow |Space_306 = [[Leicester Square]]<br />£260
|Color_307 = Yellow |Space_307 = [[Coventry Street]]<br />£260
|Color_308 = |Space_308 = [[Water supply|Water Works]]<br />£150
|Color_309 = Yellow |Space_309 = [[Piccadilly]]<br />£280
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = [[Regent Street]]<br />£300
|Color_402 = Green |Space_402 = [[Oxford Street]]<br />£300
|Color_403 = |Space_403 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_404 = Green |Space_404 = [[Bond Street]]<br />£320
|Color_405 = |Space_405 = [[Liverpool Street station]]<br />£200
|Color_406 = |Space_406 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = [[Park Lane (road)|Park Lane]]<br />£350
|Color_408 = |Space_408 = Super Tax<br />(pay £100)
|Color_409 = Blue |Space_409 = [[Mayfair]]<br />£400
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
For a list of some of the localized versions, including the UK "Here and Now" edition, and the names of their properties, see [[Licensed and localized editions of Monopoly]].
===Recent variations===
Starting in the UK in 2005, an updated version of the game entitled ''Monopoly Here and Now'' was produced, replacing game scenarios, properties, and tokens with modern equivalents. Similar boards were produced for Germany and France. Variants of these first editions appeared with Visa-branded debit cards taking the place of cash - the later US "Electronic Banking" edition has unbranded debit cards.
The success of the first Here and Now editions caused Hasbro US to allow online voting for 26 landmark properties across the United States to take their places along the game board. The popularity of this voting, in turn, caused the creation of similar websites, and secondary game boards per popular vote to be created in the UK, France, Germany, Australia, New Zealand, Ireland, and other nations.
Hasbro opened a new website in January 2008, for online voting of the ''Monopoly Here and Now: World Edition''. The colored property spaces are worldwide cities, as determined by the same vote/popularity formula as established for national editions.
In 2006, [[Winning Moves|Winning Moves Games]] released another edition, the [[Monopoly: The Mega Edition|Mega Edition]], with a larger game board (50% bigger) and revised game play. Other streets from Atlantic City (eight, one per a color group) were included, along with a third "utility", the Gas Company. In addition, $1,000 denomination notes (first seen in [[Winning Moves]]' "Monopoly: The Card Game") are included. Game play is further changed with bus tickets (allowing non-dice-roll movement along one side of the board), a speed die (itself adopted into variants of the Atlantic City Standard Edition; see below), skyscrapers (after houses and hotels), and train depots that can be placed on the Railroad spaces.
This edition was adapted for the UK market in 2007, and is sold by Winning Moves UK. After the initial US release, critiques of some of the rules caused the company to issue revisions and clarifications on their website.<ref>[http://www.winning-moves.com/974AC834972648769F406DE95E835622.asp?ccb_key=40FF53914D5847419F5568785926D205 Rules clarifications] for ''Monopoly: The Mega Edition''.</ref>
====Monopoly Here and Now====
In September 2006, the US edition of Monopoly Here and Now was released. This edition features top landmarks across the US. The properties were decided by votes over the Internet in the spring of 2006.
Monetary values are multiplied by 10,000 (eg, one collects $2,000,000 instead of $200 for passing Go). Also, the Chance and Community Chest cards are updated. The houses and hotels are blue and silver, not green and red like in most editions of Monopoly. The board uses the traditional US layout; the cheapest properties are purple, not brown, and the "luxury tax" (replaced with "interest on credit card debt") is $750,000, not $1,000,000. Despite the updated luxury tax space, this edition uses paper Monopoly money, and not an electronic banking unit like the Here and Now World Edition. However, a similar edition of Monopoly, the "Electronic Banking" edition, does feature an electronic banking unit, as well as a different set of tokens. Both Here and Now and Electronic Banking feature an updated set of tokens from the Atlantic City edition.
It is also notable that three states (California, Florida and Texas) are represented by two cities each (Los Angeles and San Francisco, Miami and Orlando, and Dallas and Houston respectively). No other state is represented by more than one city (not including the airports).
{{clear}}
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Monopoly Here and Now: The US Edition
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY<br>Here and Now:<br>The US Edition
|corner_1 = '''Go'''<br />Collect $2<small">M</small> salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = Free Parking
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = Indigo |Space_101 = Jacobs Field, Cleveland<br />$600<small">K</small>
|Color_102 = |Space_102 = Community Chest
|Color_103 = Indigo |Space_103 = Texas Stadium, Dallas<br />$600<small">K</small>
|Color_104 = |Space_104 = Income Tax<br />pay $2<small">M</small>
|Color_105 = |Space_105 = O'Hare Airport, Chicago<br />$2<small">M</small>
|Color_106 = SkyBlue |Space_106 = Grand Ole Opry, Nashville<br />$1<small">M</small>
|Color_107 = |Space_107 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = Gateway Arch, St. Louis<br />$1<small">M</small>
|Color_109 = SkyBlue |Space_109 = Mall of America, Minneapolis<br />$1.2<small">M</small>
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = Centennial Olympic Park, Atlanta<br />$1.4<small">M</small>
|Color_205 = |Space_205 = Cell Phone Service<br />$1.5<small">M</small>
|Color_206 = DarkOrchid |Space_206 = Red Rocks Amphitheatre, Denver<br />$1.4<small">M</small>
|Color_207 = DarkOrchid |Space_207 = Liberty Bell, Philadelphia<br />$1.6<small">M</small>
|Color_208 = |Space_208 = Los Angeles International Airport<br />$2<small">M</small>
|Color_209 = Orange |Space_209 = South Beach, Miami<br />$1.8<small">M</small>
|Color_210 = |Space_210 = Community Chest
|Color_211 = Orange |Space_211 = Johnson Space Center, Houston<br />$1.8<small">M</small>
|Color_212 = Orange |Space_212 = Pioneer Square, Seattle<br />$2<small">M</small>
|Color_301 = Red |Space_301 = Camelback Mountains, Phoenix<br />$2.2<small">M</small>
|Color_302 = |Space_302 = Chance<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = Waikiki Beach, Honolulu<br />$2.2<small">M</small>
|Color_304 = Red |Space_304 = Disney World, Orlando<br />$2.4<small">M</small>
|Color_305 = |Space_305 = JFK Airport, New York City<br />$2<small">M</small>
|Color_306 = Yellow |Space_306 = French Quarter, New Orleans<br />$2.6<small">M</small>
|Color_307 = Yellow |Space_307 = Hollywood, Los Angeles<br />$2.6<small">M</small>
|Color_308 = |Space_308 = Internet Service<br />$1.5<small">M</small>
|Color_309 = Yellow |Space_309 = Golden Gate Bridge, San Francisco<br />$2.8<small">M</small>
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = Las Vegas Blvd., Las Vegas<br />$3<small">M</small>
|Color_402 = Green |Space_402 = Wrigley Field, Chicago<br />$3<small">M</small>
|Color_403 = |Space_403 = Community Chest
|Color_404 = Green |Space_404 = White House, Washington<br />$3.2<small">M</small>
|Color_405 = |Space_405 = Atlanta International Airport<br />$2<small">M</small>
|Color_406 = |Space_406 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = Fenway Park, Boston<br />$3.5<small">M</small>
|Color_408 = |Space_408 = Interest On Credit Card Debt<br />pay $750<small">K</small>
|Color_409 = Blue |Space_409 = Times Square, New York City<br />$4<small">M</small>
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
====World editions====
In 1998, [[Winning Moves]] procured the ''Monopoly'' license from [[Hasbro]] and created new UK [[Licensed and localized editions of Monopoly|city and regional editions]] with sponsored squares.
[[Winning Moves]] struggled to raise the sponsorship deals for the game boards, but did so eventually. A [[Nottingham]] Graphic Design agency, TMA, produced the visual design of the ''Monopoly'' packaging. Initially, in December 1998, the game was sold in just a few [[W H Smith|WHSmith]] stores, but demand was high, with almost fifty thousand games shipped in the 4 weeks leading up to Christmas. [[Winning Moves]] still produce new [[Licensed and localized editions of Monopoly|city and regional editions]] annually. Nottingham based designers [http://www.guppimedia.com Guppi] have been responsible for the games' visual design since 2001.
=====Monopoly Here and Now: The World Edition=====
{{Infobox Game
| title = Monopoly Here and Now: The World Edition
| subtitle =
| image_link = [[Image:HereNowMonopoly Box.jpg|200px]]
| image_caption = The ''Monopoly Here and Now: The World Edition'' Game Box
| designer =
| illustrator =
| publisher = [[Parker Brothers]]
| players = 2–6
| setup_time = 5–15 minutes
| playing_time = About 1.5 hours
| complexity = Medium
| strategy = Medium
| random_chance = High ([[Dice|dice rolling]], card drawing)
| skills = Negotiation, Resource management
| footnotes =
| bggid =
| bggxrefs =
}}
In 2008, Hasbro released ''Monopoly Here and Now: The World Edition''. This world edition features top locations of the world. The locations were decided by votes over the Internet. The result of the voting was announced on [[August 20]], [[2008]].<ref>{{cite web|url=http://www.ctv.ca/servlet/ArticleNews/story/CTVNews/20080820/monopoly_cities_080820 |title=Montreal top property in new ''Monopoly'' game - CTV.ca. Retrieved 2008/08/20 01:14PM UTC |publisher=Ctv.ca |date=2008-08-20 |accessdate=2009-06-10}}</ref>
Out of these, [[Gdynia]] is especially notable, as it is by far the smallest city of those featured and won the vote thanks to a spontaneous, large-scale mobilization of support started by its citizens. The new game uses its own currency unit, the Mono (a game-based take on the [[Euro]]; designated by '''<s>M</s>'''). The game uses said unit in millions and thousands. As seen above, there is no Dark Purple color-group, as that is replaced by Brown, as in the European version of the game.
It is also notable that three cities ([[Montreal]], Toronto, and Vancouver) are from [[Canada]] and three other cities (Beijing, Hong Kong, and Shanghai) are from [[People's Republic of China]]. No other countries are represented by more than one city.
Of the 68 cities listed on Hasbro Inc.’s website for the vote, [[Israel]]’s capital, [[Jerusalem]], was chosen as one of the 20 cities to be featured in the newest ''Monopoly'' World Edition.<ref name="MSNBC">[http://www.msnbc.msn.com/id/23281286/ ''Monopoly'' Contest Stirs Up Jerusalem Conflict], Associated Press, published February 21, 2008.</ref> Before the vote took place, a Hasbro employee in the [[London]] office eliminated the country signifier “[[Israel]]” after the city, in response to pressure from pro-[[Palestinian people|Palestinian]] [[Interest group|lobby groups]].<ref name="Blog">[http://blogs.dailymail.com/donsurber/2008/02/23/monopoly-jihad/ ''Monopoly'' Jihad], Dailymail Blog, published February 23, 2008.</ref> After the Israeli government protested, Hasbro Inc. admitted its error and issued an apology that read: “It was a bad decision, one that we rectified relatively quickly. This is a game. We never wanted to enter into any political debate. We apologize to our ''Monopoly'' fans.”<ref name="MSNBC" />
{{clear}}
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Monopoly Here and Now: The World Edition (2008)
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY<br>Here and Now:<br>The World Edition
|corner_1 = '''Go'''<br />Collect <s>M</s>2<small">M</small> salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = Free Parking
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SaddleBrown |Space_101 = [[Gdynia]]<br /><s>M</s>600<small">K</small>
|Color_102 = |Space_102 = Community Chest
|Color_103 = SaddleBrown |Space_103 = [[Taipei]]<br /><s>M</s>600<small">K</small>
|Color_104 = |Space_104 = Income Tax<br />pay <s>M</s>2<small">M</small>
|Color_105 = |Space_105 = ''Monopoly'' Rail<br /><s>M</s>2<small">M</small>
|Color_106 = SkyBlue |Space_106 = [[Tokyo]]<br /><s>M</s>1<small">M</small>
|Color_107 = |Space_107 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = [[Barcelona]]<br /><s>M</s>1<small">M</small>
|Color_109 = SkyBlue |Space_109 = [[Athens]]<br /><s>M</s>1.2<small">M</small>
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = [[Istanbul]]<br /><s>M</s>1.4<small">M</small>
|Color_205 = |Space_205 = [[Solar Energy]]<br /><s>M</s>1.5<small">M</small>
|Color_206 = DarkOrchid |Space_206 = [[Kiev|Kyiv]]<br /><s>M</s>1.4<small">M</small>
|Color_207 = DarkOrchid |Space_207 = [[Toronto]]<br /><s>M</s>1.6<small">M</small>
|Color_208 = |Space_208 = ''Monopoly'' Air<br /><s>M</s>2<small">M</small>
|Color_209 = Orange |Space_209 = [[Rome]]<br /><s>M</s>1.8<small">M</small>
|Color_210 = |Space_210 = Community Chest
|Color_211 = Orange |Space_211 = [[Shanghai]]<br /><s>M</s>1.8<small">M</small>
|Color_212 = Orange |Space_212 = [[Vancouver]]<br /><s>M</s>2<small">M</small>
|Color_301 = Red |Space_301 = [[Sydney]]<br /><s>M</s>2.2<small">M</small>
|Color_302 = |Space_302 = Chance<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = [[New York]]<br /><s>M</s>2.2<small">M</small>
|Color_304 = Red |Space_304 = [[London]]<br /><s>M</s>2.4<small">M</small>
|Color_305 = |Space_305 = ''Monopoly'' Cruise<br /><s>M</s>2<small">M</small>
|Color_306 = Yellow |Space_306 = [[Beijing]]<br /><s>M</s>2.6<small">M</small>
|Color_307 = Yellow |Space_307 = [[Hong Kong]]<br /><s>M</s>2.6<small">M</small>
|Color_308 = |Space_308 = [[Wind power|Wind Energy]]<br /><s>M</s>1.5<small">M</small>
|Color_309 = Yellow |Space_309 = [[Jerusalem]]<br /><s>M</s>2.8<small">M</small>
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = [[Paris]]<br /><s>M</s>3<small">M</small>
|Color_402 = Green |Space_402 = [[Belgrade]]<br /><s>M</s>3<small">M</small>
|Color_403 = |Space_403 = Community Chest
|Color_404 = Green |Space_404 = [[Cape Town]]<br /><s>M</s>3.2<small">M</small>
|Color_405 = |Space_405 = ''Monopoly'' Space<br /><s>M</s>2<small">M</small>
|Color_406 = |Space_406 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = [[Riga]]<br /><s>M</s>3.5<small">M</small>
|Color_408 = |Space_408 = Super Tax<br />pay <s>M</s>1<small">M</small>
|Color_409 = Blue |Space_409 = [[Montreal]]<br /><s>M</s>4<small">M</small>
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
==World Championship==
Hasbro conducts a worldwide ''Monopoly'' tournament. The first ''Monopoly'' World Championships took place in Grossinger's Resort in New York, in November 1973. The current world champion is Bjørn Halvard Knappskog who won the title in Las Vegas, Nevada on 22 October 2009. 42 players competed for the title of Monopoly World Champion and a cash prize of $20,580 USD.<ref>http://www.news.com.au/story/0,27574,26249271-23109,00.html</ref><ref>http://www.worldofmonopoly.com/</ref>
===U.S. National Championship===
Although in the past, U.S. entrants had to successfully compete in regional competitions before the national championship, qualifying for the National Championship has been online since 2003. For the 2003 Championship, qualification was limited to the first fifty people who correctly completed an online quiz. Out of concerns that such methods of qualifying might not always ensure a competition of the best players, the 2009 Championship qualifying was expanded to include an online multiple-choice quiz (a score of 80% or better was required to advance); followed by an online five-question essay test; followed by a two-game online tournament at Pogo.com. The process was to have produced a field of 23 plus one: Matt McNally, the 2003 national champion, who received a bye and was not required to qualify. However, at the end of the online tournament, there was an eleven-way tie for the last six spots. The decision was made to invite all of those who had tied for said spots. In fact, two of those who had tied and would have otherwise been eliminated, Dale Crabtree of Indianapolis, Indiana, and Brandon Baker, of Tuscaloosa, Alabama, played in the final game and finished third and fourth respectively.
The 2009 Monopoly U.S. National Championship was held on April 14-15 in Washington, D.C. In his first tournament ever, Richard Marinaccio, an attorney from Sloan, New York (a suburb of Buffalo), prevailed over a field that included four previous champions to be crowned the 2009 U.S. National Champion. In addition to the title, Mr. Marinaccio took home $20,580 — the amount of money in the bank of the board game — and competed in the 2009 World Championship in Las Vegas, Nevada on October 21-22.
In addition, a version of the ''Monopoly'' game called ''Monopoly Family Game Night: The Championship Edition'', will be released in Fall 2009 to coincide with the 2009 Monopoly World Championships.
==Equipment==
[[Image:US Deluxe Monopoly Tokens.jpg|thumb|220px|left|All twelve tokens from the U.S. ''Deluxe Edition Monopoly''.]]
Each player is represented by a small metal token that is moved around the edge of the board according to the roll of two [[dice]]. The twelve playing pieces currently used are pictured at left (from left to right): a [[wheelbarrow]] (1937b edition), a [[battleship]], a sack of money (1999–2007 editions), a [[cavalry|horse and rider]], a [[automobile|car]] (racecar), a [[train]] (Deluxe Edition only), a [[thimble]], a [[howitzer]] (sometimes called a cannon), an old style [[shoe]] (sometimes called a boot), a [[Scottish Terrier|Scottie dog]], an [[ironing|iron]], and a [[top hat]].
Many of the tokens came from companies such as Dowst Miniature Toy Company, which made metal charms and tokens designed to be used on charm bracelets. The battleship and cannon were also used briefly in the Parker Brothers war game ''[[Conflict (board game)|Conflict]]'' (released in 1940), but after the game failed on the market, the premade pieces were recycled into ''Monopoly'' usage.<ref>''Passing Go: Early Monopoly 1933–1937'' by "Clarence B. Darwin" (pseudonym for David Sadowski). First edition, revised, pages 207-208. Folkopoly Press, River Forest, IL.</ref> Hasbro recently adopted the battleship and cannon for ''[[Diplomacy (game)|Diplomacy]]''.
Early localized editions of the standard edition (including some Canadian editions, which used the U.S. board layout) did not include pewter tokens but instead had generic wooden pawns identical to those in ''[[Sorry! (game)|Sorry!]]''.<ref>Ibid. Page 206</ref> [[Parker Brothers]] also acquired ''Sorry!'' in the 1930s.
{{clear}}
Other items included in the standard edition are:
[[Image:Monopoly spinner.jpg|right|thumb|During [[World War II]], the dice in [[United Kingdom|the United Kingdom]] were replaced with a spinner because of a lack of materials.]]
* A pair of six-sided [[dice]]. (NOTE: Since 2007, a third "Speed Die" has been added—see ADD-ONS below.)
* A [[deed|Title Deed]] for each property. A Title Deed is given to a player to signify ownership, and specifies purchase price, [[mortgage]] value, the cost of building [[house]]s and [[hotel]]s on that property, and the various [[renting|rent]] prices depending on how developed the property is. Properties include:
** 22 streets, divided into 8 color groups of two or three streets. A player must own all of a color group (have a monopoly) in order to build houses or hotels. If a player wants to mortgage one property of a color-group, not only must any houses or hotels be removed from that property, but from the others in the color-group as well.
** 4 [[rail transport|railway]]s. Players collect $25 rent if they own one station, $50 if they own two, $100 if they own three and $200 if they own all four. These are usually replaced by railway stations in non-U.S. editions of Monopoly.
** 2 [[public utility|utilities]]. Rent is four times dice value if player owns one utility, but 10 times dice value if player owns both. Hotels and houses cannot be built on utilities or stations.
* A supply of paper money. The supply of money is theoretically unlimited; if the bank runs out of money the players must make do with other markers, or calculate on paper. Additional paper money can be bought at certain locations, notably game and hobby stores, or downloaded from various websites and printed and cut by hand (one such site has created a $1,000 bill for the game; it is not one of the standard denominations). In the original U.S. standard editions, the supply generally starts with $15,140. The winner of the quadrennial ''Monopoly'' World Championship receives the same amount in [[United States dollar]]s.<ref>[http://www.hasbro.com/monopoly/pl/page.tokyo/dn/default.cfm Details of the 2004 Monopoly World Championship, held in Tokyo.]{{dead link|date=June 2009}}</ref> [NOTE: This base money amount has changed—see below.]
:The term "Monopoly money" has been used to refer to currencies which cannot be used to purchase goods and services on the free market, such as exchange certificates printed by the [[Burma|Burmese]] government which must be used by foreign aid organizations.<ref>Parry, Richard Lowe and Andrew Crowe. "Fifth of Burmese aid cash lost to exchange rate trick." The Times 25 July 2008, accessed at http://www.timesonline.co.uk/tol/news/world/asia/article4393554.ece on 25 July 2008</ref> The term can also refer to currencies in which each paper denomination is a different colour; [["Weird Al" Yankovic]]'s song "[[Canadian Idiot]]" uses it in this sense.
* 32 wooden or plastic houses and 12 wooden or plastic hotels (the original and the current ''Deluxe Edition'' have wooden houses and hotels; the current "base set" uses plastic buildings). Unlike money, houses and hotels have a finite supply. If no more are available, no substitute is allowed.
* A deck of 16 [[Chance and Community Chest cards|Chance cards]] and a deck of 16 [[Chance and Community Chest cards|Community Chest cards]]. Players draw these cards when they land on the corresponding squares of the track, and follow the instructions printed on them.
Hasbro also sells a ''Deluxe Edition'', which is mostly identical to the classic edition but has wooden houses and hotels and gold-toned tokens, including one token in addition to the standard eleven, a [[rail transport|railroad]] [[locomotive]]. Other additions to the ''Deluxe Edition'' include a card carousel, which holds the title deed cards, and money printed with two colors of ink.
In 1978, retailer [[Neiman Marcus]] manufactured and sold an all-Chocolate edition of ''Monopoly'' through its [[Neiman_Marcus#Fantasy_gifts|"Christmas Wish Book"]] for that year. The entire set was edible, including the money, dice, hotels, properties, tokens and playing board. The set retailed for $600.<ref>{{cite book | author=[[Philip Orbanes|Orbanes, Philip]] | title=The Monopoly Companion | edition=First edition | publisher=Bob Adams, Inc. | year=1988 | page=20 | isbn=1-55850-950-X}}</ref>
In 2000, the [[FAO Schwarz]] store in New York City sold a custom version called ''One-Of-A-Kind Monopoly'' for $100,000.<ref>[http://www.findarticles.com/p/articles/mi_m0EIN/is_2000_Sept_19/ai_65295755/pg_3 Archived article] from ''Business Wire'', stored at Findarticles.com. Retrieved 1 January 2006.</ref> This special edition comes in a locking [[briefcase|attaché case]] made with Napolino leather and lined in suede, and features include:
*18-[[carat (purity)|carat]] (75%) [[gold]] tokens, houses, and hotels
*[[Rosewood]] board
*street names written in [[metal leaf#gold leaf|gold leaf]]
*emeralds around the Chance icon
*sapphires around the Community Chest
*rubies in the brake lights of the car on the Free Parking Space
*the money is real, negotiable United States currency
The Guinness Book of World Records states that a set worth $2,000,000 and made of 23-carat gold, with rubies and sapphires atop the chimneys of the houses and hotels, is the most expensive ''Monopoly'' set ever produced.<ref>[http://www.guinnessworldrecords.com/content_pages/record.asp?recordid=43436 Most Expensive ''Monopoly'' Set world record.]{{dead link|date=June 2009}}</ref>
The distribution of cash in the U.S. version has changed with the newer release versions. Older versions had a total of '''$15,140''' in the following amounts/colors:
*20 $500 Bills (orange)
*20 $100 Bills (beige)
*30 $50 Bills (blue)
*50 $20 Bills (green)
*40 $10 Bills (yellow)
*40 $5 Bills (pink)
*40 $1 Bills (white)
The newer (September 2008) editions have a total of '''$20,580''', with 30 of each bill denomination. In addition, the colors of some of the bills have been changed; $10's are now blue instead of yellow, $20's are a brighter color green than before, and $50's are now purple instead of blue.
Each player begins the game with his or her token on the Go square, and $1,500 (or 1,500 of a localized currency) in play money. Prior to September 2008, the money was divided as follows in the U.S. standard rules:
* Two each of:
**$500 bills
**$100 bills
**$50 bills
*Six $20 bills
*Five each of:
**$10 bills
**$5 bills
**$1 bills
Since then, the US version has taken on the British version's initial cash distributions of:
* Two x $/£500
* Four x $/£100
* One x $/£50
* One x $/£20
* Two x $/£10
* One x $/£5
* Five x $/£1
Pre-Euro German editions of the game started with 30,000 "Spielmark" in eight denominations (abbreviated as "M."), and later used seven denominations of the "Deutsche Mark" ("DM."). In the classic Italian game, each player receives ₤350,000 ($3500) in a two-player game, but ₤50,000 ($500) less for each player more than two. Only in a six-player game does a player receive the equivalent of $1,500. The classic Italian games were played with only four denominations of currency. Both Spanish editions (the Barcelona and Madrid editions) started the game with 150,000 in play money, with a breakdown identical to that of the American version.
All property deeds, houses, and hotels are held by the bank until bought by the players.
==Rules==
{{Wikibooks|Monopoly|Official Rules}}
Players take turns in order, with the initial player determined by chance before the game. A typical turn begins with the rolling of the dice and advancing clockwise around the board the corresponding number of squares. Landing on Chance or Community Chest, a player draws the top card from the respective pile. If the player lands on an unowned property, whether street, railroad, or utility, he can buy the property for its listed purchase price. If he declines this purchase, the property is auctioned off by the bank to the highest bidder. If the property landed on is already owned and unmortgaged, he must pay the owner a given rent, the price dependent on whether the property is part of a monopoly or its level of development. If a player rolls doubles, he rolls again after completing his turn. If the player rolls one dice outside the game board, the players turn must be repeated. Three sets of doubles in a row, however, land the player in jail. During a turn, players may also choose to develop or mortgage properties. Development involves the construction, for given amounts of money paid to the bank, of houses or hotels. To build a house or a hotel, the player must own all properties in a color group. Development must be uniform across a monopoly, such that a second house cannot be built on one property in a monopoly until the others have one house. No merges between players are allowed. All developments on a monopoly must be sold before any property of that color can be mortgaged or traded. The player receives money from the bank for each mortgaged property, which must be repaid with interest to unmortgage. Houses are returned to the bank for half their purchase price.
===House Rules===
Parker Brothers' official instructions have long encouraged the use of House Rules, specific additions to or subtractions from the official rule sets. Many casual ''Monopoly'' players are surprised to discover that some of the rules that they are used to are 'not'' part of the official rules. Many of these house rules tend to make the game longer by randomly giving players more money. Some common house rules are listed below:
* Free Parking jackpot, which usually consists of an initial stake (typically $500, or $5 million in the Here and Now Edition) plus collections of fines and taxes otherwise paid to the bank. A player who lands on Free Parking wins the jackpot, which may then be reset with the initial stake (if any). The jackpot is usually put in the center of the board. Since the jackpot forms an additional income for players in this set of house rules, games can take a much longer time than under normal rules.<ref name="Companion2">{{cite book | author=[[Philip Orbanes|Orbanes, Philip]] | title=The Monopoly Companion: The Players Guide | edition=Second edition | publisher=Adams Media Corporation | year=1999 | isbn=1-58062-175-9 | pages=140–142}}</ref>
* No bank-auctioning of unowned property that a player declines to purchase when landing on it; the property then remains open until the next time any player lands on it.
* A bonus for landing directly on Go by dice roll (commonly an additional $200 or $500). This may or may not include cards that send the player to Go.<ref name="Companion2"/>
* Delayed Start: Players must pass Go (or circle the board at least once, or rarely twice) before they can buy property.<ref name="Companion2"/>
* Only allowing houses (or hotels) to be built when the owner lands on the group
* A bonus for rolling [[snake eyes]] (a pair of ones), often $500, $100, or one of each bill.<ref>{{cite web
| url = http://www.bellaonline.com/articles/art28123.asp
| title = "Monopoly House Rules and Variations"
| accessdate = 2006-10-03
| last = Romer
| first = Megan
| year = 2006
| language = [[English language|English]]
}}</ref>
* In trades, players may offer "rent immunity" from their own properties (someone does not have to pay rent for landing on that property) as part of a deal (this can be good for a certain number of landings or the entire game).<ref name="Companion2"/>
* In the Monopoly City game, if someone lands on the chance space and draws the STEAL card that allows you to steal a district from another player, the STEAL card may be played right away or kept to be played later in the game. This should be decided before the game starts. You may also decide to attach a fee to this card if kept and played at a later time. i.e. $10,000,000 plus current rent value of stolen district is due when card is played at a later time.
House rules, while unofficial, are not wholly unrecognized by Parker Brothers. George S. Parker himself created two variants, to shorten the length of game play.{{Clarify me|date=February 2009}} Video game and computer game versions of ''Monopoly'' have options where popular house rules can be used. House rules that have the effect of randomly introducing more money into the game have a side-effect of increasing the time it takes for players to become bankrupt, lengthening the game considerably, as well as decreasing the effects of strategy and prudent investment. House rules which increase the amount of money in the game may change the strategies of the players, such as changing the relative value of different properties- the more money in the game, the more one may wish to invest in the higher value properties.
==Strategy==
{{Wikibooks|Monopoly|Strategy}}
''Monopoly'' involves a portion of luck, with the roll of the dice determining whether a player gets to own key properties or lands on squares with high rents. Even the initial misfortune of going last is a significant disadvantage because one is more likely to land on property which has already been bought and therefore be forced to pay rent instead of having an opportunity to buy unowned property. There are, however, many strategic decisions which allow skilled players to win more often than the unskilled. Hasbro also offers a helpful strategy guide and different insights on their site. According to the laws of [[probability]], seven is the most probable roll of two dice, with a probability of 1 in 6, whereas 2 and 12 are the least probable rolls, each with a probability of one in 36. For this reason, Park Place (Park Lane) is one of the least landed-on squares, as the square seven places behind it is Go to Jail.
In consequence, some properties are landed upon more than others and the owners of those properties get more income from rent. The board layout factors include the following:
* '''Jail''': Since players are frequently directed to "Go To Jail", they will move through the magenta, orange, and red property groups immediately after leaving Jail. The two properties with the highest probability of being landed upon after leaving jail are the two cheaper orange properties (St. James Place and Tennessee Avenue in North America and Bow Street and Marlborough Street in the UK). This makes the orange property set highly lucrative.
* '''Go to…''': One square — Go To Jail — plus a number of Chance and Community Chest cards will cause the player to advance a distance around the board. Thus, the squares immediately following ''Go To Jail'' and the take-a-card squares have a reduced probability of being landed upon. The least-landed upon property in this situation is Park Place (Park Lane).
* '''Go to (property)''': Several properties are blessed with Chance cards which draw players to them. St. Charles Place (Pall Mall), Illinois Avenue (Trafalgar Square), Boardwalk (Mayfair), all of the railroads except Short Line (Liverpool Street Station), and both of the utilities benefit from this feature. Reading Railroad (King's Cross Station) has the fortune of having both a "go to" dedicated card plus the card advancing to the nearest railroad.
* '''Advance to Go''': A player may be directed to the ''Go'' square by a Chance or a Community Chest card, thus lowering the probability of being landed-upon of every square in-between. The properties most affected by this are the yellow, green, and blue sets. It also marginally raises the probability for each square in the wake of ''Go'', including the purple and orange sets which will be reached two or three rolls after being on ''Go''.
* '''Go Back Three Spaces''': This directive comes from a Chance card. A quick look at the board shows that there are three Chance squares and hence three other squares which are 3 spaces behind (one being a Community Chest space, another being Income Tax, and the third being the leading orange property). The leading orange property, New York Avenue (Vine Street), gains the most benefit from this card since the Chance square nestled amongst the red properties is itself the most landed-upon Chance square.
According to [[Jim Slater]] in [[The Mayfair Set]], there is an overwhelming case for having the orange sites, because you land on them more often, the reason for that being the cards in Chance like ''Go to Jail'', ''Advance to St. Charles Place (Pall Mall)'', ''Advance to Reading Railroad (King's Cross Station)'' and ''Go Back Three Spaces''.<ref>[http://video.google.com/videoplay?docid=-3430687402656753140&q=The+Mayfair+Set+duration%3Along&total=5&start=0&num=30&so=0&type=search&plindex=1 Google Video] The Mayfair Set - Episode Two (Adam Curtis, BBC), 44:30-45:55</ref>
In all, during game play, Illinois Avenue (Trafalgar Square), New York Avenue (Vine Street), B&O Railroad (Fenchurch Street Station), and Reading Railroad (King's Cross Station) are the most frequently landed-upon properties. Mediterranean Avenue (Old Kent Road) and Baltic Avenue (Whitechapel Road) are the least-landed-upon properties.<ref>{{cite web| author=Truman Collins| first=Truman| last=Collins| url=http://www.tkcs-collins.com/truman/monopoly/monopoly.shtml| title=Monopoly Square Probabilities| year=1997| accessdate=2006-05-28}}; the page includes detailed analyses of expected income from each property and discussion of the strategic implications. </ref>
===Limited number of houses and hotels===
In order to put a cap on total development of property sets in the game, there are only 12 hotels and 32 houses. This limitation is in place to ensure that property sets cannot be developed unless there are houses or hotels available to purchase from the bank. This cap allows a certain amount of dominance to be developed by some players, because if every set of property were fully developed there would be enough rent collected between different players to allow the game to drag on for an extended period. This limitation on numbers of houses and hotels leads to an advantage for one player. Simply building each lot out to a maximum of 4 houses and then refusing to upgrade to hotels ensures that nearly the maximum amount of rent is collected for each property, and the monopolization of the houses from the game prevents opponents from developing their property. It is conceivable that a single player could end up owning all 32 houses near the end of the game, and the refusal to upgrade to hotels makes these houses unavailable for opponents to purchase for any property they may own.
Much of the skill comes from knowing how to make the best use of a player's resources and above all knowing how to strike a good bargain. ''Monopoly'' is a social game where players often interact and must deal with each other in ways similar to real world real estate bargaining. Note that the best deal is not always for the most expensive property; it is often situational, dependent on money resources available to each player and even where players happen to be situated on the board. When looking to deal, a player should attempt to bargain with another player who not only possesses properties he or she needs but also properties the other player needs. In fact, offering relatively fair deals to other players can end up helping the player making the offer by giving him or her a reputation as an honest trader, which can make players less wary of dealings in the future. What is more, most people play ''Monopoly'' with the same group repeatedly. For this reason, such a reputation can have effects far beyond the game being played.
===The end game===
One common criticism of ''Monopoly'' is that it has carefully defined yet almost unreachable termination conditions. Edward P. Parker, a former president of [[Parker Brothers]], is quoted as saying, "We always felt that forty-five minutes was about the right length for a game, but ''Monopoly'' could go on for hours. Also, a game was supposed to have a definite end somewhere. In ''Monopoly'' you kept going around and around."<ref>{{cite book|author=[[Gyles Brandreth|Brandreth, Gyles]]|title=The Monopoly Omnibus|edition=First hardcover edition|year=1985|publisher=Willow Books|isbn=0-00-218166-5|page=19}}</ref> However, the problem of time can be resolved by playing with a time limit and counting each player's net worth when the time is up. In fact, tournament play calls for a 90-minute time limit.<ref>[http://www.hasbro.com/games/kid-games/monopoly/content/News/PDF/tournament_guide.pdf US Tournament Guide], PDF file.</ref> Two hour time limits are used for international play.<ref>[http://www.hasbro.com/monopoly/2003tourneyrules.pdf Tournament rules for Canada], from 2003. PDF file.</ref> The [[List of licensed Monopoly game boards#L|Lord of the Rings]] edition gives players the option of creating a random time limit using the included [[One Ring]] token and specialized dice. The [[List of licensed Monopoly game boards#S|SpongeBob SquarePants]] game board includes a Plankton piece that moves every time someone rolls a 1 with the dice (if a player rolls two 1s, the Plankton piece moves two spaces,) and the game is over when it reaches the end of the board.
Played strictly to the rules, many games will be effectively decided when one player succeeds in bankrupting another because the bankrupt player gives all his property to the one to whom he could not pay his debt. A player who thus gains a fistful of properties will virtually control the game from that point onwards since other players will be constantly at risk. On the other hand, if a player is bankrupted by being unable to meet his debt ''to the bank'' (e.g., a fine or tax or other debt that is not rent), then his property is auctioned off; this can open up new possibilities in a game which was evenly set or in which a lot of property sets were divided among the players.
The ''Monopoly Mega Edition'' is geared towards faster play by incorporating more squares and enabling players to build without the full color-group.
Hasbro states that the longest game of ''Monopoly'' ever played lasted 1,680 hours (70 days or 10 weeks or 2 1/3 months).<ref>[http://www.hasbro.com/games/kid-games/monopoly/default.cfm?page=Entertainment/funfacts"Fun Facts" page at Monopoly.com.]</ref>
== Add-ons ==
Numerous add-ons have been made for ''Monopoly'', both before its commercialization and after. Three such official add-ons are discussed below.
===Stock Exchange===
The ''Stock Exchange'' add-on was originally published by Parker Brothers in 1936 <ref>[[wikibooks:Monopoly/Stock Exchange|wikibook link to Stock Exchange]]</ref>. The Free Parking square is covered over by a new Stock Exchange space and the add-on included three Chance and three Community Chest cards directing the player to "Advance to Stock Exchange".
The add-on also included thirty stock certificates, five for each of the six different stocks, differing only in the purchase price (or Par Value), ranging from $100 to $150. Shares, like properties, are tradeable material, and could also be mortgaged for half their purchase price. Shareholders could increase the value of their shares by buying up more of the same company's shares.
When a player moves onto Free Parking/Stock Exchange, stock dividends are paid out to all players on their non-mortgaged shares. The amount to be paid out to each player is determined based on the number and kind of shares owned. Specifically, a player receives dividends from each stock based on the following formula:
: (par value of share / 10) × (number of shares owned)<sup>2</sup>
'''''Example:''' Owning one share of "Motion Pictures" (par value $100) pays dividends of $10. Owning two shares pays $40 ($10 x 2 x 2), owning three pays $90 ($10 x 3 x 3) and owning four pays $160 ($10 x 4 x 4). A player owning all five receives $250 ($10 x 5 x 5).''
The player who lands on Free Parking/Stock Exchange can also choose to buy a share if any remain. Should the player decline, the share is auctioned to the highest bidder by the Bank.<ref>{{cite web| url=http://www.hasbro.com/common/instruct/StockExchangegame.pdf |format=PDF|title=Stock Exchange rules (1936) |publisher=Hasbro| accessdate=2008-11-12}}</ref>
The ''Stock Exchange'' add-on serves to inject more money into the game, in a similar manner to railroad properties, as well as changing the relative values of properties. In particular, the Red and Yellow properties are more valuable due to the increased chance of landing on Free Parking.
The ''Stock Exchange'' add-on was later redesigned and rereleased in 1992 under license by Chessex, this time including a larger number of new Chance and Community Chest cards.<ref>[http://www.boardgamegeek.com/game/9466 BoardGameGeek.com page] for the original ''Monopoly Stock Exchange'' add-on. Retrieved 1 January 2006.</ref> This version included ten new Chance cards (five "Advance to Stock Exchange" and five other related cards) and eleven new Community Chest cards (five "Advance to Stock Exchange" and six other related cards; the regular Community Chest card "From sale of stock you get $45" is removed from play when using these cards). Many of the original rules applied to this new version (in fact, one optional play choice allows for playing in the original form by only adding the "Advance to Stock Exchange" cards to each deck).
A ''Monopoly Stock Exchange Edition'' was released in 2001 (although not in the US), this time adding an electronic calculator-like device to keep track of the complex stock figures. This was a full edition, not just an add-on, that came with its own board, money and playing pieces. Properties on the board were replaced by companies on which shares could be floated, and offices and home offices (instead of houses and hotels) could be built.<ref>[http://www.boardgamegeek.com/game/3065 BoardGameGeek.com page] for the ''Monopoly Stock Exchange'' edition that came with a specialized calculator. Retrieved 1 January 2006.</ref>
===Playmaster===
''Playmaster'', another official add-on, released in 1982, was an electronic device that kept track of all player movement and dice rolls as well as what properties are still available. It then uses this information to call random auctions and mortgages that will be advantageous for some players and a punishment for others, making it easier to free up cards of a color group. It also plays eight short tunes when key game functions occur; for example when a player lands on a railroad it will play ''[[I've Been Working on the Railroad]]''.<ref>[http://www.boardgamegeek.com/game/5638 BoardGameGeek.com page] for the ''Monopoly'' Playmaster electronic accessory. Retrieved 1 January 2006.</ref>
=== Speed Die ===
In 2007, Parker Brothers began releasing its standard version of ''Monopoly'' with a new addition to gameplay—the '''Speed Die'''.<ref>[http://www.hasbro.com/common/instruct/00009.pdf Speed die instruction manual from Hasbro]</ref> First included in Winning Moves' ''[[Monopoly: The Mega Edition]]'' variant, this third die alters gameplay by allowing players to increase their move up to 3 spaces (rolling one of the 3 numbered sides); move immediately to the next unowned property OR to the next property on which they would owe money (rolling one of 2 "Mr. Monopoly" sides); "Get Off The Bus Early" (rolling the "Bus" side), allowing the player the option to use the total of just one die to move (i.e. A roll of 1-5-BUS would let the player choose from moving 1, 5 or 6 spaces); or even move directly to any space on the board (rolling a triple—all three dice showing the same 1, 2, or 3). Usage of the die in the regular game differs slightly from use in the ''Mega Edition'' (i.e. Players use the Speed Die from the beginning in ''Mega''; players can only use the Speed Die in the regular game AFTER their first time going past GO).<ref>{{cite web|url=http://www.hasbro.com/objects/products/print.cfm?product_id=19668 |title=entry for the new Speed Die Variant Edition |publisher=Hasbro.com |date= |accessdate=2009-06-10}}</ref>
==Spinoffs==
===Other games===
Besides the many variants of the actual game (and the [[Monopoly Junior]] spin-off) released in either video game or computer game formats (e.g. [[Microsoft Windows|Windows]]-based [[Personal computer|PC]], [[Macintosh]], [[Game Boy]], [[Super Nintendo]], [[Game Boy Advance]], [[Satellaview]], [[Sega Mega Drive|Sega Genesis]], [[Commodore 64]], etc.), two spin-off computer games have been created.<ref name=WEB-AR1>{{cite web
| title =Monopoly for GEN
| publisher = GameSpot
|year=2006
| url =http://www.gamespot.com/genesis/puzzle/monopoly/index.html
| accessdate = 2006-12-23 }}</ref>
''[[Monopoly Tycoon]]'' is a PC game in the ''Tycoon'' series that makes strategy and speed into determining factors for winning the game, eliminating completely the element of luck inherent in the dice rolls of the original. The game uses the U.S. standard Atlantic City properties as its basis, but the game play is unique to this version. The game also allows for solo and multiplayer online games.
''Monopoly Casino'' is also a PC game, simulating a casino full of ''Monopoly''-based adaptations of various casino games (most notably, [[slot machine]]s). This program was released in both standard and "Vegas" editions, each featuring unique games.
In September [[2001]], [[Stern (gaming company)|Stern Pinball]] released a [[Monopoly (pinball)|Monopoly]] [[pinball]] machine.
On April 23, 2008, [[Electronic Arts]] announced that they would be releasing in Q3 2008 a new version of ''Monopoly'' for the [[Xbox 360]], [[PlayStation 3]], and [[Wii]] video game consoles. In September 2008, Electronic Arts' [[Pogo.com|Pogo]] division released an online version of ''Monopoly Here and Now: The World Edition''.
In June 2008, Electronic Arts and iTunes released a ''Monopoly'' game for [[iPod]] (fifth generation), [[IPod Nano#Third generation|iPod Nano (third generation)]], and [[iPod Classic]].
On December 5, 2008, Electronic Arts released a version of ''Monopoly Here and Now'' into the iTunes App Store for play on [[iPhone]] and [[iPod touch]].
Parker Brothers and its licensees have also sold several games which are spinoffs of ''Monopoly''. These are not add-ons, as they do not function as an addition to the ''Monopoly'' game, but are simply additional games in the flavor of ''Monopoly''.
* ''[[Monopoly Junior]]'' board game: A simplified version of the original game for young children.
* ''[[Advance to Boardwalk]]'' board game: Focusing mainly on building the most hotels along the Boardwalk.
* ''[[Express Monopoly]]'' card game: Released by Hasbro/Parker Brothers and Waddingtons in the UK in the 1990s, now out of print. Basically a rummy-style card game based on scoring points by completing color group sections of the game board.
* ''[[Monopoly: The Card Game]]'': an updated card game released by [[Winning Moves|Winning Moves Games]] under license from Hasbro. Similar, but decidedly more complex, gameplay to the ''Express Monopoly'' card game.
* ''[[Free Parking]]'' card game: A more complex card game released by Parker Brothers, with several similarities to the card game ''[[Mille Bornes]]''. Uses cards to either add time to parking meters, or spend the time doing activities to earn points. Includes a deck of Second Chance cards that further alter gameplay. Two editions were made; minor differences in card art and Second Chance cards in each edition.
* ''[[Monopoly Deal]]'': The most recent card game version of ''Monopoly''. Players attempt to complete three property groups by playing property, cash & event cards.<ref>[http://www.boardgamegeek.com/boardgame/40398 BoardGameGeek.com page] on ''Monopoly Deal''</ref>
* ''[[Don't Go to Jail]]'': Dice Game originally released by Parker Brothers; roll combinations of dice to create color groups for points before rolling the words "GO" "TO" and "JAIL" (which forfeits all earned points for the turn).
* ''[[Don't Go to Jail|Monopoly Express]]'': A deluxe, travel edition re-release of ''Don't Go To Jail'', replacing the word dice with "Officer Jones" dice and adding an eleventh die, Houses & Hotels, and a self-contained game container/dice roller & keeper.<ref>[http://hasbro.com/default.cfm?page=ps_results&product_id=20408 Hasbro.com entry on MONOPOLY EXPRESS]{{dead link|date=June 2009}}</ref>
* ''Monopoly Express Casino'': A gambling-themed version of the above game, that adds wagering to the gameplay.
* ''Here and Now Electronic Edition'': Eliminates the need for money, using credit cards instead.
* ''Here and Now: The World Edition'': Same as above, but based on the whole world (thus needing to use "Monopoly Dollars"), also available in a tin.
* ''[[Monopoly City]]'': Gameplay retains similar flavour but has been made significantly more complex in this version. The traditional properties are replaced by “districts” mapped to the previously underutilised real estate in the centre of the board. Once owned by a player a district may be developed with up to eight blocks of residential or industrial buildings. Possession of a complete colour suite is not required to build but the number of blocks that may be built during any turn is limited to 1, 2 or 3 by the outcome of a button press to a battery powered gadget (and by the amount of cash to hand). A skyscraper may be built when a full colour suite is owned, doubling the rent payable for all districts of that colour. Even better is the “Monopoly Tower”. The gadget may also allow the building of a station, now the only building that may occupy a district’s colour bar. Once two stations have been built a player landing in a district with a station may choose to end their move at another station. The gadget also times auctions of unowned property initiated by landing upon an auction square. Chance cards remain (and must be stacked off – board) but community chest squares have been replaced by four planning permission spaces. Each of these offers binary choice to build anywhere either a specified hazard (prison, sewerage plant, rubbish dump, power station) that makes an opponent’s residential blocks unrentable, or a bonus building (school, park, windfarm, watertower) that prevents placement of a hazard in that district.
* ''[[Monopoly City Streets]]'': An online version, using [[Google Maps]] and [[Open Street Map]].
===Game show version===
{{main|Monopoly (game show)}}
A short-lived ''Monopoly'' [[game show]] aired on Saturday evenings from June 16 to September 1, 1990 on [[American Broadcasting Company|ABC]]. The show was produced by [[Merv Griffin]] and hosted by [[Mike Reilly (television personality)|Mike Reilly]]. The show was paired with a summer-long ''[[Super Jeopardy!]]'' tournament which also aired during this period on ABC.
Three contestants competed by answering crossword puzzle-style clues to acquire properties and earn money in attempt to build monopolies. After the properties were acquired, players used the money earned to improve them with houses and hotels which would then further increase the value of questions when those properties were landed upon. The player with the most money at the end of the game won and played the bonus round for a chance to win $25,000 or $50,000.
===Gambling games===
In North America, a variety of [[slot machine]]s and [[lottery|lotteries]] have been produced with a ''Monopoly'' theme. In Europe, there were also ''Monopoly'' "fruit machines", some of which remain popular through [[emulator|emulation]]. The British quiz machine brand [[itbox]] also supports a ''Monopoly'' trivia and chance game, which, like most other itbox games, costs 50p ([[pound sterling|£]]0.50) to play and has a [[pound sterling|£]]20 jackpot, although this is very rarely won. There is also an online slot machine version of the game made by WMS which is a 19 reel traditional style casino game.
There was also a live, online version of ''Monopoly''. Six painted taxis drive around London picking up passengers. When the taxis reach their final destination, the region of London that they are in is displayed on the online board. This version takes far longer to play than board-game monopoly, with one game lasting 24 hours. Results and position are sent to players via e-mail at the conclusion of the game.<ref name="monopoly live">{{cite web|url=http://www.monopolylive.com/|title=Monopoly Live|accessdate=2006-05-25}}</ref>
London’s [[Gamesys]] Group have also developed an exclusive online version of ''Monopoly'' called Monopoly Snap where members of Jackpotjoy, the company’s flagship site, can play a game based on the franchise for real cash. During the game, players are dealt hands of 5 ''Monopoly'' trading cards. If they turn over a set of cards, they win a cash prize. The dealer then reads out the properties one by one, with players hoping to match their hands with the dealer’s calls. When a player has matched their five cards they win a jackpot. If they match it in the minimum 5 calls they open the community chest jackpot which is shared with everyone playing. After the game the dealer will call out the name of one of the game tokens, and everyone who holds that token will win again. It’s notable as a gambling game with a high chance of experiencing a win of some kind.
=== Commercial promotions===
{{main|McDonald's Monopoly}}
The ''McDonald's Monopoly'' game is a sweepstakes advertising promotion of [[McDonald's]] and [[Hasbro]] that has been offered in the [[United States]], [[Canada]], [[Germany]], [[Austria]], [[Switzerland]], [[United Kingdom]], [[France]], [[Romania]], [[Australia]] and [[Singapore]]. The game mimics the game of Monopoly. Originally, customers received a set of two tokens with every purchase, but now tokens only come with certain menu items. Tokens correspond to a property space on the ''Monopoly'' board. When combined into color-matched properties, the tokens may be redeemed for money or prizes. There are also "instant win" tokens the recipient can redeem for McDonald's food, money, or other prizes.
===Films===
In November 2008, [[Ridley Scott]] was announced to direct [[Universal Pictures]]' film version of the game, based on a script written by Pamela Pettler. The film will be co-produced by Hasbro's [[Brian Goldner]], as part of a deal with Hasbro to develop movies based on the company's line of toys.<ref>[http://www.variety.com/article/VR1117995718.html?categoryid=13&cs=1 Ridley Scott to direct 'Monopoly'] By MARC GRASER, VARIETY, Nov. 12, 2008 (retrieved 9/27/2009)</ref><ref>[http://login.vnuemedia.com/hr/login/login_subscribe.jsp?id=ttAht6zfSB7pBW2lj8CqQ0MRevVWT3VJnPVFtRWrF0P32rS1CcJIZRaeUq5yJ2KjdWZ2JEX3aKnN%0AKqlq7lLHdaDM%2F69WKvmokQ3dudOQKj2Tl1f3iUQfKai1jy0Qft7ncqb06ogL0lAKb3wZqeykRx5P%0AljeOVDt6yBjBVnRH71TLs3ihDnFPg1MHlyNCNbnB 'Monopoly' has electric company] The Hollywood Reporter, Nov. 12, 2008 (retrieved 9/27/2009)</ref> The story is being developed by author [[Frank Beddor]].<ref>[http://www.comingsoon.net/news/movienews.php?id=60840 Bedder Reveals Monopoly Story Details]</ref>
== Variants ==
{{see also|Licensed and localized editions of Monopoly}}
Because ''Monopoly'' evolved in the [[public domain]] before its commercialization, ''Monopoly'' has seen many variant games. Most of these are exact copies of the ''Monopoly'' games with the street names replaced with locales from a particular town, university, or fictional place. National boards have been released as well. Over the years, many specialty ''Monopoly'' editions, licensed by Parker Brothers/Hasbro, and produced by them, or their licensees (including USAopoly and Winning Moves Games) have been sold to local and national markets worldwide. Two well known "families" of -opoly like games, without licenses from Parker Brothers/Hasbro, have also been produced.
Several published games are similar to ''Monopoly''. These include:
*''[[Saidina]]'', a ''[[Malaysia]]'' localized version.<ref>[http://www.spmgames.com.my/classic-saidina.html]SPM Games - a Malaysia games company that created the local variant version.</ref>
*''[[Totopoly]]'', created by Waddingtons in 1938, is based around horse racing.
*''Federal Reserve Monopoly'',{{Citation needed|date={{CURRENTMONTHNAME}} {{CURRENTYEAR}}}} created by Goldstein, Patrick, & Speeduh in 2009, mocks the money-as-debt monetary system and incorporates many of the [[financial instruments]] that caused the 2008 [[Wall Street]] crash, like "[[Credit Default Swap]]" and "Purchase Options."
*''[[Anti-Monopoly]]'', created by Ralph Anspach in 1974.
*''[[Blue Marble Game]]'', a Korean game based on monopoly created in 1982.
*''Chômageopoly'', "Unemployment Monopoly", a board game created by the [[LIP (clockwork company)|Lip factory]] in the 1970s
*''[[Dinosauropoly]]'', a version using prehistoric motifs and rules.
*''[[Easy Money (board game)|Easy Money]]'', published by [[Milton Bradley Company|Milton Bradley]], also in the 1930s.
*''[[The Farming Game]]'' is a board game in which the goal is to run a financially successful farm, and like ''Monopoly'' the heart of the game is economics. The game's website draws comparisons to ''Monopoly''.
*''[[Fast Food Franchise (board game)|Fast Food Franchise]]'' is a board game by TimJim games which shares ''Monopoly's'' core mechanic, but through careful design guarantees that it will actually end.
*''La gran Capital'', published by several Chilean factories, is a [[Chile]]an version of the game, with neighborhoods from [[Santiago, Chile|Santiago de Chile]]. The title means "the big capital", other versions are even named "Metropolis"
*''The Fascinating Game of Finance'', later shortened to ''[[Finance (game)|Finance]]'', first marketed in 1932 by Knapp Electric, and later by Parker Brothers.
*''Go For Broke'', the exact opposite of ''Monopoly'', has the players trying to spend all their money before anyone else. Bad bets at the casino, real estate, stock market, race track, and giving to the poor house lowers your account balance. This was a Milton Bradley game originally published in the mid-1960s.
*''[[Ghettopoly]]'', released in 2003, caused considerable offense upon its release. The game, intended to be a humorous rendering of ghetto life, was decried as racist for its unflinching use of racial stereotypes. [[Hasbro]] sought and received an injunction against ''Ghettopoly's'' designer.<ref>[http://www.usatoday.com/money/industries/retail/2003-10-23-ghettopoly_x.htm Story] on the October 2003 lawsuit filing, from USA Today</ref><ref>[http://www.rid.uscourts.gov/opinions/magistrate_judges/06072006_1-03cv0482t_mjm_hasbro_v_chang_rr.pdf Decision from] the United States District Court for the District of Rhode Island, dated 18 May 2006. PDF file.</ref>
*''Greekopoly'', a college-themed version using [[fraternities and sororities]] as properties.
*''Potopoly'', A marijuana-themed version, using a five-sided board, and bags instead of houses.
*''[[Itadaki Street]]'', a series of board games for [[video game console]]s from [[Enix]].
*''[[Poleconomy]]'', a board game designed in New Zealand incorporating real-world companies as well as political and economic strategy.
*''[[The Mad Magazine Game]]'', a ''[[Mad (magazine)|Mad Magazine]]'' themed board game in which the object of the game is for player to lose all their money, play is counter-clockwise, and the dice must be rolled with the left hand. Released by [[Parker Brothers]] in 1979.
*''[[Make Your Own-opoly]]'' is a game set sold by [[TDC Games]] of [[Itasca, Illinois]]. Using a Microsoft Windows-based PC, a person can print out his or her own property cards, labels to place on the board and the box, and game currency.<ref>[http://www.tdcgames.com/MYO.htm TDC Games'] homepage for ''Make Your Own-opoly''</ref>
*''[[Solarquest]]'', a popular space-age adaptation, was released by Golden in 1986.
*''Strictly Pittsburgh'', a variant based around the city of [[Pittsburgh]], [[Pennsylvania]]. In addition to properties being replaced with local Pittsburgh sites and businesses, it contained a somewhat different board layout and replaced houses and hotels with skyscrapers.
*''Dostihy a sázky'', a variant sold in [[Czechoslovakia]]. This game comes from the totalitarian communist era (1948–1989), when private businesses were forbidden and mortgages didn't exist, so the monopoly theme was changed to a horse racing theme.
*''Petropolis'', a copy of Monopoly based in buying into the oil industry, using oilfields. The game uses 'telex messages' instead of Chance cards and the playing board snakes round into the middle before continuing round the edge.
* Turista, a Mexican copy of ''Monopoly'' made by Montecarlo board game manufacturer. It is based in buying Mexican States. In each state it is possible to build gas stations and hotel to increase the rent amount.
*NFL Version - Where properties are NFL teams (order based on results of that season, with the Denver Broncos being the most expensive property) and the die are shaped like footballs.
* [[My Monopoly]]
*''[[World Trader]]'' is a online multiplayer Monopoly-like board game, developed and published by [[Cego ApS]] in 2008.
* Business, an Indian version of a Monopoly like game not associated with Hasbro. In this version the "properties" to be bought are cities of India.
* Kissopoly is a [[Kiss (band)|KISS]]-themed version of the game where players buy songs in the band's catalog as well as various merchandise in the place of properties. The game also uses gold and platinum records in the place of hotels and houses. Game play is no different than standard Monopoly.
*Matador - a danish variant where the board is shaped as circle and with some minor variations in the rules and design of the game.
== Criticisms ==
[[Wired magazine]] believes ''Monopoly'' is a poorly designed game. Former Wall Streeter Derk Solko explains, "Monopoly has you grinding your opponents into dust. It's a very negative experience. It's all about cackling when your opponent lands on your space and you get to take all their money." Most of the 3 to 4 hour average playing time is spent waiting for other players to play their turn. Board game enthusiasts disparagingly call this a "roll your dice, move your mice" format.<ref>{{cite web|last=Curry |first=Andrew |url=http://www.wired.com/gaming/gamingreviews/magazine/17-04/mf_settlers?currentPage=2 |title=Monopoly Killer: Perfect German Board Game Redefines Genre |publisher=Wired.com |date=2009-01-04 |accessdate=2009-06-10}}</ref>
==Notes==
{{reflist|2}}
==Bibliography==
*''Monopoly as a Markov Process'', by R. Ash and R. Bishop, ''[[Mathematics Magazine]]'', vol. 45 (1972) p. 26-29.
* {{cite book | author=[[Ralph Anspach|Anspach, Ralph]] | title=The Billion Dollar MONOPOLY Swindle | edition=Second Edition | publisher=Xlibris Corporation | year=2000 | isbn=0-7388-3139-5}}
* {{cite book | author=Brady, Maxine | title=The Monopoly Book: Strategy and Tactics of the World's Most Popular Game | edition=First hardcover edition | publisher=D. McKay Co. | year=1974 | isbn=0-679-20292-7}}
* {{cite book | author=Darzinskis, Kaz | title=Winning Monopoly: A Complete Guide to Property Accumulation, Cash-Flow Strategy, and Negotiating Techniques When Playing the Best-Selling Board Game | edition=First Edition | publisher=Harper & Row, New York | year=1987 | isbn=0-06-096127-9}}
* {{cite book | author=[[Tim Moore (writer)|Moore, Tim]] | title=Do Not Pass Go | publisher=Vintage Books | year=2004 | isbn= 0-09-943386-9}}
* {{cite book | author=[[Philip Orbanes|Orbanes, Philip E.]] | title=The Monopoly Companion: The Player's Guide | edition=Second Edition | publisher=Adams Media Corporation | year=1999 | isbn=1-58062-175-9}}
* {{cite book | author=Orbanes, Philip E. | title=The Game Makers: The Story of Parker Brothers | edition=First Edition | publisher=Harvard Business School Press | year=2004 | isbn=1-59139-269-1}}
*{{cite news | url = http://news.bbc.co.uk/2/hi/business/7007135.stm
| title = Monopoly launches UK-wide edition | accessdate = 2008-02-08
| date = 2007-09-24 | publisher = BBC}}
==External links==
{{commonscat|Monopoly (game)}}
* [http://www.hasbro.com/monopoly/en_US/ The official U.S. ''Monopoly'' web site]
* [http://www.hasbro.com/games/kid-games/monopoly/default.cfm?page=Entertainment/funfacts Hasbro's] Fun Facts page
* {{US patent|748626}} and {{US patent|1509312}} - Patents for the first and second version of ''The Landlord's Game''
* {{US patent|2026082}} Patent awarded to C.B. Darrow for ''Monopoly'' on December 31. 1935
* [http://tt.tf/gamehist/mon-index.html Early history of ''Monopoly'']
* [http://www.courierpostonline.com/ac150/ Atlantic City 150th Anniversary] series of articles from the newspaper Courier Post, which describe the streets of Atlantic City that appear on ''Monopoly''
* [http://www.pbs.org/opb/historydetectives/pdf/202_monopoly.pdf History of ''Monopoly'']
* [http://www.footnote.com/spotlight/1274/it-makes-sense-that1 Lizzie J. Magie's patented version of 'Monopoly' 1904 ]
* [http://www.tkcs-collins.com/truman/monopoly/monopoly.shtml Full list of probabilities in ''Monopoly'']
{{Monopoly}}
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[[Category:Game.com games]]
[[Category:Atlantic City, New Jersey]]
[[Category:Roll-and-move board games]]
[[Category:Economic simulation board games]]
[[Category:Hasbro products]]
[[Category:Monopoly (game)| ]]
[[Category:Multiplayer games]]
[[Category:American inventions]]
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{{otheruses|Monopoly (disambiguation)}}
{{Infobox Game
| title = Monopoly
| subtitle =
| image_link = [[Image:Monopoly Logo 123.png|230px]]
| image_caption = The ''Monopoly'' Logo
| designer = [[Elizabeth Magie|Elizabeth Magie]]<br>Louis & Fred Thun<ref>{{Cite web |url=http://www.adena.com/adena/mo/mo15.htm |title=http://www.adena.com/adena/mo/mo15.htm |author=Burton H. Wolfe |date=1976 |work=The San Francisco Bay Guardian |publisher= |accessdate=2009-10-28 }}</ref><br>[[Charles Darrow]]
| illustrator =
| publisher = [[Parker Brothers]]<br />[[Waddingtons]]
| players = 2–6
| setup_time = 5–15 minutes
| playing_time = Approximately 2–3 hours
| complexity = Medium
| strategy = Medium
| random_chance = High ([[Dice|dice rolling]], card drawing)
| skills = Negotiation, Resource management
| footnotes =
| bggid = 1406
| bggxrefs =
}}
'''''Monopoly''''' is a [[board game]] published by [[Parker Brothers]], a subsidiary of [[Hasbro]]. The [[game]] is named after the economic concept of [[monopoly]], the domination of a market by a single entity.
Monopoly is the most commercially-successful board game in [[United States]] history, with 485 million players worldwide.<ref>{{cite web | title = History of the Game ''Monopoly'' | url = http://boardgames.lovetoknow.com/History_of_the_Game_Monopoly | accessdate = 2008-10-12}}</ref>
According to Hasbro, since [[Charles Darrow]] [[patent]]ed the game in 1935, approximately 750 million people have played the game, making it "the most played <nowiki>(commercial)</nowiki> board game in the world."<ref>In the instruction booklet that comes with the 70th Anniversary (U.S.) Edition of ''Monopoly'', Hasbro cites a statistic that over 750 million people have played ''Monopoly''. Presumably even higher numbers have played traditional games, such as [[chess]] and [[Go (board game)|Go]].</ref> The 1999 [[Guinness World Records|''Guinness Book of Records'']] cited Hasbro's previous statistic of 500 million people having played ''Monopoly''.<ref>[http://www.guinnessworldrecords.com/index.asp?id=52882 Guinness World Records] page for ''Monopoly's'' (disputed) world record of Most Played Game</ref> ''[[Games (magazine)|Games Magazine]]'' has inducted ''Monopoly'' into its [[Games 100#Hall of Fame|Hall of Fame]].<ref>GAMES Magazine Hall of Fame [http://www.gamesmagazine-online.com/gameslinks/hallofame.html web page]</ref> The mascot for the game is a mustachioed man wearing a monocle and [[morning dress]] named [[Mr. Monopoly]]. He was formerly named [[Rich Uncle Pennybags]], but Hasbro renamed him in 1999 to Mr. Monopoly since that was what most of their consumers referred to him as. <ref>{{cite book |title= The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit|last= Orbanes|first= P.E|year= 2003|publisher= Harvard Business School Press|location= Boston, MA|isbn= 1591392691|pages= 256|url= http://www.amazon.com/Game-Makers-Brothers-Tiddledy-Trivial/dp/1591392691/ref=sr_1_1?ie=UTF8&s=books&qid=1245727540&sr=1-1}} </ref>
==History==
{{details|History of the board game Monopoly}}
The history of ''Monopoly'' can be traced back to 1904, when a [[Quaker]] woman named [[Elizabeth Magie|Elizabeth (Lizzie) J. Magie Phillips]] created a game through which she hoped to be able to explain the [[Georgism|single tax]] theory of [[Henry George]] (it was intended to illustrate the negative aspects of concentrating land in private monopolies). Her game, ''[[The Landlord's Game]]'', was commercially published a few years later. Other interested game players redeveloped the game and some made their own sets. Phillips herself patented a revised edition of the game in 1923, and similar games of this nature were published commercially. By 1933 a board game named ''Monopoly'' was created much like the version of ''Monopoly'' sold by Parker Brothers and its parent companies throughout the rest of the 20th century and into the 21st. [[Charles Darrow]], widely proclaimed by Parker Brothers as the "inventor" of the game, was introduced to the game by his friends, the Todds, who lived in [[Atlantic City]]. Darrow made some graphical changes to the game and sold his version to Parker Brothers in [[1935]]. Several people, mostly in the U.S. Midwest and near the U.S. East Coast, contributed to the game's design and evolution.
In 1941 the British Secret Service had [[Waddingtons|John Waddington Ltd.]], the licensed manufacturer of the game outside the U.S., create a special edition for [[World War II]] [[Prisoner of war|prisoners of war]] held by the Nazis.<ref>{{cite web |url=http://www.mentalfloss.com/blogs/archives/10021 |title= How board game helped free POWs |author=Brian McMahon |publisher=''[[Mental floss]]'' magazine |date=November 29, 2007 |accessdate=2007-12-07}}</ref> Hidden inside these games were maps, compasses, real money, and other objects useful for escaping. They were distributed to prisoners by secret service created fake charity groups.<ref>{{cite web |url=http://abcnews.go.com/Technology/monopolys-hidden-escape-maps-free-pows/Story?id=8605905&page=3 |title= Get Out of Jail Free: Monopoly's Hidden Maps|author=Ki Mae Heussner |publisher=''[[ABC News]]'' |date=September 18, 2009 |accessdate=2009-09-18}}</ref>
By the 1970s, the game's early history had been lost (at least one historian has argued that it was purposely suppressed), and the idea that it had been created solely by [[Charles Darrow]] had become popular folklore. This was stated in the 1974 book ''The Monopoly Book: Strategy and Tactics of the World's Most Popular Game'', by Maxine Brady, and even in the instructions of the game itself. As Professor [[Ralph Anspach]] fought Parker Brothers and its then parent company, [[General Mills]], over the trademarks of the ''Monopoly'' board game, much of the early history of the game was "rediscovered".
Because of the lengthy court process, and appeals, the legal status of Parker Brothers' trademarks on the game was not settled until the late 1970s. Anspach won the case on appeals in 1979, as the 9th District Court determined that the trademark "Monopoly" was generic, and therefore unenforceable.<ref>[http://online.wsj.com/article/SB125599860004295449.html How a Fight Over a Board Game Monopolized an Economist's Life]], ''[[Wall Street Journal]]'', 20 Oct 2009</ref> However, on Hasbro's pressure, the US Congress immediately passed a statute amending the Trademark Act to protect longstanding marks against 'generic' claims. Thus the game's name remains a registered trademark of Parker Brothers, as do its specific design elements. Parker Brothers' current corporate parent, [[Hasbro]], again acknowledges only the role of Charles Darrow in the creation of the game. Anspach published a book about his research, called ''The Billion Dollar Monopoly Swindle'' (and republished as ''Monopolygate''), in which he makes his case about the purposeful suppression of the game's early history and development.
==Board==
===US versions===
The original version was sold by Charles Darrow, and later by Parker Brothers. The board consists of forty spaces containing twenty-eight properties (twenty-two colored Streets, four Railroads and two Utilities), three [[Chance and Community Chest cards|Chance]] spaces, three [[Chance and Community Chest cards|Community Chest]] spaces, a [[Luxury Tax]] space, an [[Income Tax]] space, and the four corner squares: GO, [[Prison|Jail]], [[Free Parking]], and Go to Jail. In the U.S. versions shown below, the properties are named after locations in (or near) [[Atlantic City, New Jersey]].
In September 2008, the layout of the board was modified to more closely match the foreign-released versions, as shown in the board layout below. The notable changes are the colors of Mediterranean and Baltic Avenues (which changed from purple to brown), the adaptation of the flat $200 Income Tax (formerly the player's choice of 10% of their total holdings OR $200) and increased $100 Luxury Tax amount (upped from $75). Similar color/amount changes are used in the U.S. Edition of the [[#World editions|"Here and Now: World Edition" game]], and are also used in the most recent version of the [[McDonald's Monopoly]] promotion.
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Standard (American Edition) Monopoly game board layout as of September 2008
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY
|corner_1 = '''Go'''<br />Collect $200 salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = [[Free Parking]]
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SaddleBrown |Space_101 = Mediterranean Avenue<br />$60
|Color_102 = |Space_102 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_103 = SaddleBrown |Space_103 = Baltic Avenue<br />$60
|Color_104 = |Space_104 = [[Income tax|Income Tax]]<br />(pay $200)
|Color_105 = |Space_105 = [[Reading Company|Reading Railroad]]<br />$200
|Color_106 = SkyBlue |Space_106 = Oriental Avenue<br />$100
|Color_107 = |Space_107 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = Vermont Avenue<br />$100
|Color_109 = SkyBlue |Space_109 = Connecticut Avenue<br />$120
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = St. Charles Place<br />$140
|Color_205 = |Space_205 = [[Electrical power industry|Electric Company]]<br />$150
|Color_206 = DarkOrchid |Space_206 = States Avenue<br />$140
|Color_207 = DarkOrchid |Space_207 = Virginia Avenue<br />$160
|Color_208 = |Space_208 = [[Pennsylvania Railroad]]<br />$200
|Color_209 = Orange |Space_209 = St. James Place<br />$180
|Color_210 = |Space_210 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_211 = Orange |Space_211 = Tennessee Avenue<br />$180
|Color_212 = Orange |Space_212 = New York Avenue<br />$200
|Color_301 = Red |Space_301 = Kentucky Avenue<br />$220
|Color_302 = |Space_302 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = Indiana Avenue<br />$220
|Color_304 = Red |Space_304 = Illinois Avenue<br />$240
|Color_305 = |Space_305 = [[Baltimore and Ohio Railroad|B&O Railroad]]<br />$200
|Color_306 = Yellow |Space_306 = Atlantic Avenue<br />$260
|Color_307 = Yellow |Space_307 = Ventnor Avenue<br />$260
|Color_308 = |Space_308 = [[Water supply|Water Works]]<br />$150
|Color_309 = Yellow |Space_309 = [[Marven Gardens|Marvin Gardens]]<br />$280
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = Pacific Avenue<br />$300
|Color_402 = Green |Space_402 = North Carolina Avenue<br />$300
|Color_403 = |Space_403 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_404 = Green |Space_404 = Pennsylvania Avenue<br />$320
|Color_405 = |Space_405 = [[Shore Fast Line|Short Line]]<br />$200
|Color_406 = |Space_406 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = Park Place<br />$350
|Color_408 = |Space_408 = [[luxury tax|Luxury Tax]]<br />(pay $100)
|Color_409 = Blue |Space_409 = Boardwalk<br />$400
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
A player who reaches the Jail space by a direct roll of the dice is said to be "Just Visiting", and continues normal play on the next turn.
Marvin Gardens, the leading yellow property on the board shown, is actually a misspelling of the original location name, ''Marven Gardens''. [[Marven Gardens]] is not a street, but a housing area outside Atlantic City. The housing area is said to be derived from [[Margate City, New Jersey|'''Mar'''gate City]] and [[Ventnor City, New Jersey|'''Ven'''tnor City]] in New Jersey. The misspelling was introduced by Charles Todd and passed on when his home-made ''Monopoly'' board was copied by Charles Darrow and thence to Parker Brothers. It was not until 1995 that Parker Brothers acknowledged this mistake and formally apologized to the residents of Marven Gardens for the misspelling.<ref>{{cite web|url=http://www.npr.org/programs/morning/features/patc/monopoly/index.html |title=Monopoly, Present at the Creation |publisher=NPR |date= |accessdate=2009-06-10|archiveurl=http://web.archive.org/web/20021127131233/http://www.npr.org/programs/morning/features/patc/monopoly/index.html|archivedate=2002-11-27}}</ref> Another change made by Todd and duplicated by Darrow, and later Parker Brothers, was the use of South Carolina Avenue. North Carolina Avenue was substituted for this street on the board.
Atlantic City's Illinois Avenue was renamed Martin Luther King Jr. Blvd. in the 1980s. St. Charles Place no longer exists, as the Showboat Casino Hotel was developed where it once ran.<ref>Kennedy, page 35</ref>
Short Line is believed to refer to the [[Shore Fast Line]], a [[tram|streetcar line]] that served Atlantic City.<ref>Kennedy, page 23.</ref> The [[Baltimore and Ohio Railroad|B&O Railroad]] did not serve Atlantic City. A booklet included with the reprinted 1935 edition states that the four railroads that served [[Atlantic City]] in the mid 1930s were the [[Central Railroad of New Jersey|Jersey Central]], the [[Pennsylvania-Reading Seashore Lines|Seashore Lines]], the [[Reading Company|Reading Railroad]], and the [[Pennsylvania Railroad]]. The actual "Electric Company" and "Water Works" serving the city are respectively Atlantic City Electric Company (a subsidiary of [[Pepco Holdings]]) and the Atlantic City Municipal Utilities Authority.
The other versions of the game have different property names, and the prices may be denominated in another currency, but the game mechanics are almost identical.
===UK version===
The original income tax choice from the U.S. version is replaced by a flat rate in the UK version, and the $75 Luxury Tax space is replaced with the £100 Super Tax space. The same is true of current German boards, with a €200 for the Income Tax space on the board, and a €100 Add-on tax in place of the Luxury Tax. An Austrian version, released by Parker Brothers/Hasbro in 2001, does allow for the 10% or $200 for Income Tax and has a $100 Luxury Tax. The choice of London main line stations is that of the four stations within the London and North Eastern Railway group. Starting with the September 2008 release, the U.S. Edition now also uses the flat $200 Income Tax value and the upped $100 Luxury Tax amount.
In the 1930s, [[Waddingtons|John Waddington Ltd.]] (Waddingtons) was a firm of printers from [[Leeds]] that had begun to branch out into packaging and the production of [[playing card]]s. Waddingtons had sent the card game ''Lexicon'' to Parker Brothers hoping to interest them in publishing the game in the United States. In a similar fashion, Parker Brothers sent over a copy of ''Monopoly'' to Waddingtons early in 1935 before the game had been put into production in the United States.
The managing director of Waddingtons, Victor Watson, gave the game to his son Norman (who was head of the card games division) to test over the weekend. Norman was impressed by the game and persuaded his father to call Parker Brothers on Monday morning - transatlantic calls then being almost unheard of. This call resulted in Waddingtons obtaining a license to produce and market the game outside of the United States. Watson felt that in order for the game to be a success in the [[United Kingdom]] the American locations would have to be replaced, so Victor and his secretary, Marjory Phillips, went to London to scout out locations. [[The Angel, Islington]] is not a street in London but an area of North London named after a [[coaching inn]] that stood on the [[A1 road (Great Britain)|Great North Road]]. By the 1930s the inn had become a [[J. Lyons and Co.|Lyons Corner House]] (it is now a [[The Co-operative Bank|Co-operative Bank]]). Some accounts say that Marjory and Victor met at the Angel to discuss the selection and celebrated the fact by including it on the ''Monopoly'' board. In 2003, a plaque commemorating the naming was unveiled at the site by Victor Watson's grandson who is also named Victor.
The standard British board, produced by Waddingtons, was for many years the version most familiar to people in countries in the [[Commonwealth of Nations|Commonwealth]] (except [[Canada]], where the U.S. edition with Atlantic City-area names was reprinted), although local variants of the board are now also found in several of these countries (see [[Licensed and localized editions of Monopoly|Licensed and localized versions of the ''Monopoly'' game]]).
In the cases where the game was produced under license by a national company, the £ (pound) was replaced by a $ (dollar) sign, but the place names were unchanged.
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Standard (UK Edition) Monopoly game board layout
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY
|corner_1 = '''Go'''<br />Collect £200 salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = [[Free Parking]]
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SaddleBrown |Space_101 = [[Old Kent Road]]<br />£60
|Color_102 = |Space_102 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_103 = SaddleBrown |Space_103 = [[Whitechapel Road]]<br />£60
|Color_104 = |Space_104 = [[Income tax|Income Tax]]<br />(pay £200)
|Color_105 = |Space_105 = [[London King's Cross railway station|King's Cross station]]<br />£200
|Color_106 = SkyBlue |Space_106 = [[The Angel, Islington|The Angel Islington]]<br />£100
|Color_107 = |Space_107 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = [[Euston Road]]<br />£100
|Color_109 = SkyBlue |Space_109 = [[London Inner Ring Road#Pentonville Road|Pentonville Road]]<br />£120
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = [[Pall Mall, London|Pall Mall]]<br />£140
|Color_205 = |Space_205 = [[Electrical power industry|Electric Company]]<br />£150
|Color_206 = DarkOrchid |Space_206 = [[Whitehall]]<br />£140
|Color_207 = DarkOrchid |Space_207 = <span style="font-family:arial narrow;">[[Northumberland Avenue|Northumberland]] </span>[[Northumberland Avenue|Avenue]]<br />£160
|Color_208 = |Space_208 = [[Marylebone station]]<br />£200
|Color_209 = Orange |Space_209 = [[Bow Street]]<br />£180
|Color_210 = |Space_210 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_211 = Orange |Space_211 = [[Great Marlborough Street|Marlborough Street]]<br />£180
|Color_212 = Orange |Space_212 = [[Vine Street, Westminster|Vine Street]]<br />£200
|Color_301 = Red |Space_301 = [[Strand, London|Strand]]<br />£220
|Color_302 = |Space_302 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = [[Fleet Street]]<br />£220
|Color_304 = Red |Space_304 = [[Trafalgar Square]]<br />£240
|Color_305 = |Space_305 = [[Fenchurch Street railway station|Fenchurch Street station]]<br />£200
|Color_306 = Yellow |Space_306 = [[Leicester Square]]<br />£260
|Color_307 = Yellow |Space_307 = [[Coventry Street]]<br />£260
|Color_308 = |Space_308 = [[Water supply|Water Works]]<br />£150
|Color_309 = Yellow |Space_309 = [[Piccadilly]]<br />£280
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = [[Regent Street]]<br />£300
|Color_402 = Green |Space_402 = [[Oxford Street]]<br />£300
|Color_403 = |Space_403 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_404 = Green |Space_404 = [[Bond Street]]<br />£320
|Color_405 = |Space_405 = [[Liverpool Street station]]<br />£200
|Color_406 = |Space_406 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = [[Park Lane (road)|Park Lane]]<br />£350
|Color_408 = |Space_408 = Super Tax<br />(pay £100)
|Color_409 = Blue |Space_409 = [[Mayfair]]<br />£400
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
For a list of some of the localized versions, including the UK "Here and Now" edition, and the names of their properties, see [[Licensed and localized editions of Monopoly]].
===Recent variations===
Starting in the UK in 2005, an updated version of the game entitled ''Monopoly Here and Now'' was produced, replacing game scenarios, properties, and tokens with modern equivalents. Similar boards were produced for Germany and France. Variants of these first editions appeared with Visa-branded debit cards taking the place of cash - the later US "Electronic Banking" edition has unbranded debit cards.
The success of the first Here and Now editions caused Hasbro US to allow online voting for 26 landmark properties across the United States to take their places along the game board. The popularity of this voting, in turn, caused the creation of similar websites, and secondary game boards per popular vote to be created in the UK, France, Germany, Australia, New Zealand, Ireland, and other nations.
Hasbro opened a new website in January 2008, for online voting of the ''Monopoly Here and Now: World Edition''. The colored property spaces are worldwide cities, as determined by the same vote/popularity formula as established for national editions.
In 2006, [[Winning Moves|Winning Moves Games]] released another edition, the [[Monopoly: The Mega Edition|Mega Edition]], with a larger game board (50% bigger) and revised game play. Other streets from Atlantic City (eight, one per a color group) were included, along with a third "utility", the Gas Company. In addition, $1,000 denomination notes (first seen in [[Winning Moves]]' "Monopoly: The Card Game") are included. Game play is further changed with bus tickets (allowing non-dice-roll movement along one side of the board), a speed die (itself adopted into variants of the Atlantic City Standard Edition; see below), skyscrapers (after houses and hotels), and train depots that can be placed on the Railroad spaces.
This edition was adapted for the UK market in 2007, and is sold by Winning Moves UK. After the initial US release, critiques of some of the rules caused the company to issue revisions and clarifications on their website.<ref>[http://www.winning-moves.com/974AC834972648769F406DE95E835622.asp?ccb_key=40FF53914D5847419F5568785926D205 Rules clarifications] for ''Monopoly: The Mega Edition''.</ref>
====Monopoly Here and Now====
In September 2006, the US edition of Monopoly Here and Now was released. This edition features top landmarks across the US. The properties were decided by votes over the Internet in the spring of 2006.
Monetary values are multiplied by 10,000 (eg, one collects $2,000,000 instead of $200 for passing Go). Also, the Chance and Community Chest cards are updated. The houses and hotels are blue and silver, not green and red like in most editions of Monopoly. The board uses the traditional US layout; the cheapest properties are purple, not brown, and the "luxury tax" (replaced with "interest on credit card debt") is $750,000, not $1,000,000. Despite the updated luxury tax space, this edition uses paper Monopoly money, and not an electronic banking unit like the Here and Now World Edition. However, a similar edition of Monopoly, the "Electronic Banking" edition, does feature an electronic banking unit, as well as a different set of tokens. Both Here and Now and Electronic Banking feature an updated set of tokens from the Atlantic City edition.
It is also notable that three states (California, Florida and Texas) are represented by two cities each (Los Angeles and San Francisco, Miami and Orlando, and Dallas and Houston respectively). No other state is represented by more than one city (not including the airports).
{{clear}}
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Monopoly Here and Now: The US Edition
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY<br>Here and Now:<br>The US Edition
|corner_1 = '''Go'''<br />Collect $2<small">M</small> salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = Free Parking
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = Indigo |Space_101 = Jacobs Field, Cleveland<br />$600<small">K</small>
|Color_102 = |Space_102 = Community Chest
|Color_103 = Indigo |Space_103 = Texas Stadium, Dallas<br />$600<small">K</small>
|Color_104 = |Space_104 = Income Tax<br />pay $2<small">M</small>
|Color_105 = |Space_105 = O'Hare Airport, Chicago<br />$2<small">M</small>
|Color_106 = SkyBlue |Space_106 = Grand Ole Opry, Nashville<br />$1<small">M</small>
|Color_107 = |Space_107 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = Gateway Arch, St. Louis<br />$1<small">M</small>
|Color_109 = SkyBlue |Space_109 = Mall of America, Minneapolis<br />$1.2<small">M</small>
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = Centennial Olympic Park, Atlanta<br />$1.4<small">M</small>
|Color_205 = |Space_205 = Cell Phone Service<br />$1.5<small">M</small>
|Color_206 = DarkOrchid |Space_206 = Red Rocks Amphitheatre, Denver<br />$1.4<small">M</small>
|Color_207 = DarkOrchid |Space_207 = Liberty Bell, Philadelphia<br />$1.6<small">M</small>
|Color_208 = |Space_208 = Los Angeles International Airport<br />$2<small">M</small>
|Color_209 = Orange |Space_209 = South Beach, Miami<br />$1.8<small">M</small>
|Color_210 = |Space_210 = Community Chest
|Color_211 = Orange |Space_211 = Johnson Space Center, Houston<br />$1.8<small">M</small>
|Color_212 = Orange |Space_212 = Pioneer Square, Seattle<br />$2<small">M</small>
|Color_301 = Red |Space_301 = Camelback Mountains, Phoenix<br />$2.2<small">M</small>
|Color_302 = |Space_302 = Chance<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = Waikiki Beach, Honolulu<br />$2.2<small">M</small>
|Color_304 = Red |Space_304 = Disney World, Orlando<br />$2.4<small">M</small>
|Color_305 = |Space_305 = JFK Airport, New York City<br />$2<small">M</small>
|Color_306 = Yellow |Space_306 = French Quarter, New Orleans<br />$2.6<small">M</small>
|Color_307 = Yellow |Space_307 = Hollywood, Los Angeles<br />$2.6<small">M</small>
|Color_308 = |Space_308 = Internet Service<br />$1.5<small">M</small>
|Color_309 = Yellow |Space_309 = Golden Gate Bridge, San Francisco<br />$2.8<small">M</small>
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = Las Vegas Blvd., Las Vegas<br />$3<small">M</small>
|Color_402 = Green |Space_402 = Wrigley Field, Chicago<br />$3<small">M</small>
|Color_403 = |Space_403 = Community Chest
|Color_404 = Green |Space_404 = White House, Washington<br />$3.2<small">M</small>
|Color_405 = |Space_405 = Atlanta International Airport<br />$2<small">M</small>
|Color_406 = |Space_406 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = Fenway Park, Boston<br />$3.5<small">M</small>
|Color_408 = |Space_408 = Interest On Credit Card Debt<br />pay $750<small">K</small>
|Color_409 = Blue |Space_409 = Times Square, New York City<br />$4<small">M</small>
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
====World editions====
In 1998, [[Winning Moves]] procured the ''Monopoly'' license from [[Hasbro]] and created new UK [[Licensed and localized editions of Monopoly|city and regional editions]] with sponsored squares.
[[Winning Moves]] struggled to raise the sponsorship deals for the game boards, but did so eventually. A [[Nottingham]] Graphic Design agency, TMA, produced the visual design of the ''Monopoly'' packaging. Initially, in December 1998, the game was sold in just a few [[W H Smith|WHSmith]] stores, but demand was high, with almost fifty thousand games shipped in the 4 weeks leading up to Christmas. [[Winning Moves]] still produce new [[Licensed and localized editions of Monopoly|city and regional editions]] annually. Nottingham based designers [http://www.guppimedia.com Guppi] have been responsible for the games' visual design since 2001.
=====Monopoly Here and Now: The World Edition=====
{{Infobox Game
| title = Monopoly Here and Now: The World Edition
| subtitle =
| image_link = [[Image:HereNowMonopoly Box.jpg|200px]]
| image_caption = The ''Monopoly Here and Now: The World Edition'' Game Box
| designer =
| illustrator =
| publisher = [[Parker Brothers]]
| players = 2–6
| setup_time = 5–15 minutes
| playing_time = About 1.5 hours
| complexity = Medium
| strategy = Medium
| random_chance = High ([[Dice|dice rolling]], card drawing)
| skills = Negotiation, Resource management
| footnotes =
| bggid =
| bggxrefs =
}}
In 2008, Hasbro released ''Monopoly Here and Now: The World Edition''. This world edition features top locations of the world. The locations were decided by votes over the Internet. The result of the voting was announced on [[August 20]], [[2008]].<ref>{{cite web|url=http://www.ctv.ca/servlet/ArticleNews/story/CTVNews/20080820/monopoly_cities_080820 |title=Montreal top property in new ''Monopoly'' game - CTV.ca. Retrieved 2008/08/20 01:14PM UTC |publisher=Ctv.ca |date=2008-08-20 |accessdate=2009-06-10}}</ref>
Out of these, [[Gdynia]] is especially notable, as it is by far the smallest city of those featured and won the vote thanks to a spontaneous, large-scale mobilization of support started by its citizens. The new game uses its own currency unit, the Mono (a game-based take on the [[Euro]]; designated by '''<s>M</s>'''). The game uses said unit in millions and thousands. As seen above, there is no Dark Purple color-group, as that is replaced by Brown, as in the European version of the game.
It is also notable that three cities ([[Montreal]], Toronto, and Vancouver) are from [[Canada]] and three other cities (Beijing, Hong Kong, and Shanghai) are from [[People's Republic of China]]. No other countries are represented by more than one city.
Of the 68 cities listed on Hasbro Inc.’s website for the vote, [[Israel]]’s capital, [[Jerusalem]], was chosen as one of the 20 cities to be featured in the newest ''Monopoly'' World Edition.<ref name="MSNBC">[http://www.msnbc.msn.com/id/23281286/ ''Monopoly'' Contest Stirs Up Jerusalem Conflict], Associated Press, published February 21, 2008.</ref> Before the vote took place, a Hasbro employee in the [[London]] office eliminated the country signifier “[[Israel]]” after the city, in response to pressure from pro-[[Palestinian people|Palestinian]] [[Interest group|lobby groups]].<ref name="Blog">[http://blogs.dailymail.com/donsurber/2008/02/23/monopoly-jihad/ ''Monopoly'' Jihad], Dailymail Blog, published February 23, 2008.</ref> After the Israeli government protested, Hasbro Inc. admitted its error and issued an apology that read: “It was a bad decision, one that we rectified relatively quickly. This is a game. We never wanted to enter into any political debate. We apologize to our ''Monopoly'' fans.”<ref name="MSNBC" />
{{clear}}
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Monopoly Here and Now: The World Edition (2008)
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY<br>Here and Now:<br>The World Edition
|corner_1 = '''Go'''<br />Collect <s>M</s>2<small">M</small> salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = Free Parking
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SaddleBrown |Space_101 = [[Gdynia]]<br /><s>M</s>600<small">K</small>
|Color_102 = |Space_102 = Community Chest
|Color_103 = SaddleBrown |Space_103 = [[Taipei]]<br /><s>M</s>600<small">K</small>
|Color_104 = |Space_104 = Income Tax<br />pay <s>M</s>2<small">M</small>
|Color_105 = |Space_105 = ''Monopoly'' Rail<br /><s>M</s>2<small">M</small>
|Color_106 = SkyBlue |Space_106 = [[Tokyo]]<br /><s>M</s>1<small">M</small>
|Color_107 = |Space_107 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = [[Barcelona]]<br /><s>M</s>1<small">M</small>
|Color_109 = SkyBlue |Space_109 = [[Athens]]<br /><s>M</s>1.2<small">M</small>
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = [[Istanbul]]<br /><s>M</s>1.4<small">M</small>
|Color_205 = |Space_205 = [[Solar Energy]]<br /><s>M</s>1.5<small">M</small>
|Color_206 = DarkOrchid |Space_206 = [[Kiev|Kyiv]]<br /><s>M</s>1.4<small">M</small>
|Color_207 = DarkOrchid |Space_207 = [[Toronto]]<br /><s>M</s>1.6<small">M</small>
|Color_208 = |Space_208 = ''Monopoly'' Air<br /><s>M</s>2<small">M</small>
|Color_209 = Orange |Space_209 = [[Rome]]<br /><s>M</s>1.8<small">M</small>
|Color_210 = |Space_210 = Community Chest
|Color_211 = Orange |Space_211 = [[Shanghai]]<br /><s>M</s>1.8<small">M</small>
|Color_212 = Orange |Space_212 = [[Vancouver]]<br /><s>M</s>2<small">M</small>
|Color_301 = Red |Space_301 = [[Sydney]]<br /><s>M</s>2.2<small">M</small>
|Color_302 = |Space_302 = Chance<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = [[New York]]<br /><s>M</s>2.2<small">M</small>
|Color_304 = Red |Space_304 = [[London]]<br /><s>M</s>2.4<small">M</small>
|Color_305 = |Space_305 = ''Monopoly'' Cruise<br /><s>M</s>2<small">M</small>
|Color_306 = Yellow |Space_306 = [[Beijing]]<br /><s>M</s>2.6<small">M</small>
|Color_307 = Yellow |Space_307 = [[Hong Kong]]<br /><s>M</s>2.6<small">M</small>
|Color_308 = |Space_308 = [[Wind power|Wind Energy]]<br /><s>M</s>1.5<small">M</small>
|Color_309 = Yellow |Space_309 = [[Jerusalem]]<br /><s>M</s>2.8<small">M</small>
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = [[Paris]]<br /><s>M</s>3<small">M</small>
|Color_402 = Green |Space_402 = [[Belgrade]]<br /><s>M</s>3<small">M</small>
|Color_403 = |Space_403 = Community Chest
|Color_404 = Green |Space_404 = [[Cape Town]]<br /><s>M</s>3.2<small">M</small>
|Color_405 = |Space_405 = ''Monopoly'' Space<br /><s>M</s>2<small">M</small>
|Color_406 = |Space_406 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = [[Riga]]<br /><s>M</s>3.5<small">M</small>
|Color_408 = |Space_408 = Super Tax<br />pay <s>M</s>1<small">M</small>
|Color_409 = Blue |Space_409 = [[Montreal]]<br /><s>M</s>4<small">M</small>
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
==World Championship==
Hasbro conducts a worldwide ''Monopoly'' tournament. The first ''Monopoly'' World Championships took place in Grossinger's Resort in New York, in November 1973. The current world champion is Bjørn Halvard Knappskog who won the title in Las Vegas, Nevada on 22 October 2009. 42 players competed for the title of Monopoly World Champion and a cash prize of $20,580 USD.<ref>http://web.archive.org/web/20091026150949/http://www.news.com.au/story/0,27574,26249271-23109,00.html</ref><ref>http://www.worldofmonopoly.com/</ref>
===U.S. National Championship===
Although in the past, U.S. entrants had to successfully compete in regional competitions before the national championship, qualifying for the National Championship has been online since 2003. For the 2003 Championship, qualification was limited to the first fifty people who correctly completed an online quiz. Out of concerns that such methods of qualifying might not always ensure a competition of the best players, the 2009 Championship qualifying was expanded to include an online multiple-choice quiz (a score of 80% or better was required to advance); followed by an online five-question essay test; followed by a two-game online tournament at Pogo.com. The process was to have produced a field of 23 plus one: Matt McNally, the 2003 national champion, who received a bye and was not required to qualify. However, at the end of the online tournament, there was an eleven-way tie for the last six spots. The decision was made to invite all of those who had tied for said spots. In fact, two of those who had tied and would have otherwise been eliminated, Dale Crabtree of Indianapolis, Indiana, and Brandon Baker, of Tuscaloosa, Alabama, played in the final game and finished third and fourth respectively.
The 2009 Monopoly U.S. National Championship was held on April 14-15 in Washington, D.C. In his first tournament ever, Richard Marinaccio, an attorney from Sloan, New York (a suburb of Buffalo), prevailed over a field that included four previous champions to be crowned the 2009 U.S. National Champion. In addition to the title, Mr. Marinaccio took home $20,580 — the amount of money in the bank of the board game — and competed in the 2009 World Championship in Las Vegas, Nevada on October 21-22.
In addition, a version of the ''Monopoly'' game called ''Monopoly Family Game Night: The Championship Edition'', will be released in Fall 2009 to coincide with the 2009 Monopoly World Championships.
==Equipment==
[[Image:US Deluxe Monopoly Tokens.jpg|thumb|220px|left|All twelve tokens from the U.S. ''Deluxe Edition Monopoly''.]]
Each player is represented by a small metal token that is moved around the edge of the board according to the roll of two [[dice]]. The twelve playing pieces currently used are pictured at left (from left to right): a [[wheelbarrow]] (1937b edition), a [[battleship]], a sack of money (1999–2007 editions), a [[cavalry|horse and rider]], a [[automobile|car]] (racecar), a [[train]] (Deluxe Edition only), a [[thimble]], a [[howitzer]] (sometimes called a cannon), an old style [[shoe]] (sometimes called a boot), a [[Scottish Terrier|Scottie dog]], an [[ironing|iron]], and a [[top hat]].
Many of the tokens came from companies such as Dowst Miniature Toy Company, which made metal charms and tokens designed to be used on charm bracelets. The battleship and cannon were also used briefly in the Parker Brothers war game ''[[Conflict (board game)|Conflict]]'' (released in 1940), but after the game failed on the market, the premade pieces were recycled into ''Monopoly'' usage.<ref>''Passing Go: Early Monopoly 1933–1937'' by "Clarence B. Darwin" (pseudonym for David Sadowski). First edition, revised, pages 207-208. Folkopoly Press, River Forest, IL.</ref> Hasbro recently adopted the battleship and cannon for ''[[Diplomacy (game)|Diplomacy]]''.
Early localized editions of the standard edition (including some Canadian editions, which used the U.S. board layout) did not include pewter tokens but instead had generic wooden pawns identical to those in ''[[Sorry! (game)|Sorry!]]''.<ref>Ibid. Page 206</ref> [[Parker Brothers]] also acquired ''Sorry!'' in the 1930s.
{{clear}}
Other items included in the standard edition are:
[[Image:Monopoly spinner.jpg|right|thumb|During [[World War II]], the dice in [[United Kingdom|the United Kingdom]] were replaced with a spinner because of a lack of materials.]]
* A pair of six-sided [[dice]]. (NOTE: Since 2007, a third "Speed Die" has been added—see ADD-ONS below.)
* A [[deed|Title Deed]] for each property. A Title Deed is given to a player to signify ownership, and specifies purchase price, [[mortgage]] value, the cost of building [[house]]s and [[hotel]]s on that property, and the various [[renting|rent]] prices depending on how developed the property is. Properties include:
** 22 streets, divided into 8 color groups of two or three streets. A player must own all of a color group (have a monopoly) in order to build houses or hotels. If a player wants to mortgage one property of a color-group, not only must any houses or hotels be removed from that property, but from the others in the color-group as well.
** 4 [[rail transport|railway]]s. Players collect $25 rent if they own one station, $50 if they own two, $100 if they own three and $200 if they own all four. These are usually replaced by railway stations in non-U.S. editions of Monopoly.
** 2 [[public utility|utilities]]. Rent is four times dice value if player owns one utility, but 10 times dice value if player owns both. Hotels and houses cannot be built on utilities or stations.
* A supply of paper money. The supply of money is theoretically unlimited; if the bank runs out of money the players must make do with other markers, or calculate on paper. Additional paper money can be bought at certain locations, notably game and hobby stores, or downloaded from various websites and printed and cut by hand (one such site has created a $1,000 bill for the game; it is not one of the standard denominations). In the original U.S. standard editions, the supply generally starts with $15,140. The winner of the quadrennial ''Monopoly'' World Championship receives the same amount in [[United States dollar]]s.<ref>[http://www.hasbro.com/monopoly/pl/page.tokyo/dn/default.cfm Details of the 2004 Monopoly World Championship, held in Tokyo.]{{dead link|date=June 2009}}</ref> [NOTE: This base money amount has changed—see below.]
:The term "Monopoly money" has been used to refer to currencies which cannot be used to purchase goods and services on the free market, such as exchange certificates printed by the [[Burma|Burmese]] government which must be used by foreign aid organizations.<ref>Parry, Richard Lowe and Andrew Crowe. "Fifth of Burmese aid cash lost to exchange rate trick." The Times 25 July 2008, accessed at http://www.timesonline.co.uk/tol/news/world/asia/article4393554.ece on 25 July 2008</ref> The term can also refer to currencies in which each paper denomination is a different colour; [["Weird Al" Yankovic]]'s song "[[Canadian Idiot]]" uses it in this sense.
* 32 wooden or plastic houses and 12 wooden or plastic hotels (the original and the current ''Deluxe Edition'' have wooden houses and hotels; the current "base set" uses plastic buildings). Unlike money, houses and hotels have a finite supply. If no more are available, no substitute is allowed.
* A deck of 16 [[Chance and Community Chest cards|Chance cards]] and a deck of 16 [[Chance and Community Chest cards|Community Chest cards]]. Players draw these cards when they land on the corresponding squares of the track, and follow the instructions printed on them.
Hasbro also sells a ''Deluxe Edition'', which is mostly identical to the classic edition but has wooden houses and hotels and gold-toned tokens, including one token in addition to the standard eleven, a [[rail transport|railroad]] [[locomotive]]. Other additions to the ''Deluxe Edition'' include a card carousel, which holds the title deed cards, and money printed with two colors of ink.
In 1978, retailer [[Neiman Marcus]] manufactured and sold an all-Chocolate edition of ''Monopoly'' through its [[Neiman_Marcus#Fantasy_gifts|"Christmas Wish Book"]] for that year. The entire set was edible, including the money, dice, hotels, properties, tokens and playing board. The set retailed for $600.<ref>{{cite book | author=[[Philip Orbanes|Orbanes, Philip]] | title=The Monopoly Companion | edition=First edition | publisher=Bob Adams, Inc. | year=1988 | page=20 | isbn=1-55850-950-X}}</ref>
In 2000, the [[FAO Schwarz]] store in New York City sold a custom version called ''One-Of-A-Kind Monopoly'' for $100,000.<ref>[http://www.findarticles.com/p/articles/mi_m0EIN/is_2000_Sept_19/ai_65295755/pg_3 Archived article] from ''Business Wire'', stored at Findarticles.com. Retrieved 1 January 2006.</ref> This special edition comes in a locking [[briefcase|attaché case]] made with Napolino leather and lined in suede, and features include:
*18-[[carat (purity)|carat]] (75%) [[gold]] tokens, houses, and hotels
*[[Rosewood]] board
*street names written in [[metal leaf#gold leaf|gold leaf]]
*emeralds around the Chance icon
*sapphires around the Community Chest
*rubies in the brake lights of the car on the Free Parking Space
*the money is real, negotiable United States currency
The Guinness Book of World Records states that a set worth $2,000,000 and made of 23-carat gold, with rubies and sapphires atop the chimneys of the houses and hotels, is the most expensive ''Monopoly'' set ever produced.<ref>[http://www.guinnessworldrecords.com/content_pages/record.asp?recordid=43436 Most Expensive ''Monopoly'' Set world record.]{{dead link|date=June 2009}}</ref>
The distribution of cash in the U.S. version has changed with the newer release versions. Older versions had a total of '''$15,140''' in the following amounts/colors:
*20 $500 Bills (orange)
*20 $100 Bills (beige)
*30 $50 Bills (blue)
*50 $20 Bills (green)
*40 $10 Bills (yellow)
*40 $5 Bills (pink)
*40 $1 Bills (white)
The newer (September 2008) editions have a total of '''$20,580''', with 30 of each bill denomination. In addition, the colors of some of the bills have been changed; $10's are now blue instead of yellow, $20's are a brighter color green than before, and $50's are now purple instead of blue.
Each player begins the game with his or her token on the Go square, and $1,500 (or 1,500 of a localized currency) in play money. Prior to September 2008, the money was divided as follows in the U.S. standard rules:
* Two each of:
**$500 bills
**$100 bills
**$50 bills
*Six $20 bills
*Five each of:
**$10 bills
**$5 bills
**$1 bills
Since then, the US version has taken on the British version's initial cash distributions of:
* Two x $/£500
* Four x $/£100
* One x $/£50
* One x $/£20
* Two x $/£10
* One x $/£5
* Five x $/£1
Pre-Euro German editions of the game started with 30,000 "Spielmark" in eight denominations (abbreviated as "M."), and later used seven denominations of the "Deutsche Mark" ("DM."). In the classic Italian game, each player receives ₤350,000 ($3500) in a two-player game, but ₤50,000 ($500) less for each player more than two. Only in a six-player game does a player receive the equivalent of $1,500. The classic Italian games were played with only four denominations of currency. Both Spanish editions (the Barcelona and Madrid editions) started the game with 150,000 in play money, with a breakdown identical to that of the American version.
All property deeds, houses, and hotels are held by the bank until bought by the players.
==Rules==
{{Wikibooks|Monopoly|Official Rules}}
Players take turns in order, with the initial player determined by chance before the game. A typical turn begins with the rolling of the dice and advancing clockwise around the board the corresponding number of squares. Landing on Chance or Community Chest, a player draws the top card from the respective pile. If the player lands on an unowned property, whether street, railroad, or utility, he can buy the property for its listed purchase price. If he declines this purchase, the property is auctioned off by the bank to the highest bidder. If the property landed on is already owned and unmortgaged, he must pay the owner a given rent, the price dependent on whether the property is part of a monopoly or its level of development. If a player rolls doubles, he rolls again after completing his turn. If the player rolls one dice outside the game board, the players turn must be repeated. Three sets of doubles in a row, however, land the player in jail. During a turn, players may also choose to develop or mortgage properties. Development involves the construction, for given amounts of money paid to the bank, of houses or hotels. To build a house or a hotel, the player must own all properties in a color group. Development must be uniform across a monopoly, such that a second house cannot be built on one property in a monopoly until the others have one house. No merges between players are allowed. All developments on a monopoly must be sold before any property of that color can be mortgaged or traded. The player receives money from the bank for each mortgaged property, which must be repaid with interest to unmortgage. Houses are returned to the bank for half their purchase price.
===House Rules===
Parker Brothers' official instructions have long encouraged the use of House Rules, specific additions to or subtractions from the official rule sets. Many casual ''Monopoly'' players are surprised to discover that some of the rules that they are used to are 'not'' part of the official rules. Many of these house rules tend to make the game longer by randomly giving players more money. Some common house rules are listed below:
* Free Parking jackpot, which usually consists of an initial stake (typically $500, or $5 million in the Here and Now Edition) plus collections of fines and taxes otherwise paid to the bank. A player who lands on Free Parking wins the jackpot, which may then be reset with the initial stake (if any). The jackpot is usually put in the center of the board. Since the jackpot forms an additional income for players in this set of house rules, games can take a much longer time than under normal rules.<ref name="Companion2">{{cite book | author=[[Philip Orbanes|Orbanes, Philip]] | title=The Monopoly Companion: The Players Guide | edition=Second edition | publisher=Adams Media Corporation | year=1999 | isbn=1-58062-175-9 | pages=140–142}}</ref>
* No bank-auctioning of unowned property that a player declines to purchase when landing on it; the property then remains open until the next time any player lands on it.
* A bonus for landing directly on Go by dice roll (commonly an additional $200 or $500). This may or may not include cards that send the player to Go.<ref name="Companion2"/>
* Delayed Start: Players must pass Go (or circle the board at least once, or rarely twice) before they can buy property.<ref name="Companion2"/>
* Only allowing houses (or hotels) to be built when the owner lands on the group
* A bonus for rolling [[snake eyes]] (a pair of ones), often $500, $100, or one of each bill.<ref>{{cite web
| url = http://www.bellaonline.com/articles/art28123.asp
| title = "Monopoly House Rules and Variations"
| accessdate = 2006-10-03
| last = Romer
| first = Megan
| year = 2006
| language = [[English language|English]]
}}</ref>
* In trades, players may offer "rent immunity" from their own properties (someone does not have to pay rent for landing on that property) as part of a deal (this can be good for a certain number of landings or the entire game).<ref name="Companion2"/>
* In the Monopoly City game, if someone lands on the chance space and draws the STEAL card that allows you to steal a district from another player, the STEAL card may be played right away or kept to be played later in the game. This should be decided before the game starts. You may also decide to attach a fee to this card if kept and played at a later time. i.e. $10,000,000 plus current rent value of stolen district is due when card is played at a later time.
House rules, while unofficial, are not wholly unrecognized by Parker Brothers. George S. Parker himself created two variants, to shorten the length of game play.{{Clarify me|date=February 2009}} Video game and computer game versions of ''Monopoly'' have options where popular house rules can be used. House rules that have the effect of randomly introducing more money into the game have a side-effect of increasing the time it takes for players to become bankrupt, lengthening the game considerably, as well as decreasing the effects of strategy and prudent investment. House rules which increase the amount of money in the game may change the strategies of the players, such as changing the relative value of different properties- the more money in the game, the more one may wish to invest in the higher value properties.
==Strategy==
{{Wikibooks|Monopoly|Strategy}}
''Monopoly'' involves a portion of luck, with the roll of the dice determining whether a player gets to own key properties or lands on squares with high rents. Even the initial misfortune of going last is a significant disadvantage because one is more likely to land on property which has already been bought and therefore be forced to pay rent instead of having an opportunity to buy unowned property. There are, however, many strategic decisions which allow skilled players to win more often than the unskilled. Hasbro also offers a helpful strategy guide and different insights on their site. According to the laws of [[probability]], seven is the most probable roll of two dice, with a probability of 1 in 6, whereas 2 and 12 are the least probable rolls, each with a probability of one in 36. For this reason, Park Place (Park Lane) is one of the least landed-on squares, as the square seven places behind it is Go to Jail.
In consequence, some properties are landed upon more than others and the owners of those properties get more income from rent. The board layout factors include the following:
* '''Jail''': Since players are frequently directed to "Go To Jail", they will move through the magenta, orange, and red property groups immediately after leaving Jail. The two properties with the highest probability of being landed upon after leaving jail are the two cheaper orange properties (St. James Place and Tennessee Avenue in North America and Bow Street and Marlborough Street in the UK). This makes the orange property set highly lucrative.
* '''Go to…''': One square — Go To Jail — plus a number of Chance and Community Chest cards will cause the player to advance a distance around the board. Thus, the squares immediately following ''Go To Jail'' and the take-a-card squares have a reduced probability of being landed upon. The least-landed upon property in this situation is Park Place (Park Lane).
* '''Go to (property)''': Several properties are blessed with Chance cards which draw players to them. St. Charles Place (Pall Mall), Illinois Avenue (Trafalgar Square), Boardwalk (Mayfair), all of the railroads except Short Line (Liverpool Street Station), and both of the utilities benefit from this feature. Reading Railroad (King's Cross Station) has the fortune of having both a "go to" dedicated card plus the card advancing to the nearest railroad.
* '''Advance to Go''': A player may be directed to the ''Go'' square by a Chance or a Community Chest card, thus lowering the probability of being landed-upon of every square in-between. The properties most affected by this are the yellow, green, and blue sets. It also marginally raises the probability for each square in the wake of ''Go'', including the purple and orange sets which will be reached two or three rolls after being on ''Go''.
* '''Go Back Three Spaces''': This directive comes from a Chance card. A quick look at the board shows that there are three Chance squares and hence three other squares which are 3 spaces behind (one being a Community Chest space, another being Income Tax, and the third being the leading orange property). The leading orange property, New York Avenue (Vine Street), gains the most benefit from this card since the Chance square nestled amongst the red properties is itself the most landed-upon Chance square.
According to [[Jim Slater]] in [[The Mayfair Set]], there is an overwhelming case for having the orange sites, because you land on them more often, the reason for that being the cards in Chance like ''Go to Jail'', ''Advance to St. Charles Place (Pall Mall)'', ''Advance to Reading Railroad (King's Cross Station)'' and ''Go Back Three Spaces''.<ref>[http://video.google.com/videoplay?docid=-3430687402656753140&q=The+Mayfair+Set+duration%3Along&total=5&start=0&num=30&so=0&type=search&plindex=1 Google Video] The Mayfair Set - Episode Two (Adam Curtis, BBC), 44:30-45:55</ref>
In all, during game play, Illinois Avenue (Trafalgar Square), New York Avenue (Vine Street), B&O Railroad (Fenchurch Street Station), and Reading Railroad (King's Cross Station) are the most frequently landed-upon properties. Mediterranean Avenue (Old Kent Road) and Baltic Avenue (Whitechapel Road) are the least-landed-upon properties.<ref>{{cite web| author=Truman Collins| first=Truman| last=Collins| url=http://www.tkcs-collins.com/truman/monopoly/monopoly.shtml| title=Monopoly Square Probabilities| year=1997| accessdate=2006-05-28}}; the page includes detailed analyses of expected income from each property and discussion of the strategic implications. </ref>
===Limited number of houses and hotels===
In order to put a cap on total development of property sets in the game, there are only 12 hotels and 32 houses. This limitation is in place to ensure that property sets cannot be developed unless there are houses or hotels available to purchase from the bank. This cap allows a certain amount of dominance to be developed by some players, because if every set of property were fully developed there would be enough rent collected between different players to allow the game to drag on for an extended period. This limitation on numbers of houses and hotels leads to an advantage for one player. Simply building each lot out to a maximum of 4 houses and then refusing to upgrade to hotels ensures that nearly the maximum amount of rent is collected for each property, and the monopolization of the houses from the game prevents opponents from developing their property. It is conceivable that a single player could end up owning all 32 houses near the end of the game, and the refusal to upgrade to hotels makes these houses unavailable for opponents to purchase for any property they may own.
Much of the skill comes from knowing how to make the best use of a player's resources and above all knowing how to strike a good bargain. ''Monopoly'' is a social game where players often interact and must deal with each other in ways similar to real world real estate bargaining. Note that the best deal is not always for the most expensive property; it is often situational, dependent on money resources available to each player and even where players happen to be situated on the board. When looking to deal, a player should attempt to bargain with another player who not only possesses properties he or she needs but also properties the other player needs. In fact, offering relatively fair deals to other players can end up helping the player making the offer by giving him or her a reputation as an honest trader, which can make players less wary of dealings in the future. What is more, most people play ''Monopoly'' with the same group repeatedly. For this reason, such a reputation can have effects far beyond the game being played.
===The end game===
One common criticism of ''Monopoly'' is that it has carefully defined yet almost unreachable termination conditions. Edward P. Parker, a former president of [[Parker Brothers]], is quoted as saying, "We always felt that forty-five minutes was about the right length for a game, but ''Monopoly'' could go on for hours. Also, a game was supposed to have a definite end somewhere. In ''Monopoly'' you kept going around and around."<ref>{{cite book|author=[[Gyles Brandreth|Brandreth, Gyles]]|title=The Monopoly Omnibus|edition=First hardcover edition|year=1985|publisher=Willow Books|isbn=0-00-218166-5|page=19}}</ref> However, the problem of time can be resolved by playing with a time limit and counting each player's net worth when the time is up. In fact, tournament play calls for a 90-minute time limit.<ref>[http://www.hasbro.com/games/kid-games/monopoly/content/News/PDF/tournament_guide.pdf US Tournament Guide], PDF file.</ref> Two hour time limits are used for international play.<ref>[http://www.hasbro.com/monopoly/2003tourneyrules.pdf Tournament rules for Canada], from 2003. PDF file.</ref> The [[List of licensed Monopoly game boards#L|Lord of the Rings]] edition gives players the option of creating a random time limit using the included [[One Ring]] token and specialized dice. The [[List of licensed Monopoly game boards#S|SpongeBob SquarePants]] game board includes a Plankton piece that moves every time someone rolls a 1 with the dice (if a player rolls two 1s, the Plankton piece moves two spaces,) and the game is over when it reaches the end of the board.
Played strictly to the rules, many games will be effectively decided when one player succeeds in bankrupting another because the bankrupt player gives all his property to the one to whom he could not pay his debt. A player who thus gains a fistful of properties will virtually control the game from that point onwards since other players will be constantly at risk. On the other hand, if a player is bankrupted by being unable to meet his debt ''to the bank'' (e.g., a fine or tax or other debt that is not rent), then his property is auctioned off; this can open up new possibilities in a game which was evenly set or in which a lot of property sets were divided among the players.
The ''Monopoly Mega Edition'' is geared towards faster play by incorporating more squares and enabling players to build without the full color-group.
Hasbro states that the longest game of ''Monopoly'' ever played lasted 1,680 hours (70 days or 10 weeks or 2 1/3 months).<ref>[http://www.hasbro.com/games/kid-games/monopoly/default.cfm?page=Entertainment/funfacts"Fun Facts" page at Monopoly.com.]</ref>
== Add-ons ==
Numerous add-ons have been made for ''Monopoly'', both before its commercialization and after. Three such official add-ons are discussed below.
===Stock Exchange===
The ''Stock Exchange'' add-on was originally published by Parker Brothers in 1936 <ref>[[wikibooks:Monopoly/Stock Exchange|wikibook link to Stock Exchange]]</ref>. The Free Parking square is covered over by a new Stock Exchange space and the add-on included three Chance and three Community Chest cards directing the player to "Advance to Stock Exchange".
The add-on also included thirty stock certificates, five for each of the six different stocks, differing only in the purchase price (or Par Value), ranging from $100 to $150. Shares, like properties, are tradeable material, and could also be mortgaged for half their purchase price. Shareholders could increase the value of their shares by buying up more of the same company's shares.
When a player moves onto Free Parking/Stock Exchange, stock dividends are paid out to all players on their non-mortgaged shares. The amount to be paid out to each player is determined based on the number and kind of shares owned. Specifically, a player receives dividends from each stock based on the following formula:
: (par value of share / 10) × (number of shares owned)<sup>2</sup>
'''''Example:''' Owning one share of "Motion Pictures" (par value $100) pays dividends of $10. Owning two shares pays $40 ($10 x 2 x 2), owning three pays $90 ($10 x 3 x 3) and owning four pays $160 ($10 x 4 x 4). A player owning all five receives $250 ($10 x 5 x 5).''
The player who lands on Free Parking/Stock Exchange can also choose to buy a share if any remain. Should the player decline, the share is auctioned to the highest bidder by the Bank.<ref>{{cite web| url=http://www.hasbro.com/common/instruct/StockExchangegame.pdf |format=PDF|title=Stock Exchange rules (1936) |publisher=Hasbro| accessdate=2008-11-12}}</ref>
The ''Stock Exchange'' add-on serves to inject more money into the game, in a similar manner to railroad properties, as well as changing the relative values of properties. In particular, the Red and Yellow properties are more valuable due to the increased chance of landing on Free Parking.
The ''Stock Exchange'' add-on was later redesigned and rereleased in 1992 under license by Chessex, this time including a larger number of new Chance and Community Chest cards.<ref>[http://www.boardgamegeek.com/game/9466 BoardGameGeek.com page] for the original ''Monopoly Stock Exchange'' add-on. Retrieved 1 January 2006.</ref> This version included ten new Chance cards (five "Advance to Stock Exchange" and five other related cards) and eleven new Community Chest cards (five "Advance to Stock Exchange" and six other related cards; the regular Community Chest card "From sale of stock you get $45" is removed from play when using these cards). Many of the original rules applied to this new version (in fact, one optional play choice allows for playing in the original form by only adding the "Advance to Stock Exchange" cards to each deck).
A ''Monopoly Stock Exchange Edition'' was released in 2001 (although not in the US), this time adding an electronic calculator-like device to keep track of the complex stock figures. This was a full edition, not just an add-on, that came with its own board, money and playing pieces. Properties on the board were replaced by companies on which shares could be floated, and offices and home offices (instead of houses and hotels) could be built.<ref>[http://www.boardgamegeek.com/game/3065 BoardGameGeek.com page] for the ''Monopoly Stock Exchange'' edition that came with a specialized calculator. Retrieved 1 January 2006.</ref>
===Playmaster===
''Playmaster'', another official add-on, released in 1982, was an electronic device that kept track of all player movement and dice rolls as well as what properties are still available. It then uses this information to call random auctions and mortgages that will be advantageous for some players and a punishment for others, making it easier to free up cards of a color group. It also plays eight short tunes when key game functions occur; for example when a player lands on a railroad it will play ''[[I've Been Working on the Railroad]]''.<ref>[http://www.boardgamegeek.com/game/5638 BoardGameGeek.com page] for the ''Monopoly'' Playmaster electronic accessory. Retrieved 1 January 2006.</ref>
=== Speed Die ===
In 2007, Parker Brothers began releasing its standard version of ''Monopoly'' with a new addition to gameplay—the '''Speed Die'''.<ref>[http://www.hasbro.com/common/instruct/00009.pdf Speed die instruction manual from Hasbro]</ref> First included in Winning Moves' ''[[Monopoly: The Mega Edition]]'' variant, this third die alters gameplay by allowing players to increase their move up to 3 spaces (rolling one of the 3 numbered sides); move immediately to the next unowned property OR to the next property on which they would owe money (rolling one of 2 "Mr. Monopoly" sides); "Get Off The Bus Early" (rolling the "Bus" side), allowing the player the option to use the total of just one die to move (i.e. A roll of 1-5-BUS would let the player choose from moving 1, 5 or 6 spaces); or even move directly to any space on the board (rolling a triple—all three dice showing the same 1, 2, or 3). Usage of the die in the regular game differs slightly from use in the ''Mega Edition'' (i.e. Players use the Speed Die from the beginning in ''Mega''; players can only use the Speed Die in the regular game AFTER their first time going past GO).<ref>{{cite web|url=http://www.hasbro.com/objects/products/print.cfm?product_id=19668 |title=entry for the new Speed Die Variant Edition |publisher=Hasbro.com |date= |accessdate=2009-06-10}}</ref>
==Spinoffs==
===Other games===
Besides the many variants of the actual game (and the [[Monopoly Junior]] spin-off) released in either video game or computer game formats (e.g. [[Microsoft Windows|Windows]]-based [[Personal computer|PC]], [[Macintosh]], [[Game Boy]], [[Super Nintendo]], [[Game Boy Advance]], [[Satellaview]], [[Sega Mega Drive|Sega Genesis]], [[Commodore 64]], etc.), two spin-off computer games have been created.<ref name=WEB-AR1>{{cite web
| title =Monopoly for GEN
| publisher = GameSpot
|year=2006
| url =http://www.gamespot.com/genesis/puzzle/monopoly/index.html
| accessdate = 2006-12-23 }}</ref>
''[[Monopoly Tycoon]]'' is a PC game in the ''Tycoon'' series that makes strategy and speed into determining factors for winning the game, eliminating completely the element of luck inherent in the dice rolls of the original. The game uses the U.S. standard Atlantic City properties as its basis, but the game play is unique to this version. The game also allows for solo and multiplayer online games.
''Monopoly Casino'' is also a PC game, simulating a casino full of ''Monopoly''-based adaptations of various casino games (most notably, [[slot machine]]s). This program was released in both standard and "Vegas" editions, each featuring unique games.
In September [[2001]], [[Stern (gaming company)|Stern Pinball]] released a [[Monopoly (pinball)|Monopoly]] [[pinball]] machine.
On April 23, 2008, [[Electronic Arts]] announced that they would be releasing in Q3 2008 a new version of ''Monopoly'' for the [[Xbox 360]], [[PlayStation 3]], and [[Wii]] video game consoles. In September 2008, Electronic Arts' [[Pogo.com|Pogo]] division released an online version of ''Monopoly Here and Now: The World Edition''.
In June 2008, Electronic Arts and iTunes released a ''Monopoly'' game for [[iPod]] (fifth generation), [[IPod Nano#Third generation|iPod Nano (third generation)]], and [[iPod Classic]].
On December 5, 2008, Electronic Arts released a version of ''Monopoly Here and Now'' into the iTunes App Store for play on [[iPhone]] and [[iPod touch]].
Parker Brothers and its licensees have also sold several games which are spinoffs of ''Monopoly''. These are not add-ons, as they do not function as an addition to the ''Monopoly'' game, but are simply additional games in the flavor of ''Monopoly''.
* ''[[Monopoly Junior]]'' board game: A simplified version of the original game for young children.
* ''[[Advance to Boardwalk]]'' board game: Focusing mainly on building the most hotels along the Boardwalk.
* ''[[Express Monopoly]]'' card game: Released by Hasbro/Parker Brothers and Waddingtons in the UK in the 1990s, now out of print. Basically a rummy-style card game based on scoring points by completing color group sections of the game board.
* ''[[Monopoly: The Card Game]]'': an updated card game released by [[Winning Moves|Winning Moves Games]] under license from Hasbro. Similar, but decidedly more complex, gameplay to the ''Express Monopoly'' card game.
* ''[[Free Parking]]'' card game: A more complex card game released by Parker Brothers, with several similarities to the card game ''[[Mille Bornes]]''. Uses cards to either add time to parking meters, or spend the time doing activities to earn points. Includes a deck of Second Chance cards that further alter gameplay. Two editions were made; minor differences in card art and Second Chance cards in each edition.
* ''[[Monopoly Deal]]'': The most recent card game version of ''Monopoly''. Players attempt to complete three property groups by playing property, cash & event cards.<ref>[http://www.boardgamegeek.com/boardgame/40398 BoardGameGeek.com page] on ''Monopoly Deal''</ref>
* ''[[Don't Go to Jail]]'': Dice Game originally released by Parker Brothers; roll combinations of dice to create color groups for points before rolling the words "GO" "TO" and "JAIL" (which forfeits all earned points for the turn).
* ''[[Don't Go to Jail|Monopoly Express]]'': A deluxe, travel edition re-release of ''Don't Go To Jail'', replacing the word dice with "Officer Jones" dice and adding an eleventh die, Houses & Hotels, and a self-contained game container/dice roller & keeper.<ref>[http://hasbro.com/default.cfm?page=ps_results&product_id=20408 Hasbro.com entry on MONOPOLY EXPRESS]{{dead link|date=June 2009}}</ref>
* ''Monopoly Express Casino'': A gambling-themed version of the above game, that adds wagering to the gameplay.
* ''Here and Now Electronic Edition'': Eliminates the need for money, using credit cards instead.
* ''Here and Now: The World Edition'': Same as above, but based on the whole world (thus needing to use "Monopoly Dollars"), also available in a tin.
* ''[[Monopoly City]]'': Gameplay retains similar flavour but has been made significantly more complex in this version. The traditional properties are replaced by “districts” mapped to the previously underutilised real estate in the centre of the board. Once owned by a player a district may be developed with up to eight blocks of residential or industrial buildings. Possession of a complete colour suite is not required to build but the number of blocks that may be built during any turn is limited to 1, 2 or 3 by the outcome of a button press to a battery powered gadget (and by the amount of cash to hand). A skyscraper may be built when a full colour suite is owned, doubling the rent payable for all districts of that colour. Even better is the “Monopoly Tower”. The gadget may also allow the building of a station, now the only building that may occupy a district’s colour bar. Once two stations have been built a player landing in a district with a station may choose to end their move at another station. The gadget also times auctions of unowned property initiated by landing upon an auction square. Chance cards remain (and must be stacked off – board) but community chest squares have been replaced by four planning permission spaces. Each of these offers binary choice to build anywhere either a specified hazard (prison, sewerage plant, rubbish dump, power station) that makes an opponent’s residential blocks unrentable, or a bonus building (school, park, windfarm, watertower) that prevents placement of a hazard in that district.
* ''[[Monopoly City Streets]]'': An online version, using [[Google Maps]] and [[Open Street Map]].
===Game show version===
{{main|Monopoly (game show)}}
A short-lived ''Monopoly'' [[game show]] aired on Saturday evenings from June 16 to September 1, 1990 on [[American Broadcasting Company|ABC]]. The show was produced by [[Merv Griffin]] and hosted by [[Mike Reilly (television personality)|Mike Reilly]]. The show was paired with a summer-long ''[[Super Jeopardy!]]'' tournament which also aired during this period on ABC.
Three contestants competed by answering crossword puzzle-style clues to acquire properties and earn money in attempt to build monopolies. After the properties were acquired, players used the money earned to improve them with houses and hotels which would then further increase the value of questions when those properties were landed upon. The player with the most money at the end of the game won and played the bonus round for a chance to win $25,000 or $50,000.
===Gambling games===
In North America, a variety of [[slot machine]]s and [[lottery|lotteries]] have been produced with a ''Monopoly'' theme. In Europe, there were also ''Monopoly'' "fruit machines", some of which remain popular through [[emulator|emulation]]. The British quiz machine brand [[itbox]] also supports a ''Monopoly'' trivia and chance game, which, like most other itbox games, costs 50p ([[pound sterling|£]]0.50) to play and has a [[pound sterling|£]]20 jackpot, although this is very rarely won. There is also an online slot machine version of the game made by WMS which is a 19 reel traditional style casino game.
There was also a live, online version of ''Monopoly''. Six painted taxis drive around London picking up passengers. When the taxis reach their final destination, the region of London that they are in is displayed on the online board. This version takes far longer to play than board-game monopoly, with one game lasting 24 hours. Results and position are sent to players via e-mail at the conclusion of the game.<ref name="monopoly live">{{cite web|url=http://www.monopolylive.com/|title=Monopoly Live|accessdate=2006-05-25}}</ref>
London’s [[Gamesys]] Group have also developed an exclusive online version of ''Monopoly'' called Monopoly Snap where members of Jackpotjoy, the company’s flagship site, can play a game based on the franchise for real cash. During the game, players are dealt hands of 5 ''Monopoly'' trading cards. If they turn over a set of cards, they win a cash prize. The dealer then reads out the properties one by one, with players hoping to match their hands with the dealer’s calls. When a player has matched their five cards they win a jackpot. If they match it in the minimum 5 calls they open the community chest jackpot which is shared with everyone playing. After the game the dealer will call out the name of one of the game tokens, and everyone who holds that token will win again. It’s notable as a gambling game with a high chance of experiencing a win of some kind.
=== Commercial promotions===
{{main|McDonald's Monopoly}}
The ''McDonald's Monopoly'' game is a sweepstakes advertising promotion of [[McDonald's]] and [[Hasbro]] that has been offered in the [[United States]], [[Canada]], [[Germany]], [[Austria]], [[Switzerland]], [[United Kingdom]], [[France]], [[Romania]], [[Australia]] and [[Singapore]]. The game mimics the game of Monopoly. Originally, customers received a set of two tokens with every purchase, but now tokens only come with certain menu items. Tokens correspond to a property space on the ''Monopoly'' board. When combined into color-matched properties, the tokens may be redeemed for money or prizes. There are also "instant win" tokens the recipient can redeem for McDonald's food, money, or other prizes.
===Films===
In November 2008, [[Ridley Scott]] was announced to direct [[Universal Pictures]]' film version of the game, based on a script written by Pamela Pettler. The film will be co-produced by Hasbro's [[Brian Goldner]], as part of a deal with Hasbro to develop movies based on the company's line of toys.<ref>[http://www.variety.com/article/VR1117995718.html?categoryid=13&cs=1 Ridley Scott to direct 'Monopoly'] By MARC GRASER, VARIETY, Nov. 12, 2008 (retrieved 9/27/2009)</ref><ref>[http://login.vnuemedia.com/hr/login/login_subscribe.jsp?id=ttAht6zfSB7pBW2lj8CqQ0MRevVWT3VJnPVFtRWrF0P32rS1CcJIZRaeUq5yJ2KjdWZ2JEX3aKnN%0AKqlq7lLHdaDM%2F69WKvmokQ3dudOQKj2Tl1f3iUQfKai1jy0Qft7ncqb06ogL0lAKb3wZqeykRx5P%0AljeOVDt6yBjBVnRH71TLs3ihDnFPg1MHlyNCNbnB 'Monopoly' has electric company] The Hollywood Reporter, Nov. 12, 2008 (retrieved 9/27/2009)</ref> The story is being developed by author [[Frank Beddor]].<ref>[http://www.comingsoon.net/news/movienews.php?id=60840 Bedder Reveals Monopoly Story Details]</ref>
== Variants ==
{{see also|Licensed and localized editions of Monopoly}}
Because ''Monopoly'' evolved in the [[public domain]] before its commercialization, ''Monopoly'' has seen many variant games. Most of these are exact copies of the ''Monopoly'' games with the street names replaced with locales from a particular town, university, or fictional place. National boards have been released as well. Over the years, many specialty ''Monopoly'' editions, licensed by Parker Brothers/Hasbro, and produced by them, or their licensees (including USAopoly and Winning Moves Games) have been sold to local and national markets worldwide. Two well known "families" of -opoly like games, without licenses from Parker Brothers/Hasbro, have also been produced.
Several published games are similar to ''Monopoly''. These include:
*''[[Saidina]]'', a ''[[Malaysia]]'' localized version.<ref>[http://www.spmgames.com.my/classic-saidina.html]SPM Games - a Malaysia games company that created the local variant version.</ref>
*''[[Totopoly]]'', created by Waddingtons in 1938, is based around horse racing.
*''Federal Reserve Monopoly'',{{Citation needed|date={{CURRENTMONTHNAME}} {{CURRENTYEAR}}}} created by Goldstein, Patrick, & Speeduh in 2009, mocks the money-as-debt monetary system and incorporates many of the [[financial instruments]] that caused the 2008 [[Wall Street]] crash, like "[[Credit Default Swap]]" and "Purchase Options."
*''[[Anti-Monopoly]]'', created by Ralph Anspach in 1974.
*''[[Blue Marble Game]]'', a Korean game based on monopoly created in 1982.
*''Chômageopoly'', "Unemployment Monopoly", a board game created by the [[LIP (clockwork company)|Lip factory]] in the 1970s
*''[[Dinosauropoly]]'', a version using prehistoric motifs and rules.
*''[[Easy Money (board game)|Easy Money]]'', published by [[Milton Bradley Company|Milton Bradley]], also in the 1930s.
*''[[The Farming Game]]'' is a board game in which the goal is to run a financially successful farm, and like ''Monopoly'' the heart of the game is economics. The game's website draws comparisons to ''Monopoly''.
*''[[Fast Food Franchise (board game)|Fast Food Franchise]]'' is a board game by TimJim games which shares ''Monopoly's'' core mechanic, but through careful design guarantees that it will actually end.
*''La gran Capital'', published by several Chilean factories, is a [[Chile]]an version of the game, with neighborhoods from [[Santiago, Chile|Santiago de Chile]]. The title means "the big capital", other versions are even named "Metropolis"
*''The Fascinating Game of Finance'', later shortened to ''[[Finance (game)|Finance]]'', first marketed in 1932 by Knapp Electric, and later by Parker Brothers.
*''Go For Broke'', the exact opposite of ''Monopoly'', has the players trying to spend all their money before anyone else. Bad bets at the casino, real estate, stock market, race track, and giving to the poor house lowers your account balance. This was a Milton Bradley game originally published in the mid-1960s.
*''[[Ghettopoly]]'', released in 2003, caused considerable offense upon its release. The game, intended to be a humorous rendering of ghetto life, was decried as racist for its unflinching use of racial stereotypes. [[Hasbro]] sought and received an injunction against ''Ghettopoly's'' designer.<ref>[http://www.usatoday.com/money/industries/retail/2003-10-23-ghettopoly_x.htm Story] on the October 2003 lawsuit filing, from USA Today</ref><ref>[http://www.rid.uscourts.gov/opinions/magistrate_judges/06072006_1-03cv0482t_mjm_hasbro_v_chang_rr.pdf Decision from] the United States District Court for the District of Rhode Island, dated 18 May 2006. PDF file.</ref>
*''Greekopoly'', a college-themed version using [[fraternities and sororities]] as properties.
*''Potopoly'', A marijuana-themed version, using a five-sided board, and bags instead of houses.
*''[[Itadaki Street]]'', a series of board games for [[video game console]]s from [[Enix]].
*''[[Poleconomy]]'', a board game designed in New Zealand incorporating real-world companies as well as political and economic strategy.
*''[[The Mad Magazine Game]]'', a ''[[Mad (magazine)|Mad Magazine]]'' themed board game in which the object of the game is for player to lose all their money, play is counter-clockwise, and the dice must be rolled with the left hand. Released by [[Parker Brothers]] in 1979.
*''[[Make Your Own-opoly]]'' is a game set sold by [[TDC Games]] of [[Itasca, Illinois]]. Using a Microsoft Windows-based PC, a person can print out his or her own property cards, labels to place on the board and the box, and game currency.<ref>[http://www.tdcgames.com/MYO.htm TDC Games'] homepage for ''Make Your Own-opoly''</ref>
*''[[Solarquest]]'', a popular space-age adaptation, was released by Golden in 1986.
*''Strictly Pittsburgh'', a variant based around the city of [[Pittsburgh]], [[Pennsylvania]]. In addition to properties being replaced with local Pittsburgh sites and businesses, it contained a somewhat different board layout and replaced houses and hotels with skyscrapers.
*''Dostihy a sázky'', a variant sold in [[Czechoslovakia]]. This game comes from the totalitarian communist era (1948–1989), when private businesses were forbidden and mortgages didn't exist, so the monopoly theme was changed to a horse racing theme.
*''Petropolis'', a copy of Monopoly based in buying into the oil industry, using oilfields. The game uses 'telex messages' instead of Chance cards and the playing board snakes round into the middle before continuing round the edge.
* Turista, a Mexican copy of ''Monopoly'' made by Montecarlo board game manufacturer. It is based in buying Mexican States. In each state it is possible to build gas stations and hotel to increase the rent amount.
*NFL Version - Where properties are NFL teams (order based on results of that season, with the Denver Broncos being the most expensive property) and the die are shaped like footballs.
* [[My Monopoly]]
*''[[World Trader]]'' is a online multiplayer Monopoly-like board game, developed and published by [[Cego ApS]] in 2008.
* Business, an Indian version of a Monopoly like game not associated with Hasbro. In this version the "properties" to be bought are cities of India.
* Kissopoly is a [[Kiss (band)|KISS]]-themed version of the game where players buy songs in the band's catalog as well as various merchandise in the place of properties. The game also uses gold and platinum records in the place of hotels and houses. Game play is no different than standard Monopoly.
*Matador - a danish variant where the board is shaped as circle and with some minor variations in the rules and design of the game.
== Criticisms ==
[[Wired magazine]] believes ''Monopoly'' is a poorly designed game. Former Wall Streeter Derk Solko explains, "Monopoly has you grinding your opponents into dust. It's a very negative experience. It's all about cackling when your opponent lands on your space and you get to take all their money." Most of the 3 to 4 hour average playing time is spent waiting for other players to play their turn. Board game enthusiasts disparagingly call this a "roll your dice, move your mice" format.<ref>{{cite web|last=Curry |first=Andrew |url=http://www.wired.com/gaming/gamingreviews/magazine/17-04/mf_settlers?currentPage=2 |title=Monopoly Killer: Perfect German Board Game Redefines Genre |publisher=Wired.com |date=2009-01-04 |accessdate=2009-06-10}}</ref>
==Notes==
{{reflist|2}}
==Bibliography==
*''Monopoly as a Markov Process'', by R. Ash and R. Bishop, ''[[Mathematics Magazine]]'', vol. 45 (1972) p. 26-29.
* {{cite book | author=[[Ralph Anspach|Anspach, Ralph]] | title=The Billion Dollar MONOPOLY Swindle | edition=Second Edition | publisher=Xlibris Corporation | year=2000 | isbn=0-7388-3139-5}}
* {{cite book | author=Brady, Maxine | title=The Monopoly Book: Strategy and Tactics of the World's Most Popular Game | edition=First hardcover edition | publisher=D. McKay Co. | year=1974 | isbn=0-679-20292-7}}
* {{cite book | author=Darzinskis, Kaz | title=Winning Monopoly: A Complete Guide to Property Accumulation, Cash-Flow Strategy, and Negotiating Techniques When Playing the Best-Selling Board Game | edition=First Edition | publisher=Harper & Row, New York | year=1987 | isbn=0-06-096127-9}}
* {{cite book | author=[[Tim Moore (writer)|Moore, Tim]] | title=Do Not Pass Go | publisher=Vintage Books | year=2004 | isbn= 0-09-943386-9}}
* {{cite book | author=[[Philip Orbanes|Orbanes, Philip E.]] | title=The Monopoly Companion: The Player's Guide | edition=Second Edition | publisher=Adams Media Corporation | year=1999 | isbn=1-58062-175-9}}
* {{cite book | author=Orbanes, Philip E. | title=The Game Makers: The Story of Parker Brothers | edition=First Edition | publisher=Harvard Business School Press | year=2004 | isbn=1-59139-269-1}}
*{{cite news | url = http://news.bbc.co.uk/2/hi/business/7007135.stm
| title = Monopoly launches UK-wide edition | accessdate = 2008-02-08
| date = 2007-09-24 | publisher = BBC}}
==External links==
{{commonscat|Monopoly (game)}}
* [http://www.hasbro.com/monopoly/en_US/ The official U.S. ''Monopoly'' web site]
* [http://www.hasbro.com/games/kid-games/monopoly/default.cfm?page=Entertainment/funfacts Hasbro's] Fun Facts page
* {{US patent|748626}} and {{US patent|1509312}} - Patents for the first and second version of ''The Landlord's Game''
* {{US patent|2026082}} Patent awarded to C.B. Darrow for ''Monopoly'' on December 31. 1935
* [http://tt.tf/gamehist/mon-index.html Early history of ''Monopoly'']
* [http://www.courierpostonline.com/ac150/ Atlantic City 150th Anniversary] series of articles from the newspaper Courier Post, which describe the streets of Atlantic City that appear on ''Monopoly''
* [http://www.pbs.org/opb/historydetectives/pdf/202_monopoly.pdf History of ''Monopoly'']
* [http://www.footnote.com/spotlight/1274/it-makes-sense-that1 Lizzie J. Magie's patented version of 'Monopoly' 1904 ]
* [http://www.tkcs-collins.com/truman/monopoly/monopoly.shtml Full list of probabilities in ''Monopoly'']
{{Monopoly}}
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[[Category:Game.com games]]
[[Category:Atlantic City, New Jersey]]
[[Category:Roll-and-move board games]]
[[Category:Economic simulation board games]]
[[Category:Hasbro products]]
[[Category:Monopoly (game)| ]]
[[Category:Multiplayer games]]
[[Category:American inventions]]
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{{otheruses|Monopoly (disambiguation)}}
{{Infobox Game
| title = Monopoly
| subtitle =
| image_link = [[Image:Monopoly Logo 123.png|230px]]
| image_caption = The ''Monopoly'' Logo
| designer = [[Elizabeth Magie|Elizabeth Magie]]<br>Louis & Fred Thun<ref>{{Cite web |url=http://www.adena.com/adena/mo/mo15.htm |title=http://www.adena.com/adena/mo/mo15.htm |author=Burton H. Wolfe |date=1976 |work=The San Francisco Bay Guardian |publisher= |accessdate=2009-10-28 }}</ref><br>[[Charles Darrow]]
| illustrator =
| publisher = [[Parker Brothers]]<br />[[Waddingtons]]
| players = 2–6
| setup_time = 5–15 minutes
| playing_time = Approximately 2–3 hours
| complexity = Medium
| strategy = Medium
| random_chance = High ([[Dice|dice rolling]], card drawing)
| skills = Negotiation, Resource management
| footnotes =
| bggid = 1406
| bggxrefs =
}}
'''''Monopoly''''' is a [[board game]] published by [[Parker Brothers]], a subsidiary of [[Hasbro]]. The [[game]] is named after the economic concept of [[monopoly]], the domination of a market by a single entity.
Monopoly is the most commercially-successful board game in [[United States]] history, with 485 million players worldwide.<ref>{{cite web | title = History of the Game ''Monopoly'' | url = http://boardgames.lovetoknow.com/History_of_the_Game_Monopoly | accessdate = 2008-10-12}}</ref>
According to Hasbro, since [[Charles Darrow]] [[patent]]ed the game in 1935, approximately 750 million people have played the game, making it "the most played <nowiki>(commercial)</nowiki> board game in the world."<ref>In the instruction booklet that comes with the 70th Anniversary (U.S.) Edition of ''Monopoly'', Hasbro cites a statistic that over 750 million people have played ''Monopoly''. Presumably even higher numbers have played traditional games, such as [[chess]] and [[Go (board game)|Go]].</ref> The 1999 [[Guinness World Records|''Guinness Book of Records'']] cited Hasbro's previous statistic of 500 million people having played ''Monopoly''.<ref>[http://www.guinnessworldrecords.com/index.asp?id=52882 Guinness World Records] page for ''Monopoly's'' (disputed) world record of Most Played Game</ref> ''[[Games (magazine)|Games Magazine]]'' has inducted ''Monopoly'' into its [[Games 100#Hall of Fame|Hall of Fame]].<ref>GAMES Magazine Hall of Fame [http://www.gamesmagazine-online.com/gameslinks/hallofame.html web page]</ref> The mascot for the game is a mustachioed man wearing a monocle and [[morning dress]] named [[Mr. Monopoly]]. He was formerly named [[Rich Uncle Pennybags]], but Hasbro renamed him in 1999 to Mr. Monopoly since that was what most of their consumers referred to him as. <ref>{{cite book |title= The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit|last= Orbanes|first= P.E|year= 2003|publisher= Harvard Business School Press|location= Boston, MA|isbn= 1591392691|pages= 256|url= http://www.amazon.com/Game-Makers-Brothers-Tiddledy-Trivial/dp/1591392691/ref=sr_1_1?ie=UTF8&s=books&qid=1245727540&sr=1-1}} </ref>
==History==
{{details|History of the board game Monopoly}}
The history of ''Monopoly'' can be traced back to 1904, when a [[Quaker]] woman named [[Elizabeth Magie|Elizabeth (Lizzie) J. Magie Phillips]] created a game through which she hoped to be able to explain the [[Georgism|single tax]] theory of [[Henry George]] (it was intended to illustrate the negative aspects of concentrating land in private monopolies). Her game, ''[[The Landlord's Game]]'', was commercially published a few years later. Other interested game players redeveloped the game and some made their own sets. Phillips herself patented a revised edition of the game in 1923, and similar games of this nature were published commercially. By 1933 a board game named ''Monopoly'' was created much like the version of ''Monopoly'' sold by Parker Brothers and its parent companies throughout the rest of the 20th century and into the 21st. [[Charles Darrow]], widely proclaimed by Parker Brothers as the "inventor" of the game, was introduced to the game by his friends, the Todds, who lived in [[Atlantic City]]. Darrow made some graphical changes to the game and sold his version to Parker Brothers in [[1935]]. Several people, mostly in the U.S. Midwest and near the U.S. East Coast, contributed to the game's design and evolution.
In 1941 the British Secret Service had [[Waddingtons|John Waddington Ltd.]], the licensed manufacturer of the game outside the U.S., create a special edition for [[World War II]] [[Prisoner of war|prisoners of war]] held by the Nazis.<ref>{{cite web |url=http://www.mentalfloss.com/blogs/archives/10021 |title= How board game helped free POWs |author=Brian McMahon |publisher=''[[Mental floss]]'' magazine |date=November 29, 2007 |accessdate=2007-12-07}}</ref> Hidden inside these games were maps, compasses, real money, and other objects useful for escaping. They were distributed to prisoners by secret service created fake charity groups.<ref>{{cite web |url=http://abcnews.go.com/Technology/monopolys-hidden-escape-maps-free-pows/Story?id=8605905&page=3 |title= Get Out of Jail Free: Monopoly's Hidden Maps|author=Ki Mae Heussner |publisher=''[[ABC News]]'' |date=September 18, 2009 |accessdate=2009-09-18}}</ref>
By the 1970s, the game's early history had been lost (at least one historian has argued that it was purposely suppressed), and the idea that it had been created solely by [[Charles Darrow]] had become popular folklore. This was stated in the 1974 book ''The Monopoly Book: Strategy and Tactics of the World's Most Popular Game'', by Maxine Brady, and even in the instructions of the game itself. As Professor [[Ralph Anspach]] fought Parker Brothers and its then parent company, [[General Mills]], over the trademarks of the ''Monopoly'' board game, much of the early history of the game was "rediscovered".
Because of the lengthy court process, and appeals, the legal status of Parker Brothers' trademarks on the game was not settled until the late 1970s. Anspach won the case on appeals in 1979, as the 9th District Court determined that the trademark "Monopoly" was generic, and therefore unenforceable.<ref>[http://online.wsj.com/article/SB125599860004295449.html How a Fight Over a Board Game Monopolized an Economist's Life]], ''[[Wall Street Journal]]'', 20 Oct 2009</ref> However, on Hasbro's pressure, the US Congress immediately passed a statute amending the Trademark Act to protect longstanding marks against 'generic' claims. Thus the game's name remains a registered trademark of Parker Brothers, as do its specific design elements. Parker Brothers' current corporate parent, [[Hasbro]], again acknowledges only the role of Charles Darrow in the creation of the game. Anspach published a book about his research, called ''The Billion Dollar Monopoly Swindle'' (and republished as ''Monopolygate''), in which he makes his case about the purposeful suppression of the game's early history and development.
==Board==
===US versions===
The original version was sold by Charles Darrow, and later by Parker Brothers. The board consists of forty spaces containing twenty-eight properties (twenty-two colored Streets, four Railroads and two Utilities), three [[Chance and Community Chest cards|Chance]] spaces, three [[Chance and Community Chest cards|Community Chest]] spaces, a [[Luxury Tax]] space, an [[Income Tax]] space, and the four corner squares: GO, [[Prison|Jail]], [[Free Parking]], and Go to Jail. In the U.S. versions shown below, the properties are named after locations in (or near) [[Atlantic City, New Jersey]].
In September 2008, the layout of the board was modified to more closely match the foreign-released versions, as shown in the board layout below. The notable changes are the colors of Mediterranean and Baltic Avenues (which changed from purple to brown), the adaptation of the flat $200 Income Tax (formerly the player's choice of 10% of their total holdings OR $200) and increased $100 Luxury Tax amount (upped from $75). Similar color/amount changes are used in the U.S. Edition of the [[#World editions|"Here and Now: World Edition" game]], and are also used in the most recent version of the [[McDonald's Monopoly]] promotion.
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Standard (American Edition) Monopoly game board layout as of September 2008
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY
|corner_1 = '''Go'''<br />Collect $200 salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = [[Free Parking]]
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SaddleBrown |Space_101 = Mediterranean Avenue<br />$60
|Color_102 = |Space_102 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_103 = SaddleBrown |Space_103 = Baltic Avenue<br />$60
|Color_104 = |Space_104 = [[Income tax|Income Tax]]<br />(pay $200)
|Color_105 = |Space_105 = [[Reading Company|Reading Railroad]]<br />$200
|Color_106 = SkyBlue |Space_106 = Oriental Avenue<br />$100
|Color_107 = |Space_107 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = Vermont Avenue<br />$100
|Color_109 = SkyBlue |Space_109 = Connecticut Avenue<br />$120
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = St. Charles Place<br />$140
|Color_205 = |Space_205 = [[Electrical power industry|Electric Company]]<br />$150
|Color_206 = DarkOrchid |Space_206 = States Avenue<br />$140
|Color_207 = DarkOrchid |Space_207 = Virginia Avenue<br />$160
|Color_208 = |Space_208 = [[Pennsylvania Railroad]]<br />$200
|Color_209 = Orange |Space_209 = St. James Place<br />$180
|Color_210 = |Space_210 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_211 = Orange |Space_211 = Tennessee Avenue<br />$180
|Color_212 = Orange |Space_212 = New York Avenue<br />$200
|Color_301 = Red |Space_301 = Kentucky Avenue<br />$220
|Color_302 = |Space_302 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = Indiana Avenue<br />$220
|Color_304 = Red |Space_304 = Illinois Avenue<br />$240
|Color_305 = |Space_305 = [[Baltimore and Ohio Railroad|B&O Railroad]]<br />$200
|Color_306 = Yellow |Space_306 = Atlantic Avenue<br />$260
|Color_307 = Yellow |Space_307 = Ventnor Avenue<br />$260
|Color_308 = |Space_308 = [[Water supply|Water Works]]<br />$150
|Color_309 = Yellow |Space_309 = [[Marven Gardens|Marvin Gardens]]<br />$280
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = Pacific Avenue<br />$300
|Color_402 = Green |Space_402 = North Carolina Avenue<br />$300
|Color_403 = |Space_403 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_404 = Green |Space_404 = Pennsylvania Avenue<br />$320
|Color_405 = |Space_405 = [[Shore Fast Line|Short Line]]<br />$200
|Color_406 = |Space_406 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = Park Place<br />$350
|Color_408 = |Space_408 = [[luxury tax|Luxury Tax]]<br />(pay $100)
|Color_409 = Blue |Space_409 = Boardwalk<br />$400
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
A player who reaches the Jail space by a direct roll of the dice is said to be "Just Visiting", and continues normal play on the next turn.
Marvin Gardens, the leading yellow property on the board shown, is actually a misspelling of the original location name, ''Marven Gardens''. [[Marven Gardens]] is not a street, but a housing area outside Atlantic City. The housing area is said to be derived from [[Margate City, New Jersey|'''Mar'''gate City]] and [[Ventnor City, New Jersey|'''Ven'''tnor City]] in New Jersey. The misspelling was introduced by Charles Todd and passed on when his home-made ''Monopoly'' board was copied by Charles Darrow and thence to Parker Brothers. It was not until 1995 that Parker Brothers acknowledged this mistake and formally apologized to the residents of Marven Gardens for the misspelling.<ref>{{cite web|url=http://www.npr.org/programs/morning/features/patc/monopoly/index.html |title=Monopoly, Present at the Creation |publisher=NPR |date= |accessdate=2009-06-10|archiveurl=http://web.archive.org/web/20021127131233/http://www.npr.org/programs/morning/features/patc/monopoly/index.html|archivedate=2002-11-27}}</ref> Another change made by Todd and duplicated by Darrow, and later Parker Brothers, was the use of South Carolina Avenue. North Carolina Avenue was substituted for this street on the board.
Atlantic City's Illinois Avenue was renamed Martin Luther King Jr. Blvd. in the 1980s. St. Charles Place no longer exists, as the Showboat Casino Hotel was developed where it once ran.<ref>Kennedy, page 35</ref>
Short Line is believed to refer to the [[Shore Fast Line]], a [[tram|streetcar line]] that served Atlantic City.<ref>Kennedy, page 23.</ref> The [[Baltimore and Ohio Railroad|B&O Railroad]] did not serve Atlantic City. A booklet included with the reprinted 1935 edition states that the four railroads that served [[Atlantic City]] in the mid 1930s were the [[Central Railroad of New Jersey|Jersey Central]], the [[Pennsylvania-Reading Seashore Lines|Seashore Lines]], the [[Reading Company|Reading Railroad]], and the [[Pennsylvania Railroad]]. The actual "Electric Company" and "Water Works" serving the city are respectively Atlantic City Electric Company (a subsidiary of [[Pepco Holdings]]) and the Atlantic City Municipal Utilities Authority.
The other versions of the game have different property names, and the prices may be denominated in another currency, but the game mechanics are almost identical.
===UK version===
The original income tax choice from the U.S. version is replaced by a flat rate in the UK version, and the $75 Luxury Tax space is replaced with the £100 Super Tax space. The same is true of current German boards, with a €200 for the Income Tax space on the board, and a €100 Add-on tax in place of the Luxury Tax. An Austrian version, released by Parker Brothers/Hasbro in 2001, does allow for the 10% or $200 for Income Tax and has a $100 Luxury Tax. The choice of London main line stations is that of the four stations within the London and North Eastern Railway group. Starting with the September 2008 release, the U.S. Edition now also uses the flat $200 Income Tax value and the upped $100 Luxury Tax amount.
In the 1930s, [[Waddingtons|John Waddington Ltd.]] (Waddingtons) was a firm of printers from [[Leeds]] that had begun to branch out into packaging and the production of [[playing card]]s. Waddingtons had sent the card game ''Lexicon'' to Parker Brothers hoping to interest them in publishing the game in the United States. In a similar fashion, Parker Brothers sent over a copy of ''Monopoly'' to Waddingtons early in 1935 before the game had been put into production in the United States.
The managing director of Waddingtons, Victor Watson, gave the game to his son Norman (who was head of the card games division) to test over the weekend. Norman was impressed by the game and persuaded his father to call Parker Brothers on Monday morning - transatlantic calls then being almost unheard of. This call resulted in Waddingtons obtaining a license to produce and market the game outside of the United States. Watson felt that in order for the game to be a success in the [[United Kingdom]] the American locations would have to be replaced, so Victor and his secretary, Marjory Phillips, went to London to scout out locations. [[The Angel, Islington]] is not a street in London but an area of North London named after a [[coaching inn]] that stood on the [[A1 road (Great Britain)|Great North Road]]. By the 1930s the inn had become a [[J. Lyons and Co.|Lyons Corner House]] (it is now a [[The Co-operative Bank|Co-operative Bank]]). Some accounts say that Marjory and Victor met at the Angel to discuss the selection and celebrated the fact by including it on the ''Monopoly'' board. In 2003, a plaque commemorating the naming was unveiled at the site by Victor Watson's grandson who is also named Victor.
The standard British board, produced by Waddingtons, was for many years the version most familiar to people in countries in the [[Commonwealth of Nations|Commonwealth]] (except [[Canada]], where the U.S. edition with Atlantic City-area names was reprinted), although local variants of the board are now also found in several of these countries (see [[Licensed and localized editions of Monopoly|Licensed and localized versions of the ''Monopoly'' game]]).
In the cases where the game was produced under license by a national company, the £ (pound) was replaced by a $ (dollar) sign, but the place names were unchanged.
{{hidden
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| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Standard (UK Edition) Monopoly game board layout
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY
|corner_1 = '''Go'''<br />Collect £200 salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = [[Free Parking]]
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SaddleBrown |Space_101 = [[Old Kent Road]]<br />£60
|Color_102 = |Space_102 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_103 = SaddleBrown |Space_103 = [[Whitechapel Road]]<br />£60
|Color_104 = |Space_104 = [[Income tax|Income Tax]]<br />(pay £200)
|Color_105 = |Space_105 = [[London King's Cross railway station|King's Cross station]]<br />£200
|Color_106 = SkyBlue |Space_106 = [[The Angel, Islington|The Angel Islington]]<br />£100
|Color_107 = |Space_107 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = [[Euston Road]]<br />£100
|Color_109 = SkyBlue |Space_109 = [[London Inner Ring Road#Pentonville Road|Pentonville Road]]<br />£120
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = [[Pall Mall, London|Pall Mall]]<br />£140
|Color_205 = |Space_205 = [[Electrical power industry|Electric Company]]<br />£150
|Color_206 = DarkOrchid |Space_206 = [[Whitehall]]<br />£140
|Color_207 = DarkOrchid |Space_207 = <span style="font-family:arial narrow;">[[Northumberland Avenue|Northumberland]] </span>[[Northumberland Avenue|Avenue]]<br />£160
|Color_208 = |Space_208 = [[Marylebone station]]<br />£200
|Color_209 = Orange |Space_209 = [[Bow Street]]<br />£180
|Color_210 = |Space_210 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_211 = Orange |Space_211 = [[Great Marlborough Street|Marlborough Street]]<br />£180
|Color_212 = Orange |Space_212 = [[Vine Street, Westminster|Vine Street]]<br />£200
|Color_301 = Red |Space_301 = [[Strand, London|Strand]]<br />£220
|Color_302 = |Space_302 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = [[Fleet Street]]<br />£220
|Color_304 = Red |Space_304 = [[Trafalgar Square]]<br />£240
|Color_305 = |Space_305 = [[Fenchurch Street railway station|Fenchurch Street station]]<br />£200
|Color_306 = Yellow |Space_306 = [[Leicester Square]]<br />£260
|Color_307 = Yellow |Space_307 = [[Coventry Street]]<br />£260
|Color_308 = |Space_308 = [[Water supply|Water Works]]<br />£150
|Color_309 = Yellow |Space_309 = [[Piccadilly]]<br />£280
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = [[Regent Street]]<br />£300
|Color_402 = Green |Space_402 = [[Oxford Street]]<br />£300
|Color_403 = |Space_403 = [[Chance and Community Chest cards#Community Chest|Community Chest]]
|Color_404 = Green |Space_404 = [[Bond Street]]<br />£320
|Color_405 = |Space_405 = [[Liverpool Street station]]<br />£200
|Color_406 = |Space_406 = [[Chance and Community Chest cards#Chance|Chance]]<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = [[Park Lane (road)|Park Lane]]<br />£350
|Color_408 = |Space_408 = Super Tax<br />(pay £100)
|Color_409 = Blue |Space_409 = [[Mayfair]]<br />£400
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
For a list of some of the localized versions, including the UK "Here and Now" edition, and the names of their properties, see [[Licensed and localized editions of Monopoly]].
===Recent variations===
Starting in the UK in 2005, an updated version of the game entitled ''Monopoly Here and Now'' was produced, replacing game scenarios, properties, and tokens with modern equivalents. Similar boards were produced for Germany and France. Variants of these first editions appeared with Visa-branded debit cards taking the place of cash - the later US "Electronic Banking" edition has unbranded debit cards.
The success of the first Here and Now editions caused Hasbro US to allow online voting for 26 landmark properties across the United States to take their places along the game board. The popularity of this voting, in turn, caused the creation of similar websites, and secondary game boards per popular vote to be created in the UK, France, Germany, Australia, New Zealand, Ireland, and other nations.
Hasbro opened a new website in January 2008, for online voting of the ''Monopoly Here and Now: World Edition''. The colored property spaces are worldwide cities, as determined by the same vote/popularity formula as established for national editions.
In 2006, [[Winning Moves|Winning Moves Games]] released another edition, the [[Monopoly: The Mega Edition|Mega Edition]], with a larger game board (50% bigger) and revised game play. Other streets from Atlantic City (eight, one per a color group) were included, along with a third "utility", the Gas Company. In addition, $1,000 denomination notes (first seen in [[Winning Moves]]' "Monopoly: The Card Game") are included. Game play is further changed with bus tickets (allowing non-dice-roll movement along one side of the board), a speed die (itself adopted into variants of the Atlantic City Standard Edition; see below), skyscrapers (after houses and hotels), and train depots that can be placed on the Railroad spaces.
This edition was adapted for the UK market in 2007, and is sold by Winning Moves UK. After the initial US release, critiques of some of the rules caused the company to issue revisions and clarifications on their website.<ref>[http://www.winning-moves.com/974AC834972648769F406DE95E835622.asp?ccb_key=40FF53914D5847419F5568785926D205 Rules clarifications] for ''Monopoly: The Mega Edition''.</ref>
====Monopoly Here and Now====
In September 2006, the US edition of Monopoly Here and Now was released. This edition features top landmarks across the US. The properties were decided by votes over the Internet in the spring of 2006.
Monetary values are multiplied by 10,000 (eg, one collects $2,000,000 instead of $200 for passing Go). Also, the Chance and Community Chest cards are updated. The houses and hotels are blue and silver, not green and red like in most editions of Monopoly. The board uses the traditional US layout; the cheapest properties are purple, not brown, and the "luxury tax" (replaced with "interest on credit card debt") is $750,000, not $1,000,000. Despite the updated luxury tax space, this edition uses paper Monopoly money, and not an electronic banking unit like the Here and Now World Edition. However, a similar edition of Monopoly, the "Electronic Banking" edition, does feature an electronic banking unit, as well as a different set of tokens. Both Here and Now and Electronic Banking feature an updated set of tokens from the Atlantic City edition.
It is also notable that three states (California, Florida and Texas) are represented by two cities each (Los Angeles and San Francisco, Miami and Orlando, and Dallas and Houston respectively). No other state is represented by more than one city (not including the airports).
{{clear}}
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Monopoly Here and Now: The US Edition
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY<br>Here and Now:<br>The US Edition
|corner_1 = '''Go'''<br />Collect $2<small">M</small> salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = Free Parking
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = Indigo |Space_101 = Jacobs Field, Cleveland<br />$600<small">K</small>
|Color_102 = |Space_102 = Community Chest
|Color_103 = Indigo |Space_103 = Texas Stadium, Dallas<br />$600<small">K</small>
|Color_104 = |Space_104 = Income Tax<br />pay $2<small">M</small>
|Color_105 = |Space_105 = O'Hare Airport, Chicago<br />$2<small">M</small>
|Color_106 = SkyBlue |Space_106 = Grand Ole Opry, Nashville<br />$1<small">M</small>
|Color_107 = |Space_107 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = Gateway Arch, St. Louis<br />$1<small">M</small>
|Color_109 = SkyBlue |Space_109 = Mall of America, Minneapolis<br />$1.2<small">M</small>
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = Centennial Olympic Park, Atlanta<br />$1.4<small">M</small>
|Color_205 = |Space_205 = Cell Phone Service<br />$1.5<small">M</small>
|Color_206 = DarkOrchid |Space_206 = Red Rocks Amphitheatre, Denver<br />$1.4<small">M</small>
|Color_207 = DarkOrchid |Space_207 = Liberty Bell, Philadelphia<br />$1.6<small">M</small>
|Color_208 = |Space_208 = Los Angeles International Airport<br />$2<small">M</small>
|Color_209 = Orange |Space_209 = South Beach, Miami<br />$1.8<small">M</small>
|Color_210 = |Space_210 = Community Chest
|Color_211 = Orange |Space_211 = Johnson Space Center, Houston<br />$1.8<small">M</small>
|Color_212 = Orange |Space_212 = Pioneer Square, Seattle<br />$2<small">M</small>
|Color_301 = Red |Space_301 = Camelback Mountains, Phoenix<br />$2.2<small">M</small>
|Color_302 = |Space_302 = Chance<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = Waikiki Beach, Honolulu<br />$2.2<small">M</small>
|Color_304 = Red |Space_304 = Disney World, Orlando<br />$2.4<small">M</small>
|Color_305 = |Space_305 = JFK Airport, New York City<br />$2<small">M</small>
|Color_306 = Yellow |Space_306 = French Quarter, New Orleans<br />$2.6<small">M</small>
|Color_307 = Yellow |Space_307 = Hollywood, Los Angeles<br />$2.6<small">M</small>
|Color_308 = |Space_308 = Internet Service<br />$1.5<small">M</small>
|Color_309 = Yellow |Space_309 = Golden Gate Bridge, San Francisco<br />$2.8<small">M</small>
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = Las Vegas Blvd., Las Vegas<br />$3<small">M</small>
|Color_402 = Green |Space_402 = Wrigley Field, Chicago<br />$3<small">M</small>
|Color_403 = |Space_403 = Community Chest
|Color_404 = Green |Space_404 = White House, Washington<br />$3.2<small">M</small>
|Color_405 = |Space_405 = Atlanta International Airport<br />$2<small">M</small>
|Color_406 = |Space_406 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = Fenway Park, Boston<br />$3.5<small">M</small>
|Color_408 = |Space_408 = Interest On Credit Card Debt<br />pay $750<small">K</small>
|Color_409 = Blue |Space_409 = Times Square, New York City<br />$4<small">M</small>
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
====World editions====
In 1998, [[Winning Moves]] procured the ''Monopoly'' license from [[Hasbro]] and created new UK [[Licensed and localized editions of Monopoly|city and regional editions]] with sponsored squares.
[[Winning Moves]] struggled to raise the sponsorship deals for the game boards, but did so eventually. A [[Nottingham]] Graphic Design agency, TMA, produced the visual design of the ''Monopoly'' packaging. Initially, in December 1998, the game was sold in just a few [[W H Smith|WHSmith]] stores, but demand was high, with almost fifty thousand games shipped in the 4 weeks leading up to Christmas. [[Winning Moves]] still produce new [[Licensed and localized editions of Monopoly|city and regional editions]] annually. Nottingham based designers [http://www.guppimedia.com Guppi] have been responsible for the games' visual design since 2001.
=====Monopoly Here and Now: The World Edition=====
{{Infobox Game
| title = Monopoly Here and Now: The World Edition
| subtitle =
| image_link = [[Image:HereNowMonopoly Box.jpg|200px]]
| image_caption = The ''Monopoly Here and Now: The World Edition'' Game Box
| designer =
| illustrator =
| publisher = [[Parker Brothers]]
| players = 2–6
| setup_time = 5–15 minutes
| playing_time = About 1.5 hours
| complexity = Medium
| strategy = Medium
| random_chance = High ([[Dice|dice rolling]], card drawing)
| skills = Negotiation, Resource management
| footnotes =
| bggid =
| bggxrefs =
}}
In 2008, Hasbro released ''Monopoly Here and Now: The World Edition''. This world edition features top locations of the world. The locations were decided by votes over the Internet. The result of the voting was announced on [[August 20]], [[2008]].<ref>{{cite web|url=http://www.ctv.ca/servlet/ArticleNews/story/CTVNews/20080820/monopoly_cities_080820 |title=Montreal top property in new ''Monopoly'' game - CTV.ca. Retrieved 2008/08/20 01:14PM UTC |publisher=Ctv.ca |date=2008-08-20 |accessdate=2009-06-10}}</ref>
Out of these, [[Gdynia]] is especially notable, as it is by far the smallest city of those featured and won the vote thanks to a spontaneous, large-scale mobilization of support started by its citizens. The new game uses its own currency unit, the Mono (a game-based take on the [[Euro]]; designated by '''<s>M</s>'''). The game uses said unit in millions and thousands. As seen above, there is no Dark Purple color-group, as that is replaced by Brown, as in the European version of the game.
It is also notable that three cities ([[Montreal]], Toronto, and Vancouver) are from [[Canada]] and three other cities (Beijing, Hong Kong, and Shanghai) are from [[People's Republic of China]]. No other countries are represented by more than one city.
Of the 68 cities listed on Hasbro Inc.’s website for the vote, [[Israel]]’s capital, [[Jerusalem]], was chosen as one of the 20 cities to be featured in the newest ''Monopoly'' World Edition.<ref name="MSNBC">[http://www.msnbc.msn.com/id/23281286/ ''Monopoly'' Contest Stirs Up Jerusalem Conflict], Associated Press, published February 21, 2008.</ref> Before the vote took place, a Hasbro employee in the [[London]] office eliminated the country signifier “[[Israel]]” after the city, in response to pressure from pro-[[Palestinian people|Palestinian]] [[Interest group|lobby groups]].<ref name="Blog">[http://blogs.dailymail.com/donsurber/2008/02/23/monopoly-jihad/ ''Monopoly'' Jihad], Dailymail Blog, published February 23, 2008.</ref> After the Israeli government protested, Hasbro Inc. admitted its error and issued an apology that read: “It was a bad decision, one that we rectified relatively quickly. This is a game. We never wanted to enter into any political debate. We apologize to our ''Monopoly'' fans.”<ref name="MSNBC" />
{{clear}}
{{hidden
| style = border:1px solid silver; width: 100%;
| headerstyle = background: lightblue; font-size: 110%;
| contentstyle = text-align: center;
| header = Monopoly Here and Now: The World Edition (2008)
| content =
{{Monopoly board layout
|Edition =
|Banner = MONOPOLY<br>Here and Now:<br>The World Edition
|corner_1 = '''Go'''<br />Collect <s>M</s>2<small">M</small> salary as you pass
|corner_2 = In Jail/Just Visiting
|corner_3 = Free Parking
|corner_4 = Go To Jail
|spaces_horizontal = 9
|spaces_vertical = 9
|Color_101 = SaddleBrown |Space_101 = [[Gdynia]]<br /><s>M</s>600<small">K</small>
|Color_102 = |Space_102 = Community Chest
|Color_103 = SaddleBrown |Space_103 = [[Taipei]]<br /><s>M</s>600<small">K</small>
|Color_104 = |Space_104 = Income Tax<br />pay <s>M</s>2<small">M</small>
|Color_105 = |Space_105 = ''Monopoly'' Rail<br /><s>M</s>2<small">M</small>
|Color_106 = SkyBlue |Space_106 = [[Tokyo]]<br /><s>M</s>1<small">M</small>
|Color_107 = |Space_107 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_108 = SkyBlue |Space_108 = [[Barcelona]]<br /><s>M</s>1<small">M</small>
|Color_109 = SkyBlue |Space_109 = [[Athens]]<br /><s>M</s>1.2<small">M</small>
|Color_110 = |Space_110 =
|Color_111 = |Space_111 =
|Color_112 = |Space_112 =
|Color_201 = |Space_201 =
|Color_202 = |Space_202 =
|Color_203 = |Space_203 =
|Color_204 = DarkOrchid |Space_204 = [[Istanbul]]<br /><s>M</s>1.4<small">M</small>
|Color_205 = |Space_205 = [[Solar Energy]]<br /><s>M</s>1.5<small">M</small>
|Color_206 = DarkOrchid |Space_206 = [[Kiev|Kyiv]]<br /><s>M</s>1.4<small">M</small>
|Color_207 = DarkOrchid |Space_207 = [[Toronto]]<br /><s>M</s>1.6<small">M</small>
|Color_208 = |Space_208 = ''Monopoly'' Air<br /><s>M</s>2<small">M</small>
|Color_209 = Orange |Space_209 = [[Rome]]<br /><s>M</s>1.8<small">M</small>
|Color_210 = |Space_210 = Community Chest
|Color_211 = Orange |Space_211 = [[Shanghai]]<br /><s>M</s>1.8<small">M</small>
|Color_212 = Orange |Space_212 = [[Vancouver]]<br /><s>M</s>2<small">M</small>
|Color_301 = Red |Space_301 = [[Sydney]]<br /><s>M</s>2.2<small">M</small>
|Color_302 = |Space_302 = Chance<div style="font:bold 16pt times new roman,serif;color:#1e55d5;">?</div>
|Color_303 = Red |Space_303 = [[New York]]<br /><s>M</s>2.2<small">M</small>
|Color_304 = Red |Space_304 = [[London]]<br /><s>M</s>2.4<small">M</small>
|Color_305 = |Space_305 = ''Monopoly'' Cruise<br /><s>M</s>2<small">M</small>
|Color_306 = Yellow |Space_306 = [[Beijing]]<br /><s>M</s>2.6<small">M</small>
|Color_307 = Yellow |Space_307 = [[Hong Kong]]<br /><s>M</s>2.6<small">M</small>
|Color_308 = |Space_308 = [[Wind power|Wind Energy]]<br /><s>M</s>1.5<small">M</small>
|Color_309 = Yellow |Space_309 = [[Jerusalem]]<br /><s>M</s>2.8<small">M</small>
|Color_310 = |Space_310 =
|Color_311 = |Space_311 =
|Color_312 = |Space_312 =
|Color_401 = Green |Space_401 = [[Paris]]<br /><s>M</s>3<small">M</small>
|Color_402 = Green |Space_402 = [[Belgrade]]<br /><s>M</s>3<small">M</small>
|Color_403 = |Space_403 = Community Chest
|Color_404 = Green |Space_404 = [[Cape Town]]<br /><s>M</s>3.2<small">M</small>
|Color_405 = |Space_405 = ''Monopoly'' Space<br /><s>M</s>2<small">M</small>
|Color_406 = |Space_406 = Chance<div style="font:bold 16pt times new roman,serif;color:#c00;">?</div>
|Color_407 = Blue |Space_407 = [[Riga]]<br /><s>M</s>3.5<small">M</small>
|Color_408 = |Space_408 = Super Tax<br />pay <s>M</s>1<small">M</small>
|Color_409 = Blue |Space_409 = [[Montreal]]<br /><s>M</s>4<small">M</small>
|Color_410 = |Space_410 =
|Color_411 = |Space_411 =
|Color_412 = |Space_412 =
}}
}}
==World Championship==
Hasbro conducts a worldwide ''Monopoly'' tournament. The first ''Monopoly'' World Championships took place in Grossinger's Resort in New York, in November 1973. The current world champion is Bjørn Halvard Knappskog who won the title in Las Vegas, Nevada on 22 October 2009. 42 players competed for the title of Monopoly World Champion and a cash prize of $20,580 USD.<ref>http://web.archive.org/web/20091026150949/http://www.news.com.au/story/0,27574,26249271-23109,00.html</ref><ref>http://www.worldofmonopoly.com/</ref>
===U.S. National Championship===
Although in the past, U.S. entrants had to successfully compete in regional competitions before the national championship, qualifying for the National Championship has been online since 2003. For the 2003 Championship, qualification was limited to the first fifty people who correctly completed an online quiz. Out of concerns that such methods of qualifying might not always ensure a competition of the best players, the 2009 Championship qualifying was expanded to include an online multiple-choice quiz (a score of 80% or better was required to advance); followed by an online five-question essay test; followed by a two-game online tournament at Pogo.com. The process was to have produced a field of 23 plus one: Matt McNally, the 2003 national champion, who received a bye and was not required to qualify. However, at the end of the online tournament, there was an eleven-way tie for the last six spots. The decision was made to invite all of those who had tied for said spots. In fact, two of those who had tied and would have otherwise been eliminated, Dale Crabtree of Indianapolis, Indiana, and Brandon Baker, of Tuscaloosa, Alabama, played in the final game and finished third and fourth respectively.
The 2009 Monopoly U.S. National Championship was held on April 14-15 in Washington, D.C. In his first tournament ever, Richard Marinaccio, an attorney from Sloan, New York (a suburb of Buffalo), prevailed over a field that included four previous champions to be crowned the 2009 U.S. National Champion. In addition to the title, Mr. Marinaccio took home $20,580 — the amount of money in the bank of the board game — and competed in the 2009 World Championship in Las Vegas, Nevada on October 21-22.
In addition, a version of the ''Monopoly'' game called ''Monopoly Family Game Night: The Championship Edition'', will be released in Fall 2009 to coincide with the 2009 Monopoly World Championships.
==Equipment==
[[Image:US Deluxe Monopoly Tokens.jpg|thumb|220px|left|All twelve tokens from the U.S. ''Deluxe Edition Monopoly''.]]
Each player is represented by a small metal token that is moved around the edge of the board according to the roll of two [[dice]]. The twelve playing pieces currently used are pictured at left (from left to right): a [[wheelbarrow]] (1937b edition), a [[battleship]], a sack of money (1999–2007 editions), a [[cavalry|horse and rider]], a [[automobile|car]] (racecar), a [[train]] (Deluxe Edition only), a [[thimble]], a [[howitzer]] (sometimes called a cannon), an old style [[shoe]] (sometimes called a boot), a [[Scottish Terrier|Scottie dog]], an [[ironing|iron]], and a [[top hat]].
Many of the tokens came from companies such as Dowst Miniature Toy Company, which made metal charms and tokens designed to be used on charm bracelets. The battleship and cannon were also used briefly in the Parker Brothers war game ''[[Conflict (board game)|Conflict]]'' (released in 1940), but after the game failed on the market, the premade pieces were recycled into ''Monopoly'' usage.<ref>''Passing Go: Early Monopoly 1933–1937'' by "Clarence B. Darwin" (pseudonym for David Sadowski). First edition, revised, pages 207-208. Folkopoly Press, River Forest, IL.</ref> Hasbro recently adopted the battleship and cannon for ''[[Diplomacy (game)|Diplomacy]]''.
Early localized editions of the standard edition (including some Canadian editions, which used the U.S. board layout) did not include pewter tokens but instead had generic wooden pawns identical to those in ''[[Sorry! (game)|Sorry!]]''.<ref>Ibid. Page 206</ref> [[Parker Brothers]] also acquired ''Sorry!'' in the 1930s.
{{clear}}
Other items included in the standard edition are:
[[Image:Monopoly spinner.jpg|right|thumb|During [[World War II]], the dice in [[United Kingdom|the United Kingdom]] were replaced with a spinner because of a lack of materials.]]
* A pair of six-sided [[dice]]. (NOTE: Since 2007, a third "Speed Die" has been added—see ADD-ONS below.)
* A [[deed|Title Deed]] for each property. A Title Deed is given to a player to signify ownership, and specifies purchase price, [[mortgage]] value, the cost of building [[house]]s and [[hotel]]s on that property, and the various [[renting|rent]] prices depending on how developed the property is. Properties include:
** 22 streets, divided into 8 color groups of two or three streets. A player must own all of a color group (have a monopoly) in order to build houses or hotels. If a player wants to mortgage one property of a color-group, not only must any houses or hotels be removed from that property, but from the others in the color-group as well.
** 4 [[rail transport|railway]]s. Players collect $25 rent if they own one station, $50 if they own two, $100 if they own three and $200 if they own all four. These are usually replaced by railway stations in non-U.S. editions of Monopoly.
** 2 [[public utility|utilities]]. Rent is four times dice value if player owns one utility, but 10 times dice value if player owns both. Hotels and houses cannot be built on utilities or stations.
* A supply of paper money. The supply of money is theoretically unlimited; if the bank runs out of money the players must make do with other markers, or calculate on paper. Additional paper money can be bought at certain locations, notably game and hobby stores, or downloaded from various websites and printed and cut by hand (one such site has created a $1,000 bill for the game; it is not one of the standard denominations). In the original U.S. standard editions, the supply generally starts with $15,140. The winner of the quadrennial ''Monopoly'' World Championship receives the same amount in [[United States dollar]]s.<ref>[http://www.hasbro.com/monopoly/pl/page.tokyo/dn/default.cfm Details of the 2004 Monopoly World Championship, held in Tokyo.]{{dead link|date=June 2009}}</ref> [NOTE: This base money amount has changed—see below.]
:The term "Monopoly money" has been used to refer to currencies which cannot be used to purchase goods and services on the free market, such as exchange certificates printed by the [[Burma|Burmese]] government which must be used by foreign aid organizations.<ref>Parry, Richard Lowe and Andrew Crowe. "Fifth of Burmese aid cash lost to exchange rate trick." The Times 25 July 2008, accessed at http://www.timesonline.co.uk/tol/news/world/asia/article4393554.ece on 25 July 2008</ref> The term can also refer to currencies in which each paper denomination is a different colour; [["Weird Al" Yankovic]]'s song "[[Canadian Idiot]]" uses it in this sense.
* 32 wooden or plastic houses and 12 wooden or plastic hotels (the original and the current ''Deluxe Edition'' have wooden houses and hotels; the current "base set" uses plastic buildings). Unlike money, houses and hotels have a finite supply. If no more are available, no substitute is allowed.
* A deck of 16 [[Chance and Community Chest cards|Chance cards]] and a deck of 16 [[Chance and Community Chest cards|Community Chest cards]]. Players draw these cards when they land on the corresponding squares of the track, and follow the instructions printed on them.
Hasbro also sells a ''Deluxe Edition'', which is mostly identical to the classic edition but has wooden houses and hotels and gold-toned tokens, including one token in addition to the standard eleven, a [[rail transport|railroad]] [[locomotive]]. Other additions to the ''Deluxe Edition'' include a card carousel, which holds the title deed cards, and money printed with two colors of ink.
In 1978, retailer [[Neiman Marcus]] manufactured and sold an all-Chocolate edition of ''Monopoly'' through its [[Neiman_Marcus#Fantasy_gifts|"Christmas Wish Book"]] for that year. The entire set was edible, including the money, dice, hotels, properties, tokens and playing board. The set retailed for $600.<ref>{{cite book | author=[[Philip Orbanes|Orbanes, Philip]] | title=The Monopoly Companion | edition=First edition | publisher=Bob Adams, Inc. | year=1988 | page=20 | isbn=1-55850-950-X}}</ref>
In 2000, the [[FAO Schwarz]] store in New York City sold a custom version called ''One-Of-A-Kind Monopoly'' for $100,000.<ref>[http://www.findarticles.com/p/articles/mi_m0EIN/is_2000_Sept_19/ai_65295755/pg_3 Archived article] from ''Business Wire'', stored at Findarticles.com. Retrieved 1 January 2006.</ref> This special edition comes in a locking [[briefcase|attaché case]] made with Napolino leather and lined in suede, and features include:
*18-[[carat (purity)|carat]] (75%) [[gold]] tokens, houses, and hotels
*[[Rosewood]] board
*street names written in [[metal leaf#gold leaf|gold leaf]]
*emeralds around the Chance icon
*sapphires around the Community Chest
*rubies in the brake lights of the car on the Free Parking Space
*the money is real, negotiable United States currency
The Guinness Book of World Records states that a set worth $2,000,000 and made of 23-carat gold, with rubies and sapphires atop the chimneys of the houses and hotels, is the most expensive ''Monopoly'' set ever produced.<ref>[http://www.guinnessworldrecords.com/content_pages/record.asp?recordid=43436 Most Expensive ''Monopoly'' Set world record.]{{dead link|date=June 2009}}</ref>
The distribution of cash in the U.S. version has changed with the newer release versions. Older versions had a total of '''$15,140''' in the following amounts/colors:
*20 $500 Bills (orange)
*20 $100 Bills (beige)
*30 $50 Bills (blue)
*50 $20 Bills (green)
*40 $10 Bills (yellow)
*40 $5 Bills (pink)
*40 $1 Bills (white)
The newer (September 2008) editions have a total of '''$20,580''', with 30 of each bill denomination. In addition, the colors of some of the bills have been changed; $10's are now blue instead of yellow, $20's are a brighter color green than before, and $50's are now purple instead of blue.
Each player begins the game with his or her token on the Go square, and $1,500 (or 1,500 of a localized currency) in play money. Prior to September 2008, the money was divided as follows in the U.S. standard rules:
* Two each of:
**$500 bills
**$100 bills
**$50 bills
*Six $20 bills
*Five each of:
**$10 bills
**$5 bills
**$1 bills
Since then, the US version has taken on the British version's initial cash distributions of:
* Two x $/£500
* Four x $/£100
* One x $/£50
* One x $/£20
* Two x $/£10
* One x $/£5
* Five x $/£1
Pre-Euro German editions of the game started with 30,000 "Spielmark" in eight denominations (abbreviated as "M."), and later used seven denominations of the "Deutsche Mark" ("DM."). In the classic Italian game, each player receives ₤350,000 ($3500) in a two-player game, but ₤50,000 ($500) less for each player more than two. Only in a six-player game does a player receive the equivalent of $1,500. The classic Italian games were played with only four denominations of currency. Both Spanish editions (the Barcelona and Madrid editions) started the game with 150,000 in play money, with a breakdown identical to that of the American version.
All property deeds, houses, and hotels are held by the bank until bought by the players.
==Rules==
{{Wikibooks|Monopoly|Official Rules}}
Players take turns in order, with the initial player determined by chance before the game. A typical turn begins with the rolling of the dice and advancing clockwise around the board the corresponding number of squares. Landing on Chance or Community Chest, a player draws the top card from the respective pile. If the player lands on an unowned property, whether street, railroad, or utility, he can buy the property for its listed purchase price. If he declines this purchase, the property is auctioned off by the bank to the highest bidder. If the property landed on is already owned and unmortgaged, he must pay the owner a given rent, the price dependent on whether the property is part of a monopoly or its level of development. If a player rolls doubles, he rolls again after completing his turn. If the player rolls one dice outside the game board, the players turn must be repeated. Three sets of doubles in a row, however, land the player in jail. During a turn, players may also choose to develop or mortgage properties. Development involves the construction, for given amounts of money paid to the bank, of houses or hotels. To build a house or a hotel, the player must own all properties in a colour group. Development must be uniform across a monopoly, such that a second house cannot be built on one property in a monopoly until the others have one house. No merges between players are allowed. All developments on a monopoly must be sold before any property of that color can be mortgaged or traded. The player receives money from the bank for each mortgaged property, which must be repaid with interest to mortgagee. Houses are returned to the bank for half their purchase price.
===House Rules!===
Parker Brothers' official instructions have long encouraged the use of House Rules, specific additions to or subtractions from the official rule sets. Many casual ''Monopoly'' players are surprised to discover that some of the rules that they are used to are 'not'' part of the official rules. Many of these house rules tend to make the game longer by randomly giving players more money. Some common house rules are listed below:
* Free Parking jackpot, which usually consists of an initial stake (typically $500, or $5 million in the Here and Now Edition) plus collections of fines and taxes otherwise paid to the bank. A player who lands on Free Parking wins the jackpot, which may then be reset with the initial stake (if any). The jackpot is usually put in the centre of the board. Since the jackpot forms an additional income for players in this set of house rules, games can take a much longer time than under normal rules.<ref name="Companion2">{{cite book | author=[[Philip Orbanes|Orbanes, Philip]] | title=The Monopoly Companion: The Players Guide | edition=Second edition | publisher=Adams Media Corporation | year=1999 | isbn=1-58062-175-9 | pages=140–142}}</ref>
* No bank-auctioning of uncrowned property that a player declines to purchase when landing on it; the property then remains open until the next time any player lands on it.
* A bonus for landing directly on Go by dice roll (commonly an additional $200 or $500). This may or may not include cards that send the player to Go.<ref name="Companion2"/>
* Delayed Start: Players must pass Go (or circle the board at least once, or rarely twice) before they can buy property.<ref name="Companion2"/>
* Only allowing houses (or hotels) to be built when the owner lands on the group
* A bonus for rolling [[snake eyes]] (a pair of ones), often $500, $100, or one of each bill.<ref>{{cite web
| url = http://www.bellaonline.com/articles/art28123.asp
| title = "Monopoly House Rules and Variations"
| accessdate = 2006-10-03
| last = Romer
| first = Megan
| year = 2006
| language = [[English language|English]]
}}</ref>
* In trades, players may offer "rent immunity" from their own properties (someone does not have to pay rent for landing on that property) as part of a deal (this can be good for a certain number of landings or the entire game).<ref name="Companion2"/>
* In the Monopoly City game, if someone lands on the chance space and draws the STEAL card that allows you to steal a district from another player, the STEAL card may be played right away or kept to be played later in the game. This should be decided before the game starts. You may also decide to attach a fee to this card if kept and played at a later time. i.e. $10,000,000 plus current rent value of stolen district is due when card is played at a later time.
House rules, while unofficial, are not wholly unrecognized by Parker Brothers. George S. Parker himself created two variants, to shorten the length of game play.{{Clarify me|date=February 2009}} Video game and computer game versions of ''Monopoly'' have options where popular house rules can be used. House rules that have the effect of randomly introducing more money into the game have a side-effect of increasing the time it takes for players to become bankrupt, lengthening the game considerably, as well as decreasing the effects of strategy and prudent investment. House rules which increase the amount of money in the game may change the strategies of the players, such as changing the relative value of different properties- the more money in the game, the more one may wish to invest in the higher value properties.
==Strategy==
{{Wikibooks|Monopoly|Strategy}}
''Monopoly'' involves a portion of luck, with the roll of the dice determining whether a player gets to own key properties or lands on squares with high rents. Even the initial misfortune of going last is a significant disadvantage because one is more likely to land on property which has already been bought and therefore be forced to pay rent instead of having an opportunity to buy unowned property. There are, however, many strategic decisions which allow skilled players to win more often than the unskilled. Hasbro also offers a helpful strategy guide and different insights on their site. According to the laws of [[probability]], seven is the most probable roll of two dice, with a probability of 1 in 6, whereas 2 and 12 are the least probable rolls, each with a probability of one in 36. For this reason, Park Place (Park Lane) is one of the least landed-on squares, as the square seven places behind it is Go to Jail.
In consequence, some properties are landed upon more than others and the owners of those properties get more income from rent. The board layout factors include the following:
* '''Jail''': Since players are frequently directed to "Go To Jail", they will move through the magenta, orange, and red property groups immediately after leaving Jail. The two properties with the highest probability of being landed upon after leaving jail are the two cheaper orange properties (St. James Place and Tennessee Avenue in North America and Bow Street and Marlborough Street in the UK). This makes the orange property set highly lucrative.
* '''Go to…''': One square — Go To Jail — plus a number of Chance and Community Chest cards will cause the player to advance a distance around the board. Thus, the squares immediately following ''Go To Jail'' and the take-a-card squares have a reduced probability of being landed upon. The least-landed upon property in this situation is Park Place (Park Lane).
* '''Go to (property)''': Several properties are blessed with Chance cards which draw players to them. St. Charles Place (Pall Mall), Illinois Avenue (Trafalgar Square), Boardwalk (Mayfair), all of the railroads except Short Line (Liverpool Street Station), and both of the utilities benefit from this feature. Reading Railroad (King's Cross Station) has the fortune of having both a "go to" dedicated card plus the card advancing to the nearest railroad.
* '''Advance to Go''': A player may be directed to the ''Go'' square by a Chance or a Community Chest card, thus lowering the probability of being landed-upon of every square in-between. The properties most affected by this are the yellow, green, and blue sets. It also marginally raises the probability for each square in the wake of ''Go'', including the purple and orange sets which will be reached two or three rolls after being on ''Go''.
* '''Go Back Three Spaces''': This directive comes from a Chance card. A quick look at the board shows that there are three Chance squares and hence three other squares which are 3 spaces behind (one being a Community Chest space, another being Income Tax, and the third being the leading orange property). The leading orange property, New York Avenue (Vine Street), gains the most benefit from this card since the Chance square nestled amongst the red properties is itself the most landed-upon Chance square.
According to [[Jim Slater]] in [[The Mayfair Set]], there is an overwhelming case for having the orange sites, because you land on them more often, the reason for that being the cards in Chance like ''Go to Jail'', ''Advance to St. Charles Place (Pall Mall)'', ''Advance to Reading Railroad (King's Cross Station)'' and ''Go Back Three Spaces''.<ref>[http://video.google.com/videoplay?docid=-3430687402656753140&q=The+Mayfair+Set+duration%3Along&total=5&start=0&num=30&so=0&type=search&plindex=1 Google Video] The Mayfair Set - Episode Two (Adam Curtis, BBC), 44:30-45:55</ref>
In all, during game play, Illinois Avenue (Trafalgar Square), New York Avenue (Vine Street), B&O Railroad (Fenchurch Street Station), and Reading Railroad (King's Cross Station) are the most frequently landed-upon properties. Mediterranean Avenue (Old Kent Road) and Baltic Avenue (Whitechapel Road) are the least-landed-upon properties.<ref>{{cite web| author=Truman Collins| first=Truman| last=Collins| url=http://www.tkcs-collins.com/truman/monopoly/monopoly.shtml| title=Monopoly Square Probabilities| year=1997| accessdate=2006-05-28}}; the page includes detailed analyses of expected income from each property and discussion of the strategic implications. </ref>
===Limited number of houses and hotels===
In order to put a cap on total development of property sets in the game, there are only 12 hotels and 32 houses. This limitation is in place to ensure that property sets cannot be developed unless there are houses or hotels available to purchase from the bank. This cap allows a certain amount of dominance to be developed by some players, because if every set of property were fully developed there would be enough rent collected between different players to allow the game to drag on for an extended period. This limitation on numbers of houses and hotels leads to an advantage for one player. Simply building each lot out to a maximum of 4 houses and then refusing to upgrade to hotels ensures that nearly the maximum amount of rent is collected for each property, and the monopolization of the houses from the game prevents opponents from developing their property. It is conceivable that a single player could end up owning all 32 houses near the end of the game, and the refusal to upgrade to hotels makes these houses unavailable for opponents to purchase for any property they may own.
Much of the skill comes from knowing how to make the best use of a player's resources and above all knowing how to strike a good bargain. ''Monopoly'' is a social game where players often interact and must deal with each other in ways similar to real world real estate bargaining. Note that the best deal is not always for the most expensive property; it is often situational, dependent on money resources available to each player and even where players happen to be situated on the board. When looking to deal, a player should attempt to bargain with another player who not only possesses properties he or she needs but also properties the other player needs. In fact, offering relatively fair deals to other players can end up helping the player making the offer by giving him or her a reputation as an honest trader, which can make players less wary of dealings in the future. What is more, most people play ''Monopoly'' with the same group repeatedly. For this reason, such a reputation can have effects far beyond the game being played.
===The end game===
One common criticism of ''Monopoly'' is that it has carefully defined yet almost unreachable termination conditions. Edward P. Parker, a former president of [[Parker Brothers]], is quoted as saying, "We always felt that forty-five minutes was about the right length for a game, but ''Monopoly'' could go on for hours. Also, a game was supposed to have a definite end somewhere. In ''Monopoly'' you kept going around and around."<ref>{{cite book|author=[[Gyles Brandreth|Brandreth, Gyles]]|title=The Monopoly Omnibus|edition=First hardcover edition|year=1985|publisher=Willow Books|isbn=0-00-218166-5|page=19}}</ref> However, the problem of time can be resolved by playing with a time limit and counting each player's net worth when the time is up. In fact, tournament play calls for a 90-minute time limit.<ref>[http://www.hasbro.com/games/kid-games/monopoly/content/News/PDF/tournament_guide.pdf US Tournament Guide], PDF file.</ref> Two hour time limits are used for international play.<ref>[http://www.hasbro.com/monopoly/2003tourneyrules.pdf Tournament rules for Canada], from 2003. PDF file.</ref> The [[List of licensed Monopoly game boards#L|Lord of the Rings]] edition gives players the option of creating a random time limit using the included [[One Ring]] token and specialized dice. The [[List of licensed Monopoly game boards#S|SpongeBob SquarePants]] game board includes a Plankton piece that moves every time someone rolls a 1 with the dice (if a player rolls two 1s, the Plankton piece moves two spaces,) and the game is over when it reaches the end of the board.
Played strictly to the rules, many games will be effectively decided when one player succeeds in bankrupting another because the bankrupt player gives all his property to the one to whom he could not pay his debt. A player who thus gains a fistful of properties will virtually control the game from that point onwards since other players will be constantly at risk. On the other hand, if a player is bankrupted by being unable to meet his debt ''to the bank'' (e.g., a fine or tax or other debt that is not rent), then his property is auctioned off; this can open up new possibilities in a game which was evenly set or in which a lot of property sets were divided among the players.
The ''Monopoly Mega Edition'' is geared towards faster play by incorporating more squares and enabling players to build without the full color-group.
Hasbro states that the longest game of ''Monopoly'' ever played lasted 1,680 hours (70 days or 10 weeks or 2 1/3 months).<ref>[http://www.hasbro.com/games/kid-games/monopoly/default.cfm?page=Entertainment/funfacts"Fun Facts" page at Monopoly.com.]</ref>
== Add-ons ==
Numerous add-ons have been made for ''Monopoly'', both before its commercialization and after. Three such official add-ons are discussed below.
===Stock Exchange===
The ''Stock Exchange'' add-on was originally published by Parker Brothers in 1936 <ref>[[wikibooks:Monopoly/Stock Exchange|wikibook link to Stock Exchange]]</ref>. The Free Parking square is covered over by a new Stock Exchange space and the add-on included three Chance and three Community Chest cards directing the player to "Advance to Stock Exchange".
The add-on also included thirty stock certificates, five for each of the six different stocks, differing only in the purchase price (or Par Value), ranging from $100 to $150. Shares, like properties, are tradeable material, and could also be mortgaged for half their purchase price. Shareholders could increase the value of their shares by buying up more of the same company's shares.
When a player moves onto Free Parking/Stock Exchange, stock dividends are paid out to all players on their non-mortgaged shares. The amount to be paid out to each player is determined based on the number and kind of shares owned. Specifically, a player receives dividends from each stock based on the following formula:
: (par value of share / 10) × (number of shares owned)<sup>2</sup>
'''''Example:''' Owning one share of "Motion Pictures" (par value $100) pays dividends of $10. Owning two shares pays $40 ($10 x 2 x 2), owning three pays $90 ($10 x 3 x 3) and owning four pays $160 ($10 x 4 x 4). A player owning all five receives $250 ($10 x 5 x 5).''
The player who lands on Free Parking/Stock Exchange can also choose to buy a share if any remain. Should the player decline, the share is auctioned to the highest bidder by the Bank.<ref>{{cite web| url=http://www.hasbro.com/common/instruct/StockExchangegame.pdf |format=PDF|title=Stock Exchange rules (1936) |publisher=Hasbro| accessdate=2008-11-12}}</ref>
The ''Stock Exchange'' add-on serves to inject more money into the game, in a similar manner to railroad properties, as well as changing the relative values of properties. In particular, the Red and Yellow properties are more valuable due to the increased chance of landing on Free Parking.
The ''Stock Exchange'' add-on was later redesigned and rereleased in 1992 under license by Chessex, this time including a larger number of new Chance and Community Chest cards.<ref>[http://www.boardgamegeek.com/game/9466 BoardGameGeek.com page] for the original ''Monopoly Stock Exchange'' add-on. Retrieved 1 January 2006.</ref> This version included ten new Chance cards (five "Advance to Stock Exchange" and five other related cards) and eleven new Community Chest cards (five "Advance to Stock Exchange" and six other related cards; the regular Community Chest card "From sale of stock you get $45" is removed from play when using these cards). Many of the original rules applied to this new version (in fact, one optional play choice allows for playing in the original form by only adding the "Advance to Stock Exchange" cards to each deck).
A ''Monopoly Stock Exchange Edition'' was released in 2001 (although not in the US), this time adding an electronic calculator-like device to keep track of the complex stock figures. This was a full edition, not just an add-on, that came with its own board, money and playing pieces. Properties on the board were replaced by companies on which shares could be floated, and offices and home offices (instead of houses and hotels) could be built.<ref>[http://www.boardgamegeek.com/game/3065 BoardGameGeek.com page] for the ''Monopoly Stock Exchange'' edition that came with a specialized calculator. Retrieved 1 January 2006.</ref>
===Playmaster===
''Playmaster'', another official add-on, released in 1982, was an electronic device that kept track of all player movement and dice rolls as well as what properties are still available. It then uses this information to call random auctions and mortgages that will be advantageous for some players and a punishment for others, making it easier to free up cards of a color group. It also plays eight short tunes when key game functions occur; for example when a player lands on a railroad it will play ''[[I've Been Working on the Railroad]]''.<ref>[http://www.boardgamegeek.com/game/5638 BoardGameGeek.com page] for the ''Monopoly'' Playmaster electronic accessory. Retrieved 1 January 2006.</ref>
=== Speed Die ===
In 2007, Parker Brothers began releasing its standard version of ''Monopoly'' with a new addition to gameplay—the '''Speed Die'''.<ref>[http://www.hasbro.com/common/instruct/00009.pdf Speed die instruction manual from Hasbro]</ref> First included in Winning Moves' ''[[Monopoly: The Mega Edition]]'' variant, this third die alters gameplay by allowing players to increase their move up to 3 spaces (rolling one of the 3 numbered sides); move immediately to the next unowned property OR to the next property on which they would owe money (rolling one of 2 "Mr. Monopoly" sides); "Get Off The Bus Early" (rolling the "Bus" side), allowing the player the option to use the total of just one die to move (i.e. A roll of 1-5-BUS would let the player choose from moving 1, 5 or 6 spaces); or even move directly to any space on the board (rolling a triple—all three dice showing the same 1, 2, or 3). Usage of the die in the regular game differs slightly from use in the ''Mega Edition'' (i.e. Players use the Speed Die from the beginning in ''Mega''; players can only use the Speed Die in the regular game AFTER their first time going past GO).<ref>{{cite web|url=http://www.hasbro.com/objects/products/print.cfm?product_id=19668 |title=entry for the new Speed Die Variant Edition |publisher=Hasbro.com |date= |accessdate=2009-06-10}}</ref>
==Spinoffs==
===Other games===
Besides the many variants of the actual game (and the [[Monopoly Junior]] spin-off) released in either video game or computer game formats (e.g. [[Microsoft Windows|Windows]]-based [[Personal computer|PC]], [[Macintosh]], [[Game Boy]], [[Super Nintendo]], [[Game Boy Advance]], [[Satellaview]], [[Sega Mega Drive|Sega Genesis]], [[Commodore 64]], etc.), two spin-off computer games have been created.<ref name=WEB-AR1>{{cite web
| title =Monopoly for GEN
| publisher = GameSpot
|year=2006
| url =http://www.gamespot.com/genesis/puzzle/monopoly/index.html
| accessdate = 2006-12-23 }}</ref>
''[[Monopoly Tycoon]]'' is a PC game in the ''Tycoon'' series that makes strategy and speed into determining factors for winning the game, eliminating completely the element of luck inherent in the dice rolls of the original. The game uses the U.S. standard Atlantic City properties as its basis, but the game play is unique to this version. The game also allows for solo and multiplayer online games.
''Monopoly Casino'' is also a PC game, simulating a casino full of ''Monopoly''-based adaptations of various casino games (most notably, [[slot machine]]s). This program was released in both standard and "Vegas" editions, each featuring unique games.
In September [[2001]], [[Stern (gaming company)|Stern Pinball]] released a [[Monopoly (pinball)|Monopoly]] [[pinball]] machine.
On April 23, 2008, [[Electronic Arts]] announced that they would be releasing in Q3 2008 a new version of ''Monopoly'' for the [[Xbox 360]], [[PlayStation 3]], and [[Wii]] video game consoles. In September 2008, Electronic Arts' [[Pogo.com|Pogo]] division released an online version of ''Monopoly Here and Now: The World Edition''.
In June 2008, Electronic Arts and iTunes released a ''Monopoly'' game for [[iPod]] (fifth generation), [[IPod Nano#Third generation|iPod Nano (third generation)]], and [[iPod Classic]].
On December 5, 2008, Electronic Arts released a version of ''Monopoly Here and Now'' into the iTunes App Store for play on [[iPhone]] and [[iPod touch]].
Parker Brothers and its licensees have also sold several games which are spinoffs of ''Monopoly''. These are not add-ons, as they do not function as an addition to the ''Monopoly'' game, but are simply additional games in the flavor of ''Monopoly''.
* ''[[Monopoly Junior]]'' board game: A simplified version of the original game for young children.
* ''[[Advance to Boardwalk]]'' board game: Focusing mainly on building the most hotels along the Boardwalk.
* ''[[Express Monopoly]]'' card game: Released by Hasbro/Parker Brothers and Waddingtons in the UK in the 1990s, now out of print. Basically a rummy-style card game based on scoring points by completing color group sections of the game board.
* ''[[Monopoly: The Card Game]]'': an updated card game released by [[Winning Moves|Winning Moves Games]] under license from Hasbro. Similar, but decidedly more complex, gameplay to the ''Express Monopoly'' card game.
* ''[[Free Parking]]'' card game: A more complex card game released by Parker Brothers, with several similarities to the card game ''[[Mille Bornes]]''. Uses cards to either add time to parking meters, or spend the time doing activities to earn points. Includes a deck of Second Chance cards that further alter gameplay. Two editions were made; minor differences in card art and Second Chance cards in each edition.
* ''[[Monopoly Deal]]'': The most recent card game version of ''Monopoly''. Players attempt to complete three property groups by playing property, cash & event cards.<ref>[http://www.boardgamegeek.com/boardgame/40398 BoardGameGeek.com page] on ''Monopoly Deal''</ref>
* ''[[Don't Go to Jail]]'': Dice Game originally released by Parker Brothers; roll combinations of dice to create color groups for points before rolling the words "GO" "TO" and "JAIL" (which forfeits all earned points for the turn).
* ''[[Don't Go to Jail|Monopoly Express]]'': A deluxe, travel edition re-release of ''Don't Go To Jail'', replacing the word dice with "Officer Jones" dice and adding an eleventh die, Houses & Hotels, and a self-contained game container/dice roller & keeper.<ref>[http://hasbro.com/default.cfm?page=ps_results&product_id=20408 Hasbro.com entry on MONOPOLY EXPRESS]{{dead link|date=June 2009}}</ref>
* ''Monopoly Express Casino'': A gambling-themed version of the above game, that adds wagering to the gameplay.
* ''Here and Now Electronic Edition'': Eliminates the need for money, using credit cards instead.
* ''Here and Now: The World Edition'': Same as above, but based on the whole world (thus needing to use "Monopoly Dollars"), also available in a tin.
* ''[[Monopoly City]]'': Gameplay retains similar flavour but has been made significantly more complex in this version. The traditional properties are replaced by “districts” mapped to the previously underutilised real estate in the centre of the board. Once owned by a player a district may be developed with up to eight blocks of residential or industrial buildings. Possession of a complete colour suite is not required to build but the number of blocks that may be built during any turn is limited to 1, 2 or 3 by the outcome of a button press to a battery powered gadget (and by the amount of cash to hand). A skyscraper may be built when a full colour suite is owned, doubling the rent payable for all districts of that colour. Even better is the “Monopoly Tower”. The gadget may also allow the building of a station, now the only building that may occupy a district’s colour bar. Once two stations have been built a player landing in a district with a station may choose to end their move at another station. The gadget also times auctions of unowned property initiated by landing upon an auction square. Chance cards remain (and must be stacked off – board) but community chest squares have been replaced by four planning permission spaces. Each of these offers binary choice to build anywhere either a specified hazard (prison, sewerage plant, rubbish dump, power station) that makes an opponent’s residential blocks unrentable, or a bonus building (school, park, windfarm, watertower) that prevents placement of a hazard in that district.
* ''[[Monopoly City Streets]]'': An online version, using [[Google Maps]] and [[Open Street Map]].
===Game show version===
{{main|Monopoly (game show)}}
A short-lived ''Monopoly'' [[game show]] aired on Saturday evenings from June 16 to September 1, 1990 on [[American Broadcasting Company|ABC]]. The show was produced by [[Merv Griffin]] and hosted by [[Mike Reilly (television personality)|Mike Reilly]]. The show was paired with a summer-long ''[[Super Jeopardy!]]'' tournament which also aired during this period on ABC.
Three contestants competed by answering crossword puzzle-style clues to acquire properties and earn money in attempt to build monopolies. After the properties were acquired, players used the money earned to improve them with houses and hotels which would then further increase the value of questions when those properties were landed upon. The player with the most money at the end of the game won and played the bonus round for a chance to win $25,000 or $50,000.
===Gambling games===
In North America, a variety of [[slot machine]]s and [[lottery|lotteries]] have been produced with a ''Monopoly'' theme. In Europe, there were also ''Monopoly'' "fruit machines", some of which remain popular through [[emulator|emulation]]. The British quiz machine brand [[itbox]] also supports a ''Monopoly'' trivia and chance game, which, like most other itbox games, costs 50p ([[pound sterling|£]]0.50) to play and has a [[pound sterling|£]]20 jackpot, although this is very rarely won. There is also an online slot machine version of the game made by WMS which is a 19 reel traditional style casino game.
There was also a live, online version of ''Monopoly''. Six painted taxis drive around London picking up passengers. When the taxis reach their final destination, the region of London that they are in is displayed on the online board. This version takes far longer to play than board-game monopoly, with one game lasting 24 hours. Results and position are sent to players via e-mail at the conclusion of the game.<ref name="monopoly live">{{cite web|url=http://www.monopolylive.com/|title=Monopoly Live|accessdate=2006-05-25}}</ref>
London’s [[Gamesys]] Group have also developed an exclusive online version of ''Monopoly'' called Monopoly Snap where members of Jackpotjoy, the company’s flagship site, can play a game based on the franchise for real cash. During the game, players are dealt hands of 5 ''Monopoly'' trading cards. If they turn over a set of cards, they win a cash prize. The dealer then reads out the properties one by one, with players hoping to match their hands with the dealer’s calls. When a player has matched their five cards they win a jackpot. If they match it in the minimum 5 calls they open the community chest jackpot which is shared with everyone playing. After the game the dealer will call out the name of one of the game tokens, and everyone who holds that token will win again. It’s notable as a gambling game with a high chance of experiencing a win of some kind.
=== Commercial promotions===
{{main|McDonald's Monopoly}}
The ''McDonald's Monopoly'' game is a sweepstakes advertising promotion of [[McDonald's]] and [[Hasbro]] that has been offered in the [[United States]], [[Canada]], [[Germany]], [[Austria]], [[Switzerland]], [[United Kingdom]], [[France]], [[Romania]], [[Australia]] and [[Singapore]]. The game mimics the game of Monopoly. Originally, customers received a set of two tokens with every purchase, but now tokens only come with certain menu items. Tokens correspond to a property space on the ''Monopoly'' board. When combined into color-matched properties, the tokens may be redeemed for money or prizes. There are also "instant win" tokens the recipient can redeem for McDonald's food, money, or other prizes.
===Films===
In November 2008, [[Ridley Scott]] was announced to direct [[Universal Pictures]]' film version of the game, based on a script written by Pamela Pettler. The film will be co-produced by Hasbro's [[Brian Goldner]], as part of a deal with Hasbro to develop movies based on the company's line of toys.<ref>[http://www.variety.com/article/VR1117995718.html?categoryid=13&cs=1 Ridley Scott to direct 'Monopoly'] By MARC GRASER, VARIETY, Nov. 12, 2008 (retrieved 9/27/2009)</ref><ref>[http://login.vnuemedia.com/hr/login/login_subscribe.jsp?id=ttAht6zfSB7pBW2lj8CqQ0MRevVWT3VJnPVFtRWrF0P32rS1CcJIZRaeUq5yJ2KjdWZ2JEX3aKnN%0AKqlq7lLHdaDM%2F69WKvmokQ3dudOQKj2Tl1f3iUQfKai1jy0Qft7ncqb06ogL0lAKb3wZqeykRx5P%0AljeOVDt6yBjBVnRH71TLs3ihDnFPg1MHlyNCNbnB 'Monopoly' has electric company] The Hollywood Reporter, Nov. 12, 2008 (retrieved 9/27/2009)</ref> The story is being developed by author [[Frank Beddor]].<ref>[http://www.comingsoon.net/news/movienews.php?id=60840 Bedder Reveals Monopoly Story Details]</ref>
== Variants ==
{{see also|Licensed and localized editions of Monopoly}}
Because ''Monopoly'' evolved in the [[public domain]] before its commercialization, ''Monopoly'' has seen many variant games. Most of these are exact copies of the ''Monopoly'' games with the street names replaced with locales from a particular town, university, or fictional place. National boards have been released as well. Over the years, many specialty ''Monopoly'' editions, licensed by Parker Brothers/Hasbro, and produced by them, or their licensees (including USAopoly and Winning Moves Games) have been sold to local and national markets worldwide. Two well known "families" of -opoly like games, without licenses from Parker Brothers/Hasbro, have also been produced.
Several published games are similar to ''Monopoly''. These include:
*''[[Saidina]]'', a ''[[Malaysia]]'' localized version.<ref>[http://www.spmgames.com.my/classic-saidina.html]SPM Games - a Malaysia games company that created the local variant version.</ref>
*''[[Totopoly]]'', created by Waddingtons in 1938, is based around horse racing.
*''Federal Reserve Monopoly'',{{Citation needed|date={{CURRENTMONTHNAME}} {{CURRENTYEAR}}}} created by Goldstein, Patrick, & Speeduh in 2009, mocks the money-as-debt monetary system and incorporates many of the [[financial instruments]] that caused the 2008 [[Wall Street]] crash, like "[[Credit Default Swap]]" and "Purchase Options."
*''[[Anti-Monopoly]]'', created by Ralph Anspach in 1974.
*''[[Blue Marble Game]]'', a Korean game based on monopoly created in 1982.
*''Chômageopoly'', "Unemployment Monopoly", a board game created by the [[LIP (clockwork company)|Lip factory]] in the 1970s
*''[[Dinosauropoly]]'', a version using prehistoric motifs and rules.
*''[[Easy Money (board game)|Easy Money]]'', published by [[Milton Bradley Company|Milton Bradley]], also in the 1930s.
*''[[The Farming Game]]'' is a board game in which the goal is to run a financially successful farm, and like ''Monopoly'' the heart of the game is economics. The game's website draws comparisons to ''Monopoly''.
*''[[Fast Food Franchise (board game)|Fast Food Franchise]]'' is a board game by TimJim games which shares ''Monopoly's'' core mechanic, but through careful design guarantees that it will actually end.
*''La gran Capital'', published by several Chilean factories, is a [[Chile]]an version of the game, with neighborhoods from [[Santiago, Chile|Santiago de Chile]]. The title means "the big capital", other versions are even named "Metropolis"
*''The Fascinating Game of Finance'', later shortened to ''[[Finance (game)|Finance]]'', first marketed in 1932 by Knapp Electric, and later by Parker Brothers.
*''Go For Broke'', the exact opposite of ''Monopoly'', has the players trying to spend all their money before anyone else. Bad bets at the casino, real estate, stock market, race track, and giving to the poor house lowers your account balance. This was a Milton Bradley game originally published in the mid-1960s.
*''[[Ghettopoly]]'', released in 2003, caused considerable offense upon its release. The game, intended to be a humorous rendering of ghetto life, was decried as racist for its unflinching use of racial stereotypes. [[Hasbro]] sought and received an injunction against ''Ghettopoly's'' designer.<ref>[http://www.usatoday.com/money/industries/retail/2003-10-23-ghettopoly_x.htm Story] on the October 2003 lawsuit filing, from USA Today</ref><ref>[http://www.rid.uscourts.gov/opinions/magistrate_judges/06072006_1-03cv0482t_mjm_hasbro_v_chang_rr.pdf Decision from] the United States District Court for the District of Rhode Island, dated 18 May 2006. PDF file.</ref>
*''Greekopoly'', a college-themed version using [[fraternities and sororities]] as properties.
*''Potopoly'', A marijuana-themed version, using a five-sided board, and bags instead of houses.
*''[[Itadaki Street]]'', a series of board games for [[video game console]]s from [[Enix]].
*''[[Poleconomy]]'', a board game designed in New Zealand incorporating real-world companies as well as political and economic strategy.
*''[[The Mad Magazine Game]]'', a ''[[Mad (magazine)|Mad Magazine]]'' themed board game in which the object of the game is for player to lose all their money, play is counter-clockwise, and the dice must be rolled with the left hand. Released by [[Parker Brothers]] in 1979.
*''[[Make Your Own-opoly]]'' is a game set sold by [[TDC Games]] of [[Itasca, Illinois]]. Using a Microsoft Windows-based PC, a person can print out his or her own property cards, labels to place on the board and the box, and game currency.<ref>[http://www.tdcgames.com/MYO.htm TDC Games'] homepage for ''Make Your Own-opoly''</ref>
*''[[Solarquest]]'', a popular space-age adaptation, was released by Golden in 1986.
*''Strictly Pittsburgh'', a variant based around the city of [[Pittsburgh]], [[Pennsylvania]]. In addition to properties being replaced with local Pittsburgh sites and businesses, it contained a somewhat different board layout and replaced houses and hotels with skyscrapers.
*''Dostihy a sázky'', a variant sold in [[Czechoslovakia]]. This game comes from the totalitarian communist era (1948–1989), when private businesses were forbidden and mortgages didn't exist, so the monopoly theme was changed to a horse racing theme.
*''Petropolis'', a copy of Monopoly based in buying into the oil industry, using oilfields. The game uses 'telex messages' instead of Chance cards and the playing board snakes round into the middle before continuing round the edge.
* Turista, a Mexican copy of ''Monopoly'' made by Montecarlo board game manufacturer. It is based in buying Mexican States. In each state it is possible to build gas stations and hotel to increase the rent amount.
*NFL Version - Where properties are NFL teams (order based on results of that season, with the Denver Broncos being the most expensive property) and the die are shaped like footballs.
* [[My Monopoly]]
*''[[World Trader]]'' is a online multiplayer Monopoly-like board game, developed and published by [[Cego ApS]] in 2008.
* Business, an Indian version of a Monopoly like game not associated with Hasbro. In this version the "properties" to be bought are cities of India.
* Kissopoly is a [[Kiss (band)|KISS]]-themed version of the game where players buy songs in the band's catalog as well as various merchandise in the place of properties. The game also uses gold and platinum records in the place of hotels and houses. Game play is no different than standard Monopoly.
*Matador - a danish variant where the board is shaped as circle and with some minor variations in the rules and design of the game.
== Criticisms ==
[[Wired magazine]] believes ''Monopoly'' is a poorly designed game. Former Wall Streeter Derk Solko explains, "Monopoly has you grinding your opponents into dust. It's a very negative experience. It's all about cackling when your opponent lands on your space and you get to take all their money." Most of the 3 to 4 hour average playing time is spent waiting for other players to play their turn. Board game enthusiasts disparagingly call this a "roll your dice, move your mice" format.<ref>{{cite web|last=Curry |first=Andrew |url=http://www.wired.com/gaming/gamingreviews/magazine/17-04/mf_settlers?currentPage=2 |title=Monopoly Killer: Perfect German Board Game Redefines Genre |publisher=Wired.com |date=2009-01-04 |accessdate=2009-06-10}}</ref>
==Notes==
{{reflist|2}}
==Bibliography==
*''Monopoly as a Markov Process'', by R. Ash and R. Bishop, ''[[Mathematics Magazine]]'', vol. 45 (1972) p. 26-29.
* {{cite book | author=[[Ralph Anspach|Anspach, Ralph]] | title=The Billion Dollar MONOPOLY Swindle | edition=Second Edition | publisher=Xlibris Corporation | year=2000 | isbn=0-7388-3139-5}}
* {{cite book | author=Brady, Maxine | title=The Monopoly Book: Strategy and Tactics of the World's Most Popular Game | edition=First hardcover edition | publisher=D. McKay Co. | year=1974 | isbn=0-679-20292-7}}
* {{cite book | author=Darzinskis, Kaz | title=Winning Monopoly: A Complete Guide to Property Accumulation, Cash-Flow Strategy, and Negotiating Techniques When Playing the Best-Selling Board Game | edition=First Edition | publisher=Harper & Row, New York | year=1987 | isbn=0-06-096127-9}}
* {{cite book | author=[[Tim Moore (writer)|Moore, Tim]] | title=Do Not Pass Go | publisher=Vintage Books | year=2004 | isbn= 0-09-943386-9}}
* {{cite book | author=[[Philip Orbanes|Orbanes, Philip E.]] | title=The Monopoly Companion: The Player's Guide | edition=Second Edition | publisher=Adams Media Corporation | year=1999 | isbn=1-58062-175-9}}
* {{cite book | author=Orbanes, Philip E. | title=The Game Makers: The Story of Parker Brothers | edition=First Edition | publisher=Harvard Business School Press | year=2004 | isbn=1-59139-269-1}}
*{{cite news | url = http://news.bbc.co.uk/2/hi/business/7007135.stm
| title = Monopoly launches UK-wide edition | accessdate = 2008-02-08
| date = 2007-09-24 | publisher = BBC}}
==External links==
{{commonscat|Monopoly (game)}}
* [http://www.hasbro.com/monopoly/en_US/ The official U.S. ''Monopoly'' web site]
* [http://www.hasbro.com/games/kid-games/monopoly/default.cfm?page=Entertainment/funfacts Hasbro's] Fun Facts page
* {{US patent|748626}} and {{US patent|1509312}} - Patents for the first and second version of ''The Landlord's Game''
* {{US patent|2026082}} Patent awarded to C.B. Darrow for ''Monopoly'' on December 31. 1935
* [http://tt.tf/gamehist/mon-index.html Early history of ''Monopoly'']
* [http://www.courierpostonline.com/ac150/ Atlantic City 150th Anniversary] series of articles from the newspaper Courier Post, which describe the streets of Atlantic City that appear on ''Monopoly''
* [http://www.pbs.org/opb/historydetectives/pdf/202_monopoly.pdf History of ''Monopoly'']
* [http://www.footnote.com/spotlight/1274/it-makes-sense-that1 Lizzie J. Magie's patented version of 'Monopoly' 1904 ]
* [http://www.tkcs-collins.com/truman/monopoly/monopoly.shtml Full list of probabilities in ''Monopoly'']
{{Monopoly}}
{{DEFAULTSORT:Monopoly (Game)}}
[[Category:Game.com games]]
[[Category:Atlantic City, New Jersey]]
[[Category:Roll-and-move board games]]
[[Category:Economic simulation board games]]
[[Category:Hasbro products]]
[[Category:Monopoly (game)| ]]
[[Category:Multiplayer games]]
[[Category:American inventions]]
[[af:Monopoly]]
[[ar:مونوبولي (لعبة)]]
[[ca:Monopoly]]
[[cs:Monopoly]]
[[cy:Monopoly]]
[[da:Matador (brætspil)]]
[[de:Monopoly]]
[[el:Monopoly]]
[[es:Monopoly]]
[[eo:Monopolo (ludo)]]
[[fa:ایروپولی]]
[[fr:Monopoly]]
[[ko:모노폴리]]
[[hr:Monopoly]]
[[id:Monopoli (permainan)]]
[[it:Monopoly]]
[[he:מונופול (משחק לוח)]]
[[la:Monopolium (ludus tabularis)]]
[[lt:Monopolis]]
[[jbo:monopolis]]
[[hu:Monopoly]]
[[ms:Monopoly]]
[[nl:Monopoly]]
[[ja:モノポリー]]
[[no:Monopol (brettspill)]]
[[nn:Brettspelet Monopol]]
[[pl:Monopoly]]
[[pt:Monopólio (jogo)]]
[[ro:Monopoly]]
[[ru:Монополия (игра)]]
[[sco:Monopoly]]
[[scn:Monòpuli (jocu)]]
[[simple:Monopoly (game)]]
[[sk:Monopoly]]
[[sr:Монопол (игра)]]
[[fi:Monopoli (peli)]]
[[sv:Monopol (spel)]]
[[th:เกมเศรษฐี (เกมกระดาน)]]
[[tr:Monopoly]]
[[uk:Монополія (гра)]]
[[vi:Monopoly]]
[[zh-yue:大富翁]]
[[zh:地產大亨]]
d4svl5etlkmu6aqk11i9bghqjxt0hu8
Monopoly Deal
0
2280
4394
2009-11-12T21:30:59Z
152.7.51.71
Cleaned up some stuff that was obviously copy-pasted from the monopoly site.
4394
wikitext
text/x-wiki
{{Notability|date=March 2009}}
{{Infobox_Game
| subject_name = Monopoly Deal (Card Game)
| <!--image_link = [[Image:Monopoly card game.jpg|none|150px|A German version of Monopoly in progress]]-->
| image_caption = Players draw property cards, house cards, money cards etc. to build three complete full property sets of different colors.
| players = 2-5
| ages = 8 and up
| setup_time = 1-2 minutes
| playing_time = 15 minutes (and longer with more people)
| complexity= Medium
| strategy = Medium
| random_chance = Medium
| skills = [[Mathematics|Adding]], [[Social interaction|Social skills]]
| footnotes =
}}
'''Monopoly Deal''' is a card game derived from the board-game [[Monopoly (game)|Monopoly]]. The idea of the game is to draw and trade cards and organize them into "color groups" and any number of bonus cards. Players take turns drawing and discarding until one player collects 3 full property sets of different colors.
The game is produced and sold by [[Parker Brothers]] under a license from [[Hasbro]].
==The Deck==
'''110 playing cards, including:'''<br />
'''<nowiki>*</nowiki>4 rules cards''' '''* 28 property cards:''' 2 Brown, 3 Light Blue, 3 Pink, 3 Orange, 3 Red, 3 Yellow, 3 Green, 2 Blue, 4 Railroads, 2 Utilities '''* 11 Property Wildcards:''' 1 Light Blue/Brown, 1 Light Blue/Railroad, 2 Pink/Orange, 2 Red/Yellow, 1 Dark Blue/Green, 1 Green/Railroad, 1 Railroad/Utility, 2 multi-colored Property wildcards. '''* 34 Action Cards:''' 2 x Deal Breakers, 3 x Forced Deal, 3 x Sly Deal, 3 x Just Say No, 3 x Debt Collectors, 3 x It's My Birthday, 2 x Double the Rent, 3 x Houses, 2 x Hotels, 10 x Pass Go '''* 13 Rent cards:''' 2 Light Blue/Brown, 2 Pink/Orange, 2 Red/Yellow, 2 Dark Blue/Green, 2 Railroad/Utility, 3 Any Rent. '''* 20 Money Cards:''' 6 x M1m, 5 x M2m, 3x M3m, 3 x M4m, 2 x M5m, 1 x M10m.
<p style="font-size: 10px">M_m = Monopoly Money
==Set Up==
# Remove the 4 Quick Start Rules cards from the pack and hand them out for reference.
# Shuffle the rest of the cards together and deal 5 to each player, face down.
# Each player then look at their cards, but keep them a secret!
# Put the remaining cards face down in the center to create the '''draw pile'''
# Decide who goes first. Then play continues clockwise.
==Play==
# '''Take 2 Cards'''
#: from the draw pile and add them to your hand. Later in the game if you have no cards left, pick up 5 instead.
# '''Play Up To 3 Cards'''
#: from your hand, onto the table in front of you. You don't have to play any cards if you don't want to. Play your 3 cards in any combination of the following: '''A''', '''B''' and/or '''C''', in any order.
## '''<p style="color: red">Put money/action cards into your own bank'''
##: '''Players can charge each other for rent, birthdays etc. Build up a 'Bank' pile in front of you using Money cards and/or Action cards.'''
##* If you put an Action card into your Bank, it becomes redundant as an Action card for the rest of the game. If you use it to pay another player, it must go straight into their bank and cannot be used for its Action.
#: '''And/Or'''
##<li value=2> '''<p style="color: red">Put down properties into your own collection'''
##: '''Remember, 3 different-colored property sets win the game!'''
##* Lay Property cards down in front of you to build up your Property sets
##* Each card shows how many properties there are to collect in that color-set.
##* Collect as many properties as you want, but you need '''3 full sets''' (of different colors) to win the game.
##* You can only reorganize your property collection on your turn. If you realize you've won during someone else's turn, you must wait until it's your turn to say it!
#: '''And/Or'''
##<li value=3> '''<p style="color: red">Play action cards into the center'''
##: '''Follow the instructions on the action cards!'''
##* Action cards allow you to do things such as charge other players rent, steal their cards and demand money for your birthday!
##* If you pick up an Action card on your turn, you can play it right away as one of your three cards or use it on a later turn.
##* Action cards can also be put into your bank as money. The value is shown in the corner, in a red ring.
#: '''How to pay other players:'''
#* Cards can '''Never''' go back into a player's hand.
#* '''Never''' pay with cards from your hand, only from the cards in front of you.
#* You can pay with cards from your bank, properties or a combination of both. You choose how you want to pay - not the player you're paying.
#* Change is '''not''' given! For example, if a player charges you 2M rent and you only have a 3M card in your bank, you don't get change.
#* If you pay with property cards, they must go into the other player's property collection.
#* If you have no cards in front of you to pay with, you don't pay at all.
# '''End Your Turn'''
#: If you have more than 7 cards '''in your hand''' at the '''end''' of your turn (not including cards on the table) discard extras to the bottom of the draw pile so you only have 7. If you've run out of cards, take 5 at the start of your next turn.
==Possible Variations to Standard Rules==
# The 2 "Deal Breaker" cards in the game (which allow a player to steal a completed set of properties from another player) are viewed by some people as "cheap" or "unfair" cards that can make the game less fun. Some players thus opt to remove the Deal Breaker cards from the deck.
# Rather than removing the Deal Breaker cards from the deck, players sometimes up the victory condition from three to four (or more) color groups.
==External links==
* [http://www.hasbro.com/games/kid-games/monopoly/default.cfm?page=Products/Detail&product_id=23453 monopoly.com Monopoly Deal]
{{Monopoly}}
[[Category:Monopoly (game)]]
[[Category:Dedicated deck card games]]
s85uaj05b3w6n9ud2m93j8gg6cgfzsw
4395
4394
2009-12-09T23:30:53Z
Kingstonlee
1735031
1 revision
4395
wikitext
text/x-wiki
{{Notability|date=March 2009}}
{{Infobox_Game
| subject_name = Monopoly Deal (Card Game)
| <!--image_link = [[Image:Monopoly card game.jpg|none|150px|A German version of Monopoly in progress]]-->
| image_caption = Players draw property cards, house cards, money cards etc. to build three complete full property sets of different colors.
| players = 2-5
| ages = 8 and up
| setup_time = 1-2 minutes
| playing_time = 15 minutes (and longer with more people)
| complexity= Medium
| strategy = Medium
| random_chance = Medium
| skills = [[Mathematics|Adding]], [[Social interaction|Social skills]]
| footnotes =
}}
'''Monopoly Deal''' is a card game derived from the board-game [[Monopoly (game)|Monopoly]]. The idea of the game is to draw and trade cards and organize them into "color groups" and any number of bonus cards. Players take turns drawing and discarding until one player collects 3 full property sets of different colors.
The game is produced and sold by [[Parker Brothers]] under a license from [[Hasbro]].
==The Deck==
'''110 playing cards, including:'''<br />
'''<nowiki>*</nowiki>4 rules cards''' '''* 28 property cards:''' 2 Brown, 3 Light Blue, 3 Pink, 3 Orange, 3 Red, 3 Yellow, 3 Green, 2 Blue, 4 Railroads, 2 Utilities '''* 11 Property Wildcards:''' 1 Light Blue/Brown, 1 Light Blue/Railroad, 2 Pink/Orange, 2 Red/Yellow, 1 Dark Blue/Green, 1 Green/Railroad, 1 Railroad/Utility, 2 multi-colored Property wildcards. '''* 34 Action Cards:''' 2 x Deal Breakers, 3 x Forced Deal, 3 x Sly Deal, 3 x Just Say No, 3 x Debt Collectors, 3 x It's My Birthday, 2 x Double the Rent, 3 x Houses, 2 x Hotels, 10 x Pass Go '''* 13 Rent cards:''' 2 Light Blue/Brown, 2 Pink/Orange, 2 Red/Yellow, 2 Dark Blue/Green, 2 Railroad/Utility, 3 Any Rent. '''* 20 Money Cards:''' 6 x M1m, 5 x M2m, 3x M3m, 3 x M4m, 2 x M5m, 1 x M10m.
<p style="font-size: 10px">M_m = Monopoly Money
==Set Up==
# Remove the 4 Quick Start Rules cards from the pack and hand them out for reference.
# Shuffle the rest of the cards together and deal 5 to each player, face down.
# Each player then look at their cards, but keep them a secret!
# Put the remaining cards face down in the center to create the '''draw pile'''
# Decide who goes first. Then play continues clockwise.
==Play==
# '''Take 2 Cards'''
#: from the draw pile and add them to your hand. Later in the game if you have no cards left, pick up 5 instead.
# '''Play Up To 3 Cards'''
#: from your hand, onto the table in front of you. You don't have to play any cards if you don't want to. Play your 3 cards in any combination of the following: '''A''', '''B''' and/or '''C''', in any order.
## '''<p style="color: red">Put money/action cards into your own bank'''
##: '''Players can charge each other for rent, birthdays etc. Build up a 'Bank' pile in front of you using Money cards and/or Action cards.'''
##* If you put an Action card into your Bank, it becomes redundant as an Action card for the rest of the game. If you use it to pay another player, it must go straight into their bank and cannot be used for its Action.
#: '''And/Or'''
##<li value=2> '''<p style="color: red">Put down properties into your own collection'''
##: '''Remember, 3 different-colored property sets win the game!'''
##* Lay Property cards down in front of you to build up your Property sets
##* Each card shows how many properties there are to collect in that color-set.
##* Collect as many properties as you want, but you need '''3 full sets''' (of different colors) to win the game.
##* You can only reorganize your property collection on your turn. If you realize you've won during someone else's turn, you must wait until it's your turn to say it!
#: '''And/Or'''
##<li value=3> '''<p style="color: red">Play action cards into the center'''
##: '''Follow the instructions on the action cards!'''
##* Action cards allow you to do things such as charge other players rent, steal their cards and demand money for your birthday!
##* If you pick up an Action card on your turn, you can play it right away as one of your three cards or use it on a later turn.
##* Action cards can also be put into your bank as money. The value is shown in the corner, in a red ring.
#: '''How to pay other players:'''
#* Cards can '''Never''' go back into a player's hand.
#* '''Never''' pay with cards from your hand, only from the cards in front of you.
#* You can pay with cards from your bank, properties or a combination of both. You choose how you want to pay - not the player you're paying.
#* Change is '''not''' given! For example, if a player charges you 2M rent and you only have a 3M card in your bank, you don't get change.
#* If you pay with property cards, they must go into the other player's property collection.
#* If you have no cards in front of you to pay with, you don't pay at all.
# '''End Your Turn'''
#: If you have more than 7 cards '''in your hand''' at the '''end''' of your turn (not including cards on the table) discard extras to the bottom of the draw pile so you only have 7. If you've run out of cards, take 5 at the start of your next turn.
==Possible Variations to Standard Rules==
# The 2 "Deal Breaker" cards in the game (which allow a player to steal a completed set of properties from another player) are viewed by some people as "cheap" or "unfair" cards that can make the game less fun. Some players thus opt to remove the Deal Breaker cards from the deck.
# Rather than removing the Deal Breaker cards from the deck, players sometimes up the victory condition from three to four (or more) color groups.
==External links==
* [http://www.hasbro.com/games/kid-games/monopoly/default.cfm?page=Products/Detail&product_id=23453 monopoly.com Monopoly Deal]
{{Monopoly}}
[[Category:Monopoly (game)]]
[[Category:Dedicated deck card games]]
s85uaj05b3w6n9ud2m93j8gg6cgfzsw
Mouse Trap (board game)
0
2148
4128
2009-11-27T10:08:57Z
Im>Ojoggilog
0
/* The Mouse Trap */
4128
wikitext
text/x-wiki
{{Otheruses4|the board game|other uses|Mousetrap (disambiguation)}}
{{Refimprove|date=August 2009}}
{{Infobox game|
subject_name=Mouse Trap |
image_link= [[Image:Mouse Trap Board and Boxjpg.jpg|250px]]|
image_caption= ''Mouse Trap'' playing board and box.|
players=2 - 4 |
ages= 6 +|
setup_time=< 10 mins |
playing_time=30 mins approx |
complexity=Easy |
strategy=Easy |
random_chance=High |
skills=[[Dice|Dice rolling]], careful finger dexterity |
footnotes =
}}
[[File:Mousetrap game.jpg|thumb|250px|Mouse Trap Board in use during a typical play sequence.]]
'''''Mouse Trap''''' (originally titled '''''Mouse Trap Game''''') is a [[board game]] first published by [[Ideal Toy Company|Ideal]] in [[1960s in games|1963]] for two or more players.
== Gameplay ==
The basic premise of the game has been consistent throughout the game's history. However, the turn-based gameplay has changed somewhat over the years.
The original version, designed by Hank Kramer of [[Ideal Toy Company]], allowed the players almost no decision-making, in keeping with other games for very young children such as ''[[Candyland]]'', or ''[[Chutes and Ladders]]''. In the 1970s, the board game surrounding the Mouse Trap was redesigned by [[Sid Sackson]], adding the cheese pieces and allowing the player to maneuver opponents onto the trap space.
== Current Rules ==
Each player is represented by a [[mouse]]-shaped game piece which travels along a non-continuous, roughly square-shaped path around the game board from the start to a continuous loop at the end. The path is segmented into spaces, some of which are marked with instructions, and "build" spaces that are marked simply with numbers ("2", "2-3" and "2-3-4").
The object of the game is to trap all of one's opponent's mice using the game's [[Rube Goldberg machine|Rube Goldberg]]-style [[mouse trap]], which is built upon the board during the course of the game. The trap begins with a crank which turns a set of gears. This begins a series of stages which ends in a cage being lowered over the "[[cheese]] wheel" space on the board, which is one of six spaces in the ending loop of the game path.
Players roll the six-sided [[Dice|die]] in turn-based play, and move their mouse the number of spaces rolled. If a player lands on a "build" space that corresponds with the number of players in the game (e.g. only "2-3-4" spaces for a four-player game), they must build the next unbuilt piece of the mouse trap, and take a piece of cheese, represented by cheese-shaped tokens. If the players reach the final loop of the board, they continue around it until the game ends; each "build" space in the loop requires a player to build two pieces of the mouse trap, and take two pieces of cheese.
Another space on the board is the "turn crank" space. Once the mouse trap is built, a player landing on one of these spaces while there is an opposing mouse on the "cheese wheel" space must turn the crank to start the mouse trap. If the mouse trap successfully runs its course (there are several stages in which the mouse trap may fail if not properly set), the cage will fall on any opposing mice on the space, and they are out of the game. If there are no opposing mice on the "cheese wheel" space, the player may trade one piece of cheese, for the opportunity to choose an opponent who is not on a "safe" space and roll the die to move their mouse. One may repeat this trade as many times in a turn as they have pieces of cheese; when an opposing mouse is on the "cheese wheel" space, the crank can then be turned. Once there is only one mouse left in the game, that player wins. Others spaces require the player to move their mouse in a prescribed manner.
==The Mouse Trap==
The mouse trap in the game has never changed in operation, though the color and shape of some pieces has been slightly modified over the years. There are several stages which form the mouse trap, and most stages are composed of multiple pieces. A 1990s ad campaign for the game involved a song which listed most of the stages of the mouse trap.
In a proper operation, the player turns the [[crank]], which rotates a vertical [[gear]], connected to a horizontal gear. As that gear turns, it pushes an elastic-loaded [[lever]] until it snaps back in place, hitting a swinging [[boot]]. This causes the boot to kick over a [[bucket]], sending a [[Marble (toy)|marble]] down a zig-zagging incline which feeds into a [[Chute (gravity)|chute]]. This leads the marble to hit a vertical pole, at the top of which is an open hand, palm-up, which is supporting a larger ball(changed later on to a marble just like the starter one). The movement of the pole knocks the ball free to fall through a hole in its platform into a [[bathtub]], and then through a hole in the tub onto one end of a [[seesaw]]. This [[catapult]]s a [[underwater diving|diver]] on the other end into a tub which is on the same base as the barbed pole supporting the mouse cage. The movement of the tub shakes the cage free from the top of the pole and allows it to fall.
There are several points at which the mousetrap can commonly fail. If not built level, or if kicked too hard, the marble can fall off the incline; it can also miss the chute if not properly aligned; the contact of the marble with the pole may fail to dislodge the ball above; the ball may fail to propel the diver into the tub; the movement of the tub may be insufficient to dislodge the cage; or the cage may get stuck on the barbed pole partway down.
==Licensing Controversy==
The game designer [[Marvin Glass]] (and his company, [[Marvin Glass and Associates]]) refused to pay licensing fees or royalties to [[Rube Goldberg]], despite Marvin acknowledging being inspired by Goldberg as well as the clear similarities between the game and a Goldberg drawing. Glass went on to develop two less well-known games based on Goldberg designs, ''[[Crazy Clock]]'' (released 1964) and ''[[Fish Bait]]'' (1965), neither of which credited Goldberg's influence. Elderly and near retirement, Goldberg declined to take legal action against Glass because inspiration and ideas are not intellectual property that can be protected with a copyright, trademark, or patent, and chose to sell licensing rights for his drawings to another toy company, Model Products instead, which was intellectual property he owned and could make royalties on.<ref>[http://books.google.com/books?vid=ISBN0740755714&id=jftapGDTmYUC&pg=RA4-PA157&lpg=RA4-PA157&ots=_pYiRJ5pnY&dq=%22rube+goldberg%22+%22mouse+trap%22+game&sig=MD9F2MIPNmfAK2kfMvzdkhhcm1A ''Timeless Toys: Classic Toys and the Playmakers Who Created Them''] from [[Google Books]]</ref>
==Game Re-Design==
In 2006, the game was re-released in the [[United Kingdom]] with a completely new design. There are now three mousetraps: the board and plastic components are completely different. The most obvious change is the addition of a model toilet at the top of the tallest part of the game. Another key difference is that all of the mousetrap is set up in advance of the game.
==Television==
''Mouse Trap'' was adapted into a [[game show]] which featured on the British childrens television show ''[[Motormouth]]''.<ref>http://www.bbc.co.uk/cult/ilove/years/1962/toys3.shtml</ref><ref>http://www.ukgameshows.com/page/index.php?title=Motormouth</ref> A lifesize board game was created and the child contestants took the place of the mice.
==See also==
*[[Crazy Machines]]
*[[Crazy Machines 2]]
==References==
<references/>
==External links==
* Hasbro Games' [http://www.hasbro.com/shop/details.cfm?product_id=9461 ''Mouse Trap'' product page]
* {{bgg|2679|''Mouse Trap''}}
* [http://farm4.static.flickr.com/3499/3200372574_0fae0cae9c_o.jpg The original 1963 ''Mouse Trap'' box cover]
{{DEFAULTSORT:Mouse Trap (Board Game)}}
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[Category:1963 introductions]]
[[Category:Milton Bradley games]]
off8kmi7hhjqy9kivdlrj5z7wlkedzn
4129
4128
2009-12-09T23:30:23Z
Kingstonlee
1735031
1 revision
4129
wikitext
text/x-wiki
{{Otheruses4|the board game|other uses|Mousetrap (disambiguation)}}
{{Refimprove|date=August 2009}}
{{Infobox game|
subject_name=Mouse Trap |
image_link= [[Image:Mouse Trap Board and Boxjpg.jpg|250px]]|
image_caption= ''Mouse Trap'' playing board and box.|
players=2 - 4 |
ages= 6 +|
setup_time=< 10 mins |
playing_time=30 mins approx |
complexity=Easy |
strategy=Easy |
random_chance=High |
skills=[[Dice|Dice rolling]], careful finger dexterity |
footnotes =
}}
[[File:Mousetrap game.jpg|thumb|250px|Mouse Trap Board in use during a typical play sequence.]]
'''''Mouse Trap''''' (originally titled '''''Mouse Trap Game''''') is a [[board game]] first published by [[Ideal Toy Company|Ideal]] in [[1960s in games|1963]] for two or more players.
== Gameplay ==
The basic premise of the game has been consistent throughout the game's history. However, the turn-based gameplay has changed somewhat over the years.
The original version, designed by Hank Kramer of [[Ideal Toy Company]], allowed the players almost no decision-making, in keeping with other games for very young children such as ''[[Candyland]]'', or ''[[Chutes and Ladders]]''. In the 1970s, the board game surrounding the Mouse Trap was redesigned by [[Sid Sackson]], adding the cheese pieces and allowing the player to maneuver opponents onto the trap space.
== Current Rules ==
Each player is represented by a [[mouse]]-shaped game piece which travels along a non-continuous, roughly square-shaped path around the game board from the start to a continuous loop at the end. The path is segmented into spaces, some of which are marked with instructions, and "build" spaces that are marked simply with numbers ("2", "2-3" and "2-3-4").
The object of the game is to trap all of one's opponent's mice using the game's [[Rube Goldberg machine|Rube Goldberg]]-style [[mouse trap]], which is built upon the board during the course of the game. The trap begins with a crank which turns a set of gears. This begins a series of stages which ends in a cage being lowered over the "[[cheese]] wheel" space on the board, which is one of six spaces in the ending loop of the game path.
Players roll the six-sided [[Dice|die]] in turn-based play, and move their mouse the number of spaces rolled. If a player lands on a "build" space that corresponds with the number of players in the game (e.g. only "2-3-4" spaces for a four-player game), they must build the next unbuilt piece of the mouse trap, and take a piece of cheese, represented by cheese-shaped tokens. If the players reach the final loop of the board, they continue around it until the game ends; each "build" space in the loop requires a player to build two pieces of the mouse trap, and take two pieces of cheese.
Another space on the board is the "turn crank" space. Once the mouse trap is built, a player landing on one of these spaces while there is an opposing mouse on the "cheese wheel" space must turn the crank to start the mouse trap. If the mouse trap successfully runs its course (there are several stages in which the mouse trap may fail if not properly set), the cage will fall on any opposing mice on the space, and they are out of the game. If there are no opposing mice on the "cheese wheel" space, the player may trade one piece of cheese, for the opportunity to choose an opponent who is not on a "safe" space and roll the die to move their mouse. One may repeat this trade as many times in a turn as they have pieces of cheese; when an opposing mouse is on the "cheese wheel" space, the crank can then be turned. Once there is only one mouse left in the game, that player wins. Others spaces require the player to move their mouse in a prescribed manner.
==The Mouse Trap==
The mouse trap in the game has never changed in operation, though the color and shape of some pieces has been slightly modified over the years. There are several stages which form the mouse trap, and most stages are composed of multiple pieces. A 1990s ad campaign for the game involved a song which listed most of the stages of the mouse trap.
In a proper operation, the player turns the [[crank]], which rotates a vertical [[gear]], connected to a horizontal gear. As that gear turns, it pushes an elastic-loaded [[lever]] until it snaps back in place, hitting a swinging [[boot]]. This causes the boot to kick over a [[bucket]], sending a [[Marble (toy)|marble]] down a zig-zagging incline which feeds into a [[Chute (gravity)|chute]]. This leads the marble to hit a vertical pole, at the top of which is an open hand, palm-up, which is supporting a larger ball(changed later on to a marble just like the starter one). The movement of the pole knocks the ball free to fall through a hole in its platform into a [[bathtub]], and then through a hole in the tub onto one end of a [[seesaw]]. This [[catapult]]s a [[underwater diving|diver]] on the other end into a tub which is on the same base as the barbed pole supporting the mouse cage. The movement of the tub shakes the cage free from the top of the pole and allows it to fall.
There are several points at which the mousetrap can commonly fail. If not built level, or if kicked too hard, the marble can fall off the incline; it can also miss the chute if not properly aligned; the contact of the marble with the pole may fail to dislodge the ball above; the ball may fail to propel the diver into the tub; the movement of the tub may be insufficient to dislodge the cage; or the cage may get stuck on the barbed pole partway down.
==Licensing Controversy==
The game designer [[Marvin Glass]] (and his company, [[Marvin Glass and Associates]]) refused to pay licensing fees or royalties to [[Rube Goldberg]], despite Marvin acknowledging being inspired by Goldberg as well as the clear similarities between the game and a Goldberg drawing. Glass went on to develop two less well-known games based on Goldberg designs, ''[[Crazy Clock]]'' (released 1964) and ''[[Fish Bait]]'' (1965), neither of which credited Goldberg's influence. Elderly and near retirement, Goldberg declined to take legal action against Glass because inspiration and ideas are not intellectual property that can be protected with a copyright, trademark, or patent, and chose to sell licensing rights for his drawings to another toy company, Model Products instead, which was intellectual property he owned and could make royalties on.<ref>[http://books.google.com/books?vid=ISBN0740755714&id=jftapGDTmYUC&pg=RA4-PA157&lpg=RA4-PA157&ots=_pYiRJ5pnY&dq=%22rube+goldberg%22+%22mouse+trap%22+game&sig=MD9F2MIPNmfAK2kfMvzdkhhcm1A ''Timeless Toys: Classic Toys and the Playmakers Who Created Them''] from [[Google Books]]</ref>
==Game Re-Design==
In 2006, the game was re-released in the [[United Kingdom]] with a completely new design. There are now three mousetraps: the board and plastic components are completely different. The most obvious change is the addition of a model toilet at the top of the tallest part of the game. Another key difference is that all of the mousetrap is set up in advance of the game.
==Television==
''Mouse Trap'' was adapted into a [[game show]] which featured on the British childrens television show ''[[Motormouth]]''.<ref>http://www.bbc.co.uk/cult/ilove/years/1962/toys3.shtml</ref><ref>http://www.ukgameshows.com/page/index.php?title=Motormouth</ref> A lifesize board game was created and the child contestants took the place of the mice.
==See also==
*[[Crazy Machines]]
*[[Crazy Machines 2]]
==References==
<references/>
==External links==
* Hasbro Games' [http://www.hasbro.com/shop/details.cfm?product_id=9461 ''Mouse Trap'' product page]
* {{bgg|2679|''Mouse Trap''}}
* [http://farm4.static.flickr.com/3499/3200372574_0fae0cae9c_o.jpg The original 1963 ''Mouse Trap'' box cover]
{{DEFAULTSORT:Mouse Trap (Board Game)}}
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[Category:1963 introductions]]
[[Category:Milton Bradley games]]
off8kmi7hhjqy9kivdlrj5z7wlkedzn
4576
4129
2023-07-15T16:54:28Z
Degrassigirl07
1387713
/* The Mouse Trap */
4576
wikitext
text/x-wiki
{{Otheruses4|the board game|other uses|Mousetrap (disambiguation)}}
{{Refimprove|date=August 2009}}
{{Infobox game|
subject_name=Mouse Trap |
image_link= [[Image:Mouse Trap Board and Boxjpg.jpg|250px]]|
image_caption= ''Mouse Trap'' playing board and box.|
players=2 - 4 |
ages= 6 +|
setup_time=< 10 mins |
playing_time=30 mins approx |
complexity=Easy |
strategy=Easy |
random_chance=High |
skills=[[Dice|Dice rolling]], careful finger dexterity |
footnotes =
}}
[[File:Mousetrap game.jpg|thumb|250px|Mouse Trap Board in use during a typical play sequence.]]
'''''Mouse Trap''''' (originally titled '''''Mouse Trap Game''''') is a [[board game]] first published by [[Ideal Toy Company|Ideal]] in [[1960s in games|1963]] for two or more players.
== Gameplay ==
The basic premise of the game has been consistent throughout the game's history. However, the turn-based gameplay has changed somewhat over the years.
The original version, designed by Hank Kramer of [[Ideal Toy Company]], allowed the players almost no decision-making, in keeping with other games for very young children such as ''[[Candyland]]'', or ''[[Chutes and Ladders]]''. In the 1970s, the board game surrounding the Mouse Trap was redesigned by [[Sid Sackson]], adding the cheese pieces and allowing the player to maneuver opponents onto the trap space.
== Current Rules ==
Each player is represented by a [[mouse]]-shaped game piece which travels along a non-continuous, roughly square-shaped path around the game board from the start to a continuous loop at the end. The path is segmented into spaces, some of which are marked with instructions, and "build" spaces that are marked simply with numbers ("2", "2-3" and "2-3-4").
The object of the game is to trap all of one's opponent's mice using the game's [[Rube Goldberg machine|Rube Goldberg]]-style [[mouse trap]], which is built upon the board during the course of the game. The trap begins with a crank which turns a set of gears. This begins a series of stages which ends in a cage being lowered over the "[[cheese]] wheel" space on the board, which is one of six spaces in the ending loop of the game path.
Players roll the six-sided [[Dice|die]] in turn-based play, and move their mouse the number of spaces rolled. If a player lands on a "build" space that corresponds with the number of players in the game (e.g. only "2-3-4" spaces for a four-player game), they must build the next unbuilt piece of the mouse trap, and take a piece of cheese, represented by cheese-shaped tokens. If the players reach the final loop of the board, they continue around it until the game ends; each "build" space in the loop requires a player to build two pieces of the mouse trap, and take two pieces of cheese.
Another space on the board is the "turn crank" space. Once the mouse trap is built, a player landing on one of these spaces while there is an opposing mouse on the "cheese wheel" space must turn the crank to start the mouse trap. If the mouse trap successfully runs its course (there are several stages in which the mouse trap may fail if not properly set), the cage will fall on any opposing mice on the space, and they are out of the game. If there are no opposing mice on the "cheese wheel" space, the player may trade one piece of cheese, for the opportunity to choose an opponent who is not on a "safe" space and roll the die to move their mouse. One may repeat this trade as many times in a turn as they have pieces of cheese; when an opposing mouse is on the "cheese wheel" space, the crank can then be turned. Once there is only one mouse left in the game, that player wins. Others spaces require the player to move their mouse in a prescribed manner.
==The Mouse Trap==
The mouse trap in the game has never changed in operation, though the color and shape of some pieces has been slightly modified over the years. There are several stages which form the mouse trap, and most stages are composed of multiple pieces. A 1990s ad campaign for the game involved a song which listed most of the stages of the mouse trap.
In a proper operation, the player turns the [[crank]], which rotates a vertical [[gear]], connected to a horizontal gear. As that gear turns, it pushes an elastic-loaded [[lever]] until it snaps back in place, hitting a swinging [[boot]]. This causes the boot to kick over a [[bucket]], sending a [[Marble (toy)|marble]] down a zig-zagging incline which feeds into a [[Chute (gravity)|chute]]. This leads the marble to hit a vertical pole, at the top of which is an open hand, palm-up, which is supporting a larger ball (changed later on to a marble just like the starter one). The movement of the pole knocks the ball free to fall through a hole in its platform into a [[bathtub]], and then through a hole in the tub onto one end of a [[seesaw]]. This [[catapult]]s a [[underwater diving|diver]] on the other end into a tub which is on the same base as the barbed pole supporting the mouse cage. The movement of the tub shakes the cage free from the top of the pole and allows it to fall.
There are several points at which the mousetrap can commonly fail. If not built level, or if kicked too hard, the marble can fall off the incline; it can also miss the chute if not properly aligned; the contact of the marble with the pole may fail to dislodge the ball above; the ball may fail to propel the diver into the tub; the movement of the tub may be insufficient to dislodge the cage; or the cage may get stuck on the barbed pole partway down.
==Licensing Controversy==
The game designer [[Marvin Glass]] (and his company, [[Marvin Glass and Associates]]) refused to pay licensing fees or royalties to [[Rube Goldberg]], despite Marvin acknowledging being inspired by Goldberg as well as the clear similarities between the game and a Goldberg drawing. Glass went on to develop two less well-known games based on Goldberg designs, ''[[Crazy Clock]]'' (released 1964) and ''[[Fish Bait]]'' (1965), neither of which credited Goldberg's influence. Elderly and near retirement, Goldberg declined to take legal action against Glass because inspiration and ideas are not intellectual property that can be protected with a copyright, trademark, or patent, and chose to sell licensing rights for his drawings to another toy company, Model Products instead, which was intellectual property he owned and could make royalties on.<ref>[http://books.google.com/books?vid=ISBN0740755714&id=jftapGDTmYUC&pg=RA4-PA157&lpg=RA4-PA157&ots=_pYiRJ5pnY&dq=%22rube+goldberg%22+%22mouse+trap%22+game&sig=MD9F2MIPNmfAK2kfMvzdkhhcm1A ''Timeless Toys: Classic Toys and the Playmakers Who Created Them''] from [[Google Books]]</ref>
==Game Re-Design==
In 2006, the game was re-released in the [[United Kingdom]] with a completely new design. There are now three mousetraps: the board and plastic components are completely different. The most obvious change is the addition of a model toilet at the top of the tallest part of the game. Another key difference is that all of the mousetrap is set up in advance of the game.
==Television==
''Mouse Trap'' was adapted into a [[game show]] which featured on the British childrens television show ''[[Motormouth]]''.<ref>http://www.bbc.co.uk/cult/ilove/years/1962/toys3.shtml</ref><ref>http://www.ukgameshows.com/page/index.php?title=Motormouth</ref> A lifesize board game was created and the child contestants took the place of the mice.
==See also==
*[[Crazy Machines]]
*[[Crazy Machines 2]]
==References==
<references/>
==External links==
* Hasbro Games' [http://www.hasbro.com/shop/details.cfm?product_id=9461 ''Mouse Trap'' product page]
* {{bgg|2679|''Mouse Trap''}}
* [http://farm4.static.flickr.com/3499/3200372574_0fae0cae9c_o.jpg The original 1963 ''Mouse Trap'' box cover]
{{DEFAULTSORT:Mouse Trap (Board Game)}}
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[Category:1963 introductions]]
[[Category:Milton Bradley games]]
dzk7dh6e5ij0zygyej3v1f7re507pqv
4580
4576
2023-09-11T14:22:00Z
192.119.149.18
4580
wikitext
text/x-wiki
{{Otheruses4|the board game|other uses|Mousetrap (disambiguation)}}
{{Refimprove|date=August 2009}}
{{Infobox game|
subject_name=Mouse Trap |
image_link= [[Image:Mouse Trap Board and Boxjpg.jpg|250px]]|
image_caption= ''Mouse Trap'' playing board and box.|
players=2 - 4 |
ages= 6 +|
setup_time=< 10 mins |
playing_time=30 mins approx |
complexity=Easy |
strategy=Easy |
random_chance=High |
skills=[[Dice|Dice rolling]], careful finger dexterity |
footnotes =
}}
[[File:Mousetrap game.jpg|thumb|250px|Mouse Trap Board in use during a typical play sequence.]]
'''''Mouse Trap''''' (originally titled '''''Mouse Trap The Game''''') is a [[board game]] first published by [[Ideal Toy Company|Ideal]] in [[1960s in games|1963]] for two or more players.
== Gameplay ==
The basic premise of the game has been consistent throughout the game's history. However, the turn-based gameplay has changed somewhat over the years.
The original version, designed by Hank Kramer of [[Ideal Toy Company]], allowed the players almost no decision-making, in keeping with other games for very young children such as ''[[Candyland]]'', or ''[[Chutes and Ladders]]''. In the 1970s, the board game surrounding the Mouse Trap was redesigned by [[Sid Sackson]], adding the cheese pieces and allowing the player to maneuver opponents onto the trap space.
== Current Rules ==
Each player is represented by a [[mouse]]-shaped game piece which travels along a non-continuous, roughly square-shaped path around the game board from the start to a continuous loop at the end. The path is segmented into spaces, some of which are marked with instructions, and "build" spaces that are marked simply with numbers ("2", "2-3" and "2-3-4").
The object of the game is to trap all of one's opponent's mice using the game's [[Rube Goldberg machine|Rube Goldberg]]-style [[mouse trap]], which is built upon the board during the course of the game. The trap begins with a crank which turns a set of gears. This begins a series of stages which ends in a cage being lowered over the "[[cheese]] wheel" space on the board, which is one of six spaces in the ending loop of the game path.
Players roll the six-sided [[Dice|die]] in turn-based play, and move their mouse the number of spaces rolled. If a player lands on a "build" space that corresponds with the number of players in the game (e.g. only "2-3-4" spaces for a four-player game), they must build the next unbuilt piece of the mouse trap, and take a piece of cheese, represented by cheese-shaped tokens. If the players reach the final loop of the board, they continue around it until the game ends; each "build" space in the loop requires a player to build two pieces of the mouse trap, and take two pieces of cheese.
Another space on the board is the "turn crank" space. Once the mouse trap is built, a player landing on one of these spaces while there is an opposing mouse on the "cheese wheel" space must turn the crank to start the mouse trap. If the mouse trap successfully runs its course (there are several stages in which the mouse trap may fail if not properly set), the cage will fall on any opposing mice on the space, and they are out of the game. If there are no opposing mice on the "cheese wheel" space, the player may trade one piece of cheese, for the opportunity to choose an opponent who is not on a "safe" space and roll the die to move their mouse. One may repeat this trade as many times in a turn as they have pieces of cheese; when an opposing mouse is on the "cheese wheel" space, the crank can then be turned. Once there is only one mouse left in the game, that player wins. Others spaces require the player to move their mouse in a prescribed manner.
==The Mouse Trap==
The mouse trap in the game has never changed in operation, though the color and shape of some pieces has been slightly modified over the years. There are several stages which form the mouse trap, and most stages are composed of multiple pieces. A 1990s ad campaign for the game involved a song which listed most of the stages of the mouse trap.
In a proper operation, the player turns the [[crank]], which rotates a vertical [[gear]], connected to a horizontal gear. As that gear turns, it pushes an elastic-loaded [[lever]] until it snaps back in place, hitting a swinging [[boot]]. This causes the boot to kick over a [[bucket]], sending a [[Marble (toy)|marble]] down a zig-zagging incline which feeds into a [[Chute (gravity)|chute]]. This leads the marble to hit a vertical pole, at the top of which is an open hand, palm-up, which is supporting a larger ball (changed later on to a marble just like the starter one). The movement of the pole knocks the ball free to fall through a hole in its platform into a [[bathtub]], and then through a hole in the tub onto one end of a [[seesaw]]. This [[catapult]]s a [[underwater diving|diver]] on the other end into a tub which is on the same base as the barbed pole supporting the mouse cage. The movement of the tub shakes the cage free from the top of the pole and allows it to fall.
There are several points at which the mousetrap can commonly fail. If not built level, or if kicked too hard, the marble can fall off the incline; it can also miss the chute if not properly aligned; the contact of the marble with the pole may fail to dislodge the ball above; the ball may fail to propel the diver into the tub; the movement of the tub may be insufficient to dislodge the cage; or the cage may get stuck on the barbed pole partway down.
==Licensing Controversy==
The game designer [[Marvin Glass]] (and his company, [[Marvin Glass and Associates]]) refused to pay licensing fees or royalties to [[Rube Goldberg]], despite Marvin acknowledging being inspired by Goldberg as well as the clear similarities between the game and a Goldberg drawing. Glass went on to develop two less well-known games based on Goldberg designs, ''[[Crazy Clock]]'' (released 1964) and ''[[Fish Bait]]'' (1965), neither of which credited Goldberg's influence. Elderly and near retirement, Goldberg declined to take legal action against Glass because inspiration and ideas are not intellectual property that can be protected with a copyright, trademark, or patent, and chose to sell licensing rights for his drawings to another toy company, Model Products instead, which was intellectual property he owned and could make royalties on.<ref>[http://books.google.com/books?vid=ISBN0740755714&id=jftapGDTmYUC&pg=RA4-PA157&lpg=RA4-PA157&ots=_pYiRJ5pnY&dq=%22rube+goldberg%22+%22mouse+trap%22+game&sig=MD9F2MIPNmfAK2kfMvzdkhhcm1A ''Timeless Toys: Classic Toys and the Playmakers Who Created Them''] from [[Google Books]]</ref>
==Game Re-Design==
In 2006, the game was re-released in the [[United Kingdom]] with a completely new design. There are now three mousetraps: the board and plastic components are completely different. The most obvious change is the addition of a model toilet at the top of the tallest part of the game. Another key difference is that all of the mousetrap is set up in advance of the game.
==Television==
''Mouse Trap'' was adapted into a [[game show]] which featured on the British childrens television show ''[[Motormouth]]''.<ref>http://www.bbc.co.uk/cult/ilove/years/1962/toys3.shtml</ref><ref>http://www.ukgameshows.com/page/index.php?title=Motormouth</ref> A lifesize board game was created and the child contestants took the place of the mice.
==See also==
*[[Crazy Machines]]
*[[Crazy Machines 2]]
==References==
<references/>
==External links==
* Hasbro Games' [http://www.hasbro.com/shop/details.cfm?product_id=9461 ''Mouse Trap'' product page]
* {{bgg|2679|''Mouse Trap''}}
* [http://farm4.static.flickr.com/3499/3200372574_0fae0cae9c_o.jpg The original 1963 ''Mouse Trap'' box cover]
{{DEFAULTSORT:Mouse Trap (Board Game)}}
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[Category:1963 introductions]]
[[Category:Milton Bradley games]]
5zrft25jhwonabafgjrn34ha6ajlbls
Munchkin (card game)
0
2152
4136
2009-11-28T00:05:30Z
174.98.192.83
/* Expansions */
4136
wikitext
text/x-wiki
{{Otheruses2|Munchkin}}
{{Infobox_Game|
subject_name=Munchkin|
image_link=[[Image:Munchkin game cover.jpg|250px|Game Cover]] |
image_caption=Box cover|
players=2-6 |
ages=12+ |
setup_time= 5 minutes |
playing_time= 45–60 minutes |
complexity=Medium |
strategy=Low-Medium|
random_chance=High |
skills=[[Strategy]] |
bggid = 1927
}}
'''''Munchkin''''' is a card game by [[Steve Jackson Games]], written by [[Steve Jackson (USA)|Steve Jackson]] and illustrated by [[John Kovalic]], that has a humorous take on [[role-playing games]], based on the concept of [[munchkin (role-playing games)|munchkin]]s (immature role-players, playing "to win").
''Munchkin'' won the 2001 [[Origins Award]] for ''Best Traditional Card Game''<ref>{{cite web| url=http://www.originsgamefair.com/awards/2001/list-of-winners|title=Origins Award Winners (2001)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-15}}</ref>, and is itself a spin-off from ''The Munchkin's Guide to Powergaming'', a gaming humor book that also won an Origins Award in 2000.<ref>{{cite web| url=http://www.originsgamefair.com/awards/2000/list-of-winners|title=Origins Award Winners (2000)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-15}}</ref>
After the success of the original ''Munchkin'' game several expansion packs and sequels were published.<ref>{{cite web| url=http://www.sjgames.com/munchkin/|title=Munchkin home page| publisher=Steve Jackson Games| accessdate=2007-12-23}}</ref>
Now available in 12 different languages, ''Munchkin'' accounted for more than 70% of the 2007 sales for Steve Jackson Games.<ref>{{cite web|url=http://www.sjgames.com/general/stakeholders/report08.html|title=2008 Report to the Stakeholders|publisher=Steve Jackson Games|accessdate=2008-03-01}}</ref>
== Gameplay ==
A ''Munchkin'' game typically runs about an hour, depending on how many people are playing. At the beginning of the game, "Everyone starts as a Level 1 Human with no class." and attempts to "reach the 10th level".
Each person's turn begins with the player opening a room (''kicking down the door'') by drawing a Door card face-up and looking for trouble. If there is a monster in the room, the player fights the monster. If the player's level plus bonuses from the player's equipment (such as ''Sneaky Bastard Sword'' or ''Really Impressive Title'') is higher than the monster's level plus any bonuses the monster might have (such as ''Enraged'' or ''Buffed''), then the player wins the fight, moves up one level (though some monsters grant more levels), and takes the monster's stuff. If there is no trouble in the room, then the player can choose to either draw another Door card face down (''looting the room'') or fight a monster from his hand (''looking for trouble''). To prevent opponents from achieving the winning level (9, 10, 11, 20, or 22 depending on pre-game selections and card play), players can give enhancing cards to whatever monsters are fighting the other players so that the monsters will win and cause "Bad Stuff" to happen to the player, or throw ''curses'' on each other (or have them happen randomly), such as ''New Edition Rules'' (causing all players to lose a level). Players can also use items against each other such as ''Itching Powder'' (making the player throw away any clothing or armor). ''Munchkin'' rules do not include a stack, which means that every card played resolves instantaneously, with few exceptions (which include the use of the card ''Wishing Ring'' to cancel curses). All cards may be played at any time, unless specified otherwise.
''Munchkin'' is not a very serious game;<ref>{{cite web|url=http://www.rpg.net/news+reviews/reviews/rev_5700.html| title=Munchkin (Capsule Review)| publisher=[[RPGnet]]| last=Appelcline| first=Shannon| month=January| year=2002| accessdate=2007-10-15}}</ref> the rules make this clear with phrases like: "Decide who goes first by rolling the dice and arguing about the results and the meaning of this sentence and whether the fact that a word seems to be missing any effect." and "Any disputes in the rules should be settled by loud arguments with the owner of the game having the last word." There are many cards which interact with or are affected by a single other card, despite the rarity of the two cards entering play together¤ (such as the interaction between ''Fowl Fiend'' and ''Chicken on Your Head'' or ''Sword of Slaying Everything Except Squid'' and ''Squidzilla'').
*¤at least until the last couple of rounds or so, where over half a dozen cards may be played as players try to stop each other from gaining/getting to the final level, and the countering of that.
== Card types ==
''Munchkin'' has 2 basic card types, doors and treasures:
*'''Door''': These are the basic cards turned over every turn and include:
**'''Monster''': Monsters in ''Munchkin'' range in level from 1 (e.g. ''Potted Plant'', ''Lame Goblin'' or ''Goldfish'') to 20 (e.g. ''Plutonium Dragon'', ''Kali'' or ''Great Cthulhu'') and when a player defeats them they go up one or more levels and draw a certain amount of treasures, both depending on the particular monster and bonus effects. A player can fight a monster either by encountering it when ''kicking down a door'', or by ''Looking for Trouble'' by fighting a monster card in their hand if they did not encounter one when kicking down a door this turn. In combat, first bonus cards may be used on both sides to affect the levels of the combatants and/or affect the combat itself (e.g. by adding monsters with ''Dogpile'' or playing ''Monsters are Busy'' to end the combat). Players can also ask for help, allowing one player to help them in combat. Helping players do not automatically gain anything from helping unless they're Elves, but usually players will ask for something for the help. Then, if a player's level plus bonuses (plus those of his helper if there is one) are:
***''Less'' than the monster's, they are forced to run away from combat. Running away succeeds if the player rolls a "5" or a "6" on a six-sided [[Dice|die]], and fails with any other number (however, cards like ''Boots of Running Really Fast'' and ''Foot-Mounted Mace'' may affect running away). If the player fails to escape, then the "Bad Stuff" specified on the monster card occurs. The "Bad Stuff" ranges from nothing (''Potted Plant'' 's "Nothing. Escape is automatic.") to annoying (''Tiny But Advanced Creatures'' 's "They irradiate your pedal extremities. Lose your Footgear.") to death (''Plasmoid'' 's "It burns you to a tiny, flaky, ashen, ''dead'' crisp. Then it steps on you. Then it laughs.") or even worse (Kali's "Die, die, die, and miss your next go, too."). One must roll to run away from each monster one is facing and both parties must run away separately if there's a helper.
***''Equal'' to the monster's, the player(s) will count as losing unless one or more of them has the ''Warrior'' class.
***''More'' than the monster's, they defeat it and they will collect any levels and/or treasures specified by the monster and bonus cards.
**'''Curse/Trap''': Curse cards take effect immediately if drawn face-up on the player who draws them, and can be used to curse other players if drawn face down. Their effects range from ''Squidgilator'' 's "Lose one level." to ''Dwarven Ale'' 's "-4 to your next combat due to uncontrollable drunken singing. If you're a Dwarf, instead immediately go up one level." Traps can be defused in multiple ways, the easiest being to use the ''Wishing Ring'' which nullifies any curse. However, ''Orcs'' can instead lose one level and there are items of equipment which also affect traps, such as the infamous ''Magnificent Hat'' or the ''Sandals of Protection''.
**'''Monster Enhancer''': These are cards which affect combat by either enhancing or subtracting from the combat skills of a monster. There are normal ''enhancers'' such as ''Undead'' ("+5 to target monster. If that monster is defeated, draw one extra treasure") and ''Sleeping'' ("-5 to target monster. If that monster is defeated, draw one less treasure card") and ''enhancer enhancers'' (from '''''Munchkin Blender''''') like ''Amazingly'' ("Target monster enhancer now gives an additional +10 to the monster. If the monster is defeated, draw two extra treasures.")
**'''Class''': Each player may have one class card in play at a time, unless using the ''Super Munchkin'' card, where he may have two, or the ''Ultra Munchkin'' from ''Munchkin Blender'' that allows ''three''. Each class gives the player special abilities. If a player draws a class card face up, he/she may become that class. If they already have one in play, he/she may choose to replace their current class and discard it, or choose to place the new class in their hand for later. Class cards include ''Thief'' and ''Cleric''.
**'''Race''': Each player may also have one race card in play at a time, again increased to two with ''Half-Breed'' and three with ''1/3-Breed'' from ''Blender'', or unlimited with ''Chimera''. Each race gives the player special abilities. Races work like classes, except that if a player has a race card in play they are no longer a human. Race cards include ''Gnome'' and ''Mutant''.
**'''Helpers''': There are various types of helpers like the '''SideKicks''' found in '''''Star Munchkin''''' and '''''Munchkin Cthulu''''' which allow players who have them to sacrifice them to escape from any combat and '''Steeds''' found in '''''Need for Steed'''''. Additionally, they can have other abilities, like ''Red Shirt'' 's "Whenever you win a combat, roll a die. If you roll a "6", Red Shirt gets overexcited and sacrifices itself anyway." Each player may only have one of each type of helper at a time, unless they're a ''Trader''.
**'''Other''': There are also a multitude of other cards, some of which affect combat (e.g. ''Deus Ex Machinegun'' and ''It's Dead Jim, Take Its Stuff''), some of which give players in-game bonuses (e.g. ''Super Munchkin'' and ''Cheat with Both Hands''), and a bunch which just have weird effects (e.g. ''Annihilation'' and ''Divine Intervention'').
*'''Treasure''': These are drawn when a player defeats a monster or by certain door and treasure cards (like ''Arms Locker'') and include:
**'''Equipment''': Equipment cards give permanent benefits to the player who equips them. They can give abilities (e.g. ''Freudian Slippers'') or level bonuses (e.g. ''Singing & Dancing Sword'' and ''Two-Handed Sword'' - which has two hands of its own!). Each player may have two hands worth of equipment, one item of Armor, one of Footgear, and one of Headgear (unless they have the ''Mutant'' race). Additionally, there are items which require no hands but give a bonus anyway (e.g. ''Cute Shoulder Dragon'', which gives more bonus to female players than to male players and ''Spiked Codpiece'', which gives more bonus to male players than to female players). Some items of equipment are Race- or Class-specific, and can be used by no one else unless they have a ''Cheat'' card (e.g.''Mechwalker'' and ''Blessed Mallet of St. Eeeeeeuuuuuuuuw'').
**'''GUAL''': GUAL (or Go Up A Level) cards allow you to place them in the Treasure discard pile in order to gain a level (they cannot be used to go up to level 10 in Normal Munchkin or to go up to level 19 or 20 in Epic Munchkin). Most of these cards can be used at any time (such as ''Bribe the GM'' or ''Shiny Dice... Spinning... Spinning...'') but some have special requirements and/or effects, like ''Contemplate Your Navel'' ("Discard your whole hand in order to use this card (minimum three cards)"), ''Rewrite Your Character Sheet'' (which lets you choose a Race or Class card from the discard pile instead of gaining a level), or the nasty ''Steal a Level'' ("Choose a player. You gain a level. They lose one.")
**'''Other''': There are countless other types of Munchkin treasure cards which have a huge range of effects. They can cancel curses (''Wishing Ring''), retrieve things from the discard pile (''Pink Stamps'' or ''Valuable Coupon''), buff your weapons by adding extra level bonuses (''...Of Doom'' ["+5 bonus to any weapon. Attach this card to the weapon which is now known as the {Weapon} Of Doom."]), or do any of a huge number of wacky things, like ''T Ceremony'' ("Destroy any card in play with a T in its name.") or ''Monsters are Busy'' ("Play during any combat. Discard all monsters involved in the current combat and any munchkin(s) involved in the combat draw two treasures for each monster discarded this way.").
== Expansions ==
A number of expansions and sequels to the original ''Munchkin'' game have been made. They're listed here, by theme:
*'''''Munchkin''''', (containing 94 door cards and 74 treasure cards).
**'''''Unnatural Axe''''', the first expansion (containing 63 door cards, 44 treasure cards and 5 blanks), won the 2002 Origins Award for ''Best Card Game Expansion or Supplement''.<ref name="Origins2002">{{cite web|url=http://www.originsgamefair.com/awards/2002/list-of-winners| title=Origins Award Winners (2002)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-15}}</ref> The Orc Race is introduced in this expansion.
**'''''Clerical Errors''''', the second ''Munchkin'' expansion (containing 66 door cards and 46 treasure cards), brought the total number of cards for ''Munchkin'' up to 392. This expansion introduces the Gnome Race and the Bard Class.
***'''''Clerical Errata''''' is a misprint of Clerical Errors, containing cards printed with the wrong card back (e.g. dungeon rather than treasure). By popular demand, a limited public release was made. Enough units were sold to make back the printing costs.
**'''''The Need for Steed''''', the third expansion to ''Munchkin'' (containing 78 door cards and 34 treasure cards) was released in 2006. This included a new type of card, Steeds, such as a dragon, an eagle and a turtle. Furthermore, many new kinds of Hirelings were added. Rules for these new cards are also included in this expansion.
**'''''De-Ranged''''', the fourth expansion (containing 60 door cards and 52 treasure cards), adds the Ranger Class as well as some of the monsters from the European version of the game.
**'''''Demented Dungeons''''', the fifth expansion, added 20 double-sized Dungeon cards and 16 Portal cards for movement between them.
**'''''More Good Cards''''', the sixth expansion (containing 30 door cards and 26 treasure cards), consists of reprints from Munchkin Blender with new art and a number of extra cards chosen by polling Munchkin fans. The set contains no new monsters, races, classes or rules.
**'''''Munchkin Fairy Dust''''', the first in a proposed series of 15-card mini-expansions, featuring cards that benefit players who help each other. The cards are full color (unlike the other base ''Munchkin'' cards) with pink & silver glitter ("Fairy Dust") worked into the printing. [Release set for July/August 2009]
**'''''Munchkin Waiting For Santa''''', the second 15-card mini-expansion, with a Christmas theme. Cards are in full color, like ''Fairy Dust'' above, but with red & green "shiny ornament" enhancements. Features Santa Claus and various "Santa" monsters (a new monster type for the game), as well as new Christmas-themed treasures (such as Missile Toe, Fruitcake, and a Santa Hat that gives the player an extra hand). [Release set for September 2009]
*'''''Star Munchkin'''''<ref>{{cite web|url=http://www.scifi.com/sfw/issue288/games.html| title=Star Munchkin (Review)| publisher=[[SciFi.com]]| last=Newquist| first=Ken| accessdate=2007-10-15}}</ref> was released in 2002. It is a standalone version of ''Munchkin'', and is not intended to be mixed with other Munchkin decks unless you are "crazy enough to try". It parodies science-fiction in general, with an emphasis on the ''[[Star Trek]]'' and ''[[Star Wars]]'' franchises. It won the 2002 Origins Award for ''Best Traditional Card Game''.<ref name="Origins2002"/> Sidekicks are introduced in this game.
**'''''The Clown Wars''''' is an expansion for ''Star Munchkin''. It introduces Rooms and the Bug Race and the Space Ranger Class. 20th level ''Epic Munchkin'' rules provided.
*'''''Munchkin Fu''''', another standalone version, was released in 2003 and parodies Asian martial arts movies. It introduces a new concept, Styles, which represent different fighting styles you can use. ''Munchkin Fu'' won the 2003 ''Gamers' Choice Card Game Award''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/2003| title=Origins Award Winners (2003)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-15}}</ref>
**'''''Monky Business''''', an expansion to ''Munchkin Fu'', was released early in 2005.
*'''''Munchkin Bites''''' is the fourth standalone version, released in 2004. It parodies horror role-playing games, such as the games set in the ''[[World of Darkness]]'' universe, and [[horror fiction]] and movies in general.
**'''''Pants Macabre''''' is an expansion for ''Munchkin Bites'', and was released in late 2005. This set added the [[Mummy]] Race.
*'''''Super Munchkin''''' is the fifth standalone version, released in the summer of 2005 and is a parody on [[super hero]] [[comics]].
**'''''The Narrow S Cape''''' is an expansion for ''Super Munchkin'', released in the summer of 2006. The Brain Class was added.
*'''''Munchkin Impossible''''', the sixth standalone version, was released in late 2006 and parodies [[secret agent]] stories such as those of ''[[Mission: Impossible]]'' and [[James Bond]]. Besides the usual Classes, each character can have one or more Loyalties during the game.
*'''''Munchkin Cthulhu''''', the seventh standalone version, released in March 2007, lampoons [[H. P. Lovecraft|Lovecraft]]'s [[Cthulhu Mythos|Mythos]] and the horror gaming that surrounds it, summoning classic monsters from outside reality.
**'''''Call of Cowthulhu''''' is an expansion for ''Munchkin Cthulhu'' released in September 2007. (56 cards)
**'''''The Unspeakable Vault''''' is the second 56 card expansion for ''Munchkin Cthulhu'', released in January 2008.
*'''''The Good, The Bad, And The Munchkin''''' is the eighth standalone version, was released in November 2007, and is meant to make fun of Western and cowboy-themed movies such as ''[[The Good, the Bad and the Ugly]]''.
*'''''Munchkin Booty''''', the ninth standalone game, focuses on [[Piracy|pirates]] and was released in September 2008.<ref>{{cite web | url=http://www.sjgames.com/ill/archives.html?y=2008&m=May&d=25 | title=Steve Jackson Games Daily Illuminator - May 25, 2008 | accessdate=2008-06-04 | date=2008-05-25 | publisher=[[Steve Jackson Games]]}}</ref>
**'''''Jump the Shark''''' is an expansion for ''Munchkin Booty'' and was released in March 2009.<ref>{{cite web | url=http://www.sjgames.com/ill/a/2009-03-19 | title=Steve Jackson Games Daily Illuminator - March 19, 2009 | accessdate=2009-09-27 | date=2009-03-19 | publisher=[[Steve Jackson Games]]}}</ref>
*'''''Munchkin Blender''''' is a special set released in response to players combining the different versions of ''Munchkin''. It is an expansion sized set of cards designed to enhance this type of game, in which a player could be an elven/mutant bounty hunter/ninja or a dwarven samurai who uses a lasermaserbobaserbananafanafofaser (that's four different guns). Also provided are rules for playing to the 20th level, also known as ''Epic Munchkin''. The Blender pack of cards is not required in order to mix two or more different standalone versions together.
*'''''Munchkin Dice''''' is a supplement which contains six oversized 10-sided dice. The dice are designed for use as level counters. Also included are 14 cards for the original ''Munchkin'' (Race/Class modifiers, most notably) and rules for rolling a Munchkin die for random game benefits.
*'''''Epic Munchkin''''' is a set of rules for playing up to level 20 for all the ''Munchkin'' games. Players that reach the higher levels [10-19] gain 'Epic Powers' for each race and class (these powers are lost if the player is reduced to level 9 or lower). It is free, and can be downloaded from the munchkin website.
== Spinoffs ==
Munchkin has also spawned a couple of games outside the card game universe.
*There are two [[role-playing games]], both of which use the ''[[d20 System]]'' based on the ''Munchkin'' and ''Star Munchkin'' card games.
**The '''''Munchkin RPG''''' is an extended parody of ''[[Dungeons & Dragons]]'': the latter has "cantrip" spells, the former has - among others - "can trip" (foils pursuers with preserved foodstuffs), "can't rip" (reinforces fabrics) and "Kant trip" (induces hallucinatory [[deontology]]). It consists of the '''''Munchkin Player's Handbook''''', the '''''Munchkin Master's Guide''''', and the '''''Munchkin Monster Manual'''''.
**The '''''Star Munchkin Role Playing Game''''' is one book, and includes rules for spaceship design and a new class not seen in the card game, the ''Farce K'nigit''.
*'''''Munchkin Quest''''' is a [[board game]]/RPG based on the original ''Munchkin'' card game which contains several different items, monsters, and references to it. It was released in November 2008.<ref>{{cite web | url=http://www.sjgames.com/ill/archives.html?y=2008&m=November&d=20 | title=Steve Jackson Games Daily Illuminator - November 20, 2008 | accessdate=2009-02-19 | date=2008-11-20 | publisher=[[Steve Jackson Games]]}}</ref>
==References==
{{reflist}}
== External links ==
* [http://www.worldofmunchkin.com/ The World of Munchkin] (official website)
* [http://www.sjgames.com/ Steve Jackson Games]
* [http://groups.yahoo.com/group/Munchkin_guild/ Munchkin Adventurers Guild] Yahoo! group
* {{bgg par
|section1=game|id1=1927|name1=''Munchkin''
|section2=wiki/page|id2=Munchkin_series|name2=the many ''Munchkin'' game variations
}}
=== Free PDF Downloads ===
* [http://e23.sjgames.com/item.html?id=SJG37-2011 Epic Munchkin]
* [http://e23.sjgames.com/item.html?id=SJG37-2012 Munchkin Mask]
* [http://e23.sjgames.com/item.html?id=SJG30-1451 Munchkin Rigged Demo]
* [http://e23.sjgames.com/item.html?id=SJG37-2013 Munchkin Tournament Rules]
=== Video Instructions and Demo ===
* [http://www.youtube.com/view_play_list?p=913576A8451E0041 Video Playlist of Rules and Rigged Demo]
[[Category:Dedicated deck card games]]
[[Category:Fantasy parodies]]
[[Category:Origins Award winners]]
[[Category:Steve Jackson Games games]]
[[de:Munchkin (Kartenspiel)]]
[[es:Munchkin (juego de cartas)]]
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[[it:Munchkin]]
[[he:מנצ'קין (משחק קלפים)]]
[[nl:Munchkin (spel)]]
[[ja:マンチキン (カードゲーム)]]
[[pl:Munchkin]]
[[pt:Munchkin (jogo)]]
[[ru:Манчкин (игра)]]
[[sv:Munchkin (kortspel)]]
[[uk:Манчкін (гра)]]
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{{Otheruses2|Munchkin}}
{{Infobox_Game|
subject_name=Munchkin|
image_link=[[Image:Munchkin game cover.jpg|250px|Game Cover]] |
image_caption=Box cover|
players=2-6 |
ages=12+ |
setup_time= 5 minutes |
playing_time= 45–60 minutes |
complexity=Medium |
strategy=Low-Medium|
random_chance=High |
skills=[[Strategy]] |
bggid = 1927
}}
'''''Munchkin''''' is a card game by [[Steve Jackson Games]], written by [[Steve Jackson (USA)|Steve Jackson]] and illustrated by [[John Kovalic]], that has a humorous take on [[role-playing games]], based on the concept of [[munchkin (role-playing games)|munchkin]]s (immature role-players, playing "to win").
''Munchkin'' won the 2001 [[Origins Award]] for ''Best Traditional Card Game''<ref>{{cite web| url=http://www.originsgamefair.com/awards/2001/list-of-winners|title=Origins Award Winners (2001)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-15}}</ref>, and is itself a spin-off from ''The Munchkin's Guide to Powergaming'', a gaming humor book that also won an Origins Award in 2000.<ref>{{cite web| url=http://www.originsgamefair.com/awards/2000/list-of-winners|title=Origins Award Winners (2000)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-15}}</ref>
After the success of the original ''Munchkin'' game several expansion packs and sequels were published.<ref>{{cite web| url=http://www.sjgames.com/munchkin/|title=Munchkin home page| publisher=Steve Jackson Games| accessdate=2007-12-23}}</ref>
Now available in 12 different languages, ''Munchkin'' accounted for more than 70% of the 2007 sales for Steve Jackson Games.<ref>{{cite web|url=http://www.sjgames.com/general/stakeholders/report08.html|title=2008 Report to the Stakeholders|publisher=Steve Jackson Games|accessdate=2008-03-01}}</ref>
== Gameplay ==
A ''Munchkin'' game typically runs about an hour, depending on how many people are playing. At the beginning of the game, "Everyone starts as a Level 1 Human with no class." and attempts to "reach the 10th level".
Each person's turn begins with the player opening a room (''kicking down the door'') by drawing a Door card face-up and looking for trouble. If there is a monster in the room, the player fights the monster. If the player's level plus bonuses from the player's equipment (such as ''Sneaky Bastard Sword'' or ''Really Impressive Title'') is higher than the monster's level plus any bonuses the monster might have (such as ''Enraged'' or ''Buffed''), then the player wins the fight, moves up one level (though some monsters grant more levels), and takes the monster's stuff. If there is no trouble in the room, then the player can choose to either draw another Door card face down (''looting the room'') or fight a monster from his hand (''looking for trouble''). To prevent opponents from achieving the winning level (9, 10, 11, 20, or 22 depending on pre-game selections and card play), players can give enhancing cards to whatever monsters are fighting the other players so that the monsters will win and cause "Bad Stuff" to happen to the player, or throw ''curses'' on each other (or have them happen randomly), such as ''New Edition Rules'' (causing all players to lose a level). Players can also use items against each other such as ''Itching Powder'' (making the player throw away any clothing or armor). ''Munchkin'' rules do not include a stack, which means that every card played resolves instantaneously, with few exceptions (which include the use of the card ''Wishing Ring'' to cancel curses). All cards may be played at any time, unless specified otherwise.
''Munchkin'' is not a very serious game;<ref>{{cite web|url=http://www.rpg.net/news+reviews/reviews/rev_5700.html| title=Munchkin (Capsule Review)| publisher=[[RPGnet]]| last=Appelcline| first=Shannon| month=January| year=2002| accessdate=2007-10-15}}</ref> the rules make this clear with phrases like: "Decide who goes first by rolling the dice and arguing about the results and the meaning of this sentence and whether the fact that a word seems to be missing any effect." and "Any disputes in the rules should be settled by loud arguments with the owner of the game having the last word." There are many cards which interact with or are affected by a single other card, despite the rarity of the two cards entering play together¤ (such as the interaction between ''Fowl Fiend'' and ''Chicken on Your Head'' or ''Sword of Slaying Everything Except Squid'' and ''Squidzilla'').
*¤at least until the last couple of rounds or so, where over half a dozen cards may be played as players try to stop each other from gaining/getting to the final level, and the countering of that.
== Card types ==
''Munchkin'' has 2 basic card types, doors and treasures:
*'''Door''': These are the basic cards turned over every turn and include:
**'''Monster''': Monsters in ''Munchkin'' range in level from 1 (e.g. ''Potted Plant'', ''Lame Goblin'' or ''Goldfish'') to 20 (e.g. ''Plutonium Dragon'', ''Kali'' or ''Great Cthulhu'') and when a player defeats them they go up one or more levels and draw a certain amount of treasures, both depending on the particular monster and bonus effects. A player can fight a monster either by encountering it when ''kicking down a door'', or by ''Looking for Trouble'' by fighting a monster card in their hand if they did not encounter one when kicking down a door this turn. In combat, first bonus cards may be used on both sides to affect the levels of the combatants and/or affect the combat itself (e.g. by adding monsters with ''Dogpile'' or playing ''Monsters are Busy'' to end the combat). Players can also ask for help, allowing one player to help them in combat. Helping players do not automatically gain anything from helping unless they're Elves, but usually players will ask for something for the help. Then, if a player's level plus bonuses (plus those of his helper if there is one) are:
***''Less'' than the monster's, they are forced to run away from combat. Running away succeeds if the player rolls a "5" or a "6" on a six-sided [[Dice|die]], and fails with any other number (however, cards like ''Boots of Running Really Fast'' and ''Foot-Mounted Mace'' may affect running away). If the player fails to escape, then the "Bad Stuff" specified on the monster card occurs. The "Bad Stuff" ranges from nothing (''Potted Plant'' 's "Nothing. Escape is automatic.") to annoying (''Tiny But Advanced Creatures'' 's "They irradiate your pedal extremities. Lose your Footgear.") to death (''Plasmoid'' 's "It burns you to a tiny, flaky, ashen, ''dead'' crisp. Then it steps on you. Then it laughs.") or even worse (Kali's "Die, die, die, and miss your next go, too."). One must roll to run away from each monster one is facing and both parties must run away separately if there's a helper.
***''Equal'' to the monster's, the player(s) will count as losing unless one or more of them has the ''Warrior'' class.
***''More'' than the monster's, they defeat it and they will collect any levels and/or treasures specified by the monster and bonus cards.
**'''Curse/Trap''': Curse cards take effect immediately if drawn face-up on the player who draws them, and can be used to curse other players if drawn face down. Their effects range from ''Squidgilator'' 's "Lose one level." to ''Dwarven Ale'' 's "-4 to your next combat due to uncontrollable drunken singing. If you're a Dwarf, instead immediately go up one level." Traps can be defused in multiple ways, the easiest being to use the ''Wishing Ring'' which nullifies any curse. However, ''Orcs'' can instead lose one level and there are items of equipment which also affect traps, such as the infamous ''Magnificent Hat'' or the ''Sandals of Protection''.
**'''Monster Enhancer''': These are cards which affect combat by either enhancing or subtracting from the combat skills of a monster. There are normal ''enhancers'' such as ''Undead'' ("+5 to target monster. If that monster is defeated, draw one extra treasure") and ''Sleeping'' ("-5 to target monster. If that monster is defeated, draw one less treasure card") and ''enhancer enhancers'' (from '''''Munchkin Blender''''') like ''Amazingly'' ("Target monster enhancer now gives an additional +10 to the monster. If the monster is defeated, draw two extra treasures.")
**'''Class''': Each player may have one class card in play at a time, unless using the ''Super Munchkin'' card, where he may have two, or the ''Ultra Munchkin'' from ''Munchkin Blender'' that allows ''three''. Each class gives the player special abilities. If a player draws a class card face up, he/she may become that class. If they already have one in play, he/she may choose to replace their current class and discard it, or choose to place the new class in their hand for later. Class cards include ''Thief'' and ''Cleric''.
**'''Race''': Each player may also have one race card in play at a time, again increased to two with ''Half-Breed'' and three with ''1/3-Breed'' from ''Blender'', or unlimited with ''Chimera''. Each race gives the player special abilities. Races work like classes, except that if a player has a race card in play they are no longer a human. Race cards include ''Gnome'' and ''Mutant''.
**'''Helpers''': There are various types of helpers like the '''SideKicks''' found in '''''Star Munchkin''''' and '''''Munchkin Cthulu''''' which allow players who have them to sacrifice them to escape from any combat and '''Steeds''' found in '''''Need for Steed'''''. Additionally, they can have other abilities, like ''Red Shirt'' 's "Whenever you win a combat, roll a die. If you roll a "6", Red Shirt gets overexcited and sacrifices itself anyway." Each player may only have one of each type of helper at a time, unless they're a ''Trader''.
**'''Other''': There are also a multitude of other cards, some of which affect combat (e.g. ''Deus Ex Machinegun'' and ''It's Dead Jim, Take Its Stuff''), some of which give players in-game bonuses (e.g. ''Super Munchkin'' and ''Cheat with Both Hands''), and a bunch which just have weird effects (e.g. ''Annihilation'' and ''Divine Intervention'').
*'''Treasure''': These are drawn when a player defeats a monster or by certain door and treasure cards (like ''Arms Locker'') and include:
**'''Equipment''': Equipment cards give permanent benefits to the player who equips them. They can give abilities (e.g. ''Freudian Slippers'') or level bonuses (e.g. ''Singing & Dancing Sword'' and ''Two-Handed Sword'' - which has two hands of its own!). Each player may have two hands worth of equipment, one item of Armor, one of Footgear, and one of Headgear (unless they have the ''Mutant'' race). Additionally, there are items which require no hands but give a bonus anyway (e.g. ''Cute Shoulder Dragon'', which gives more bonus to female players than to male players and ''Spiked Codpiece'', which gives more bonus to male players than to female players). Some items of equipment are Race- or Class-specific, and can be used by no one else unless they have a ''Cheat'' card (e.g.''Mechwalker'' and ''Blessed Mallet of St. Eeeeeeuuuuuuuuw'').
**'''GUAL''': GUAL (or Go Up A Level) cards allow you to place them in the Treasure discard pile in order to gain a level (they cannot be used to go up to level 10 in Normal Munchkin or to go up to level 19 or 20 in Epic Munchkin). Most of these cards can be used at any time (such as ''Bribe the GM'' or ''Shiny Dice... Spinning... Spinning...'') but some have special requirements and/or effects, like ''Contemplate Your Navel'' ("Discard your whole hand in order to use this card (minimum three cards)"), ''Rewrite Your Character Sheet'' (which lets you choose a Race or Class card from the discard pile instead of gaining a level), or the nasty ''Steal a Level'' ("Choose a player. You gain a level. They lose one.")
**'''Other''': There are countless other types of Munchkin treasure cards which have a huge range of effects. They can cancel curses (''Wishing Ring''), retrieve things from the discard pile (''Pink Stamps'' or ''Valuable Coupon''), buff your weapons by adding extra level bonuses (''...Of Doom'' ["+5 bonus to any weapon. Attach this card to the weapon which is now known as the {Weapon} Of Doom."]), or do any of a huge number of wacky things, like ''T Ceremony'' ("Destroy any card in play with a T in its name.") or ''Monsters are Busy'' ("Play during any combat. Discard all monsters involved in the current combat and any munchkin(s) involved in the combat draw two treasures for each monster discarded this way.").
== Expansions ==
A number of expansions and sequels to the original ''Munchkin'' game have been made. They're listed here, by theme:
*'''''Munchkin''''', (containing 94 door cards and 74 treasure cards).
**'''''Unnatural Axe''''', the first expansion (containing 63 door cards, 44 treasure cards and 5 blanks), won the 2002 Origins Award for ''Best Card Game Expansion or Supplement''.<ref name="Origins2002">{{cite web|url=http://www.originsgamefair.com/awards/2002/list-of-winners| title=Origins Award Winners (2002)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-15}}</ref> The Orc Race is introduced in this expansion.
**'''''Clerical Errors''''', the second ''Munchkin'' expansion (containing 66 door cards and 46 treasure cards), brought the total number of cards for ''Munchkin'' up to 392. This expansion introduces the Gnome Race and the Bard Class.
***'''''Clerical Errata''''' is a misprint of Clerical Errors, containing cards printed with the wrong card back (e.g. dungeon rather than treasure). By popular demand, a limited public release was made. Enough units were sold to make back the printing costs.
**'''''The Need for Steed''''', the third expansion to ''Munchkin'' (containing 78 door cards and 34 treasure cards) was released in 2006. This included a new type of card, Steeds, such as a dragon, an eagle and a turtle. Furthermore, many new kinds of Hirelings were added. Rules for these new cards are also included in this expansion.
**'''''De-Ranged''''', the fourth expansion (containing 60 door cards and 52 treasure cards), adds the Ranger Class as well as some of the monsters from the European version of the game.
**'''''Demented Dungeons''''', the fifth expansion, added 20 double-sized Dungeon cards and 16 Portal cards for movement between them.
**'''''More Good Cards''''', the sixth expansion (containing 30 door cards and 26 treasure cards), consists of reprints from Munchkin Blender with new art and a number of extra cards chosen by polling Munchkin fans. The set contains no new monsters, races, classes or rules.
**'''''Munchkin Fairy Dust''''', the first in a proposed series of 15-card mini-expansions, featuring cards that benefit players who help each other. The cards are full color (unlike the other base ''Munchkin'' cards) with pink & silver glitter ("Fairy Dust") worked into the printing. [Release set for July/August 2009]
**'''''Munchkin Waiting For Santa''''', the second 15-card mini-expansion, with a Christmas theme. Cards are in full color, like ''Fairy Dust'' above, but with red & green "shiny ornament" enhancements. Features Santa Claus and various "Santa" monsters (a new monster type for the game), as well as new Christmas-themed treasures (such as Missile Toe, Fruitcake, and a Santa Hat that gives the player an extra hand). [Release set for September 2009]
*'''''Star Munchkin'''''<ref>{{cite web|url=http://www.scifi.com/sfw/issue288/games.html| title=Star Munchkin (Review)| publisher=[[SciFi.com]]| last=Newquist| first=Ken| accessdate=2007-10-15}}</ref> was released in 2002. It is a standalone version of ''Munchkin'', and is not intended to be mixed with other Munchkin decks unless you are "crazy enough to try". It parodies science-fiction in general, with an emphasis on the ''[[Star Trek]]'' and ''[[Star Wars]]'' franchises. It won the 2002 Origins Award for ''Best Traditional Card Game''.<ref name="Origins2002"/> Sidekicks are introduced in this game.
**'''''The Clown Wars''''' is an expansion for ''Star Munchkin''. It introduces Rooms and the Bug Race and the Space Ranger Class. 20th level ''Epic Munchkin'' rules provided.
*'''''Munchkin Fu''''', another standalone version, was released in 2003 and parodies Asian martial arts movies. It introduces a new concept, Styles, which represent different fighting styles you can use. ''Munchkin Fu'' won the 2003 ''Gamers' Choice Card Game Award''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/2003| title=Origins Award Winners (2003)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2007-10-15}}</ref>
**'''''Monky Business''''', an expansion to ''Munchkin Fu'', was released early in 2005.
*'''''Munchkin Bites''''' is the fourth standalone version, released in 2004. It parodies horror role-playing games, such as the games set in the ''[[World of Darkness]]'' universe, and [[horror fiction]] and movies in general.
**'''''Pants Macabre''''' is an expansion for ''Munchkin Bites'', and was released in late 2005. This set added the [[Mummy]] Race.
*'''''Super Munchkin''''' is the fifth standalone version, released in the summer of 2005 and is a parody on [[super hero]] [[comics]].
**'''''The Narrow S Cape''''' is an expansion for ''Super Munchkin'', released in the summer of 2006. The Brain Class was added.
*'''''Munchkin Impossible''''', the sixth standalone version, was released in late 2006 and parodies [[secret agent]] stories such as those of ''[[Mission: Impossible]]'' and [[James Bond]]. Besides the usual Classes, each character can have one or more Loyalties during the game.
*'''''Munchkin Cthulhu''''', the seventh standalone version, released in March 2007, lampoons [[H. P. Lovecraft|Lovecraft]]'s [[Cthulhu Mythos|Mythos]] and the horror gaming that surrounds it, summoning classic monsters from outside reality.
**'''''Call of Cowthulhu''''' is an expansion for ''Munchkin Cthulhu'' released in September 2007. (56 cards)
**'''''The Unspeakable Vault''''' is the second 56 card expansion for ''Munchkin Cthulhu'', released in January 2008.
*'''''The Good, The Bad, And The Munchkin''''' is the eighth standalone version, was released in November 2007, and is meant to make fun of Western and cowboy-themed movies such as ''[[The Good, the Bad and the Ugly]]''.
*'''''Munchkin Booty''''', the ninth standalone game, focuses on [[Piracy|pirates]] and was released in September 2008.<ref>{{cite web | url=http://www.sjgames.com/ill/archives.html?y=2008&m=May&d=25 | title=Steve Jackson Games Daily Illuminator - May 25, 2008 | accessdate=2008-06-04 | date=2008-05-25 | publisher=[[Steve Jackson Games]]}}</ref>
**'''''Jump the Shark''''' is an expansion for ''Munchkin Booty'' and was released in March 2009.<ref>{{cite web | url=http://www.sjgames.com/ill/a/2009-03-19 | title=Steve Jackson Games Daily Illuminator - March 19, 2009 | accessdate=2009-09-27 | date=2009-03-19 | publisher=[[Steve Jackson Games]]}}</ref>
*'''''Munchkin Blender''''' is a special set released in response to players combining the different versions of ''Munchkin''. It is an expansion sized set of cards designed to enhance this type of game, in which a player could be an elven/mutant bounty hunter/ninja or a dwarven samurai who uses a lasermaserbobaserbananafanafofaser (that's four different guns). Also provided are rules for playing to the 20th level, also known as ''Epic Munchkin''. The Blender pack of cards is not required in order to mix two or more different standalone versions together.
*'''''Munchkin Dice''''' is a supplement which contains six oversized 10-sided dice. The dice are designed for use as level counters. Also included are 14 cards for the original ''Munchkin'' (Race/Class modifiers, most notably) and rules for rolling a Munchkin die for random game benefits.
*'''''Epic Munchkin''''' is a set of rules for playing up to level 20 for all the ''Munchkin'' games. Players that reach the higher levels [10-19] gain 'Epic Powers' for each race and class (these powers are lost if the player is reduced to level 9 or lower). It is free, and can be downloaded from the munchkin website.
== Spinoffs ==
Munchkin has also spawned a couple of games outside the card game universe.
*There are two [[role-playing games]], both of which use the ''[[d20 System]]'' based on the ''Munchkin'' and ''Star Munchkin'' card games.
**The '''''Munchkin RPG''''' is an extended parody of ''[[Dungeons & Dragons]]'': the latter has "cantrip" spells, the former has - among others - "can trip" (foils pursuers with preserved foodstuffs), "can't rip" (reinforces fabrics) and "Kant trip" (induces hallucinatory [[deontology]]). It consists of the '''''Munchkin Player's Handbook''''', the '''''Munchkin Master's Guide''''', and the '''''Munchkin Monster Manual'''''.
**The '''''Star Munchkin Role Playing Game''''' is one book, and includes rules for spaceship design and a new class not seen in the card game, the ''Farce K'nigit''.
*'''''Munchkin Quest''''' is a [[board game]]/RPG based on the original ''Munchkin'' card game which contains several different items, monsters, and references to it. It was released in November 2008.<ref>{{cite web | url=http://www.sjgames.com/ill/archives.html?y=2008&m=November&d=20 | title=Steve Jackson Games Daily Illuminator - November 20, 2008 | accessdate=2009-02-19 | date=2008-11-20 | publisher=[[Steve Jackson Games]]}}</ref>
==References==
{{reflist}}
== External links ==
* [http://www.worldofmunchkin.com/ The World of Munchkin] (official website)
* [http://www.sjgames.com/ Steve Jackson Games]
* [http://groups.yahoo.com/group/Munchkin_guild/ Munchkin Adventurers Guild] Yahoo! group
* {{bgg par
|section1=game|id1=1927|name1=''Munchkin''
|section2=wiki/page|id2=Munchkin_series|name2=the many ''Munchkin'' game variations
}}
=== Free PDF Downloads ===
* [http://e23.sjgames.com/item.html?id=SJG37-2011 Epic Munchkin]
* [http://e23.sjgames.com/item.html?id=SJG37-2012 Munchkin Mask]
* [http://e23.sjgames.com/item.html?id=SJG30-1451 Munchkin Rigged Demo]
* [http://e23.sjgames.com/item.html?id=SJG37-2013 Munchkin Tournament Rules]
=== Video Instructions and Demo ===
* [http://www.youtube.com/view_play_list?p=913576A8451E0041 Video Playlist of Rules and Rigged Demo]
[[Category:Dedicated deck card games]]
[[Category:Fantasy parodies]]
[[Category:Origins Award winners]]
[[Category:Steve Jackson Games games]]
[[de:Munchkin (Kartenspiel)]]
[[es:Munchkin (juego de cartas)]]
[[fr:Munchkin (jeu)]]
[[it:Munchkin]]
[[he:מנצ'קין (משחק קלפים)]]
[[nl:Munchkin (spel)]]
[[ja:マンチキン (カードゲーム)]]
[[pl:Munchkin]]
[[pt:Munchkin (jogo)]]
[[ru:Манчкин (игра)]]
[[sv:Munchkin (kortspel)]]
[[uk:Манчкін (гра)]]
m5miftgjy68smwm2l9uu0cwciwq8ryh
Nuclear War (card game)
0
2164
4160
2009-08-10T08:23:04Z
Im>RGTraynor
0
/* Gameplay */ - including a bit on the B-70
4160
wikitext
text/x-wiki
{{for|the computer game of the same name|Nuclear War (computer game)}}
'''''Nuclear War''''' is a [[card game]] designed by [[Douglas Malewicki]], and originally published in 1965. It is currently (as of 2007) published by [[Flying Buffalo]], and has inspired several expansions. It is a satirical simulation of an end-of-the-world scenario fought mostly with [[nuclear weapon]]s.
== Gameplay ==
The game is a multiplayer game, with each player having a small cardboard playmat upon which cards are placed and revealed. It is intended to be played by 3 or more players, but can also be played with only 2.
At the start of a game, each player is dealt a number of "population cards," ranging in denomination from 1 million to 25 million people. Players must protect their population, as the total loss of population leads to player elimination. They are then dealt a number of cards, which may be of the following types:
*'''Secrets''' which usually steal or reduce another player's population.
*'''[[Propaganda]]''' which steal another player's population, but have no effect once war has started.
*'''Delivery Systems (Missiles & Bombers)''' which stay in play ready to hold a warhead.
*'''Warheads''' which are fitted to a Delivery System, or discarded if there is not one available for them.
*'''Special''' which are usually defensive cards to shoot down incoming Missiles, or cards to increase the devastation caused by attacks.
Initially, each player takes turns to play secrets. Once all players have played all secrets and replaced cards from the deck they can announce 'no secrets' and place two cards face down. Players then take turns during which they will play a third face down card, and then reveal the oldest face down card ([[first in, first out]]) and resolve it. Secrets and propaganda cards are resolved immediately upon being exposed, while missile launches take more than one turn to properly setup.
Once players have a warhead fitted to a Delivery System (for example by revealing a missile on one turn, and revealing a warhead on a subsequent turn), they may launch an attack. A successful attack reduces the target player's population; when a player's population reaches zero, they may launch an immediate retaliatory attack (called "final retaliation") but are then out of play. Often, this strike will end another player's game, leading to a final strike on a third party, and so on. Hence, in some cases, many players can be removed at once. If a player is knocked out with a propaganda card, no retaliation is allowed. When someone launches an attack, "war is declared" and [[propaganda]] cards are now worthless until a player is eliminated, at which time "peacetime" resumes. (Some groups play that if a player is eliminated by a secret during peacetime, no retaliation is allowed, even though this is not stated in the rules, in the same way that there is no rule in [[Monopoly_(game) | Monopoly]] about a "free parking jackpot" but people play with one anyway.)
The object of the game is to be the sole player still in play after all attacks are resolved. More often, retaliatory strikes remove all players. If all players are eliminated from play, then there is no winner. Alternately, a variant scoring system determines the winner via a point system -- 1 point for a knock out, 2 points for a propaganda knock out, 3 points for a retaliation knock out, a variable number of points for position depending on number of players, and finally 2 points for surviving (with the survivor not necessarily being the points winner).
The delivery systems in the game reflect those rockets in the American arsenal at the time, including [[SM-65 Atlas|Atlas]], [[Titan]] and [[Saturn (rocket family)|Saturn]] rockets. The available systems include the [[XB-70 Valkyrie]] deep penetration bomber, which had been cancelled several years prior to the game's release, but which had two operational prototypes at the time.
== Expansions ==
[[Flying Buffalo]] has released a number of expansions, many of which can be played separately or with the original game. Each expansion highlights the worries of the end-of-the-world scenarios -- including actual, theoretical and feared weapons -- at the time of their releases.
;''Nuclear Escalation'' (1983): Adds deterrents and defensive capabilities, space platforms, the "glow-in-the-dark nuclear death die", and more.
;''Nuclear Proliferation'' (1992): Each player now represents a different country with unique special powers. Adds submarines, atomic cannons and more.
;''Nuclear War Booster Packs'' (1995): Booster Packs of 8 randomly packed card from a set of 47 new cards.
;''Nuclear War Bonus Pack #1'': 9 new countries, warhead cards, a set of population cards, a bumper sticker and a player assistance chart.
;''Nuclear War Bonus Pack #2 — [[India]]/[[Pakistan]] War Variant'' (1999): Combines the ''Nuclear War'' game with the ''[[Empire Builder (board game)|India Rails]]'' game.
;''Weapons of Mass Destruction'' (2004): More cards for the game including a Deluxe Population deck featuring characters from ''[[Nodwick]]'', ''[[Kenzer & Company]]'' and ''[[Dork Tower]]''.
;''Nuclear War Bonus Pack #3'': Same as Bonus Pack #1 but with new style of population cards from ''Weapons of Mass Destruction''.
== Awards ==
*''Nuclear Escalation'' - [[Charles Roberts Award]] for ''Best Science Fiction Boardgame of 1983''<ref>{{cite web| url=http://www.originsgamefair.com/awards/1983/list-of-winners| title=The Charles Roberts Awards (1983)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2008-02-17}}</ref>
*''Nuclear Proliferation'' - [[Origins Award]] for ''Best Fantasy or Science Fiction Boardgame of 1992''<ref>{{cite web| url=http://www.originsgamefair.com/awards/1992/list-of-winners| title=Origins Award Winners (1992)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2008-02-17}}</ref>
*''Nuclear War'' - inducted into the Origins Adventure Gaming [[Hall of Fame]]<ref>{{cite web| url=http://www.originsgamefair.com/awards/1997/list-of-winners| title=Origins Award Winners (1997)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2008-02-17}}</ref>
In 1999 ''[[Pyramid (magazine)|Pyramid]]'' magazine named ''Nuclear War'' as one of ''The Millennium's Best Card Games''.<ref name="Pyramid">{{cite journal
| title=Second Sight: The Millennium's Best Card Game
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| last=Haring | first=Scott D.
| url= http://www.sjgames.com/pyramid/login/article.html?id=1291
| date=1999-12-17| accessdate=2008-02-17}}</ref> Editor Scott Haring said "Back when people were well-and-truly scared of the possibility of nuclear vaporization (I guess today either the threat is lessened, or it's become old hat), ''Nuclear War'' dared to make fun of the game."<ref name="Pyramid"/>
==References==
<references/>
== External links ==
*Flying Buffalo's [http://www.flyingbuffalo.com/nucwar.htm ''Nuclear War'' site]
*Designer Douglas Malewicki's [http://www.canosoarus.com/06NWgame/NW01.htm ''Nuclear War'' site]
*[http://www.gametableonline.com/gameinfo.php?gid=2 Official online version of Nuclear War from GameTable Online]
*{{bgg|713|''Nuclear War''}}
[[ko:핵전쟁 (카드게임)]]
[[Category:Origins Award winners]]
[[Category:Charles S. Roberts Award winners]]
[[Category:Dedicated deck card games]]
[[Category:Flying Buffalo games]]
pinbeofgcnqutp2p7fsi6i9b4meatr6
4161
4160
2009-12-09T23:30:27Z
Kingstonlee
1735031
1 revision
4161
wikitext
text/x-wiki
{{for|the computer game of the same name|Nuclear War (computer game)}}
'''''Nuclear War''''' is a [[card game]] designed by [[Douglas Malewicki]], and originally published in 1965. It is currently (as of 2007) published by [[Flying Buffalo]], and has inspired several expansions. It is a satirical simulation of an end-of-the-world scenario fought mostly with [[nuclear weapon]]s.
== Gameplay ==
The game is a multiplayer game, with each player having a small cardboard playmat upon which cards are placed and revealed. It is intended to be played by 3 or more players, but can also be played with only 2.
At the start of a game, each player is dealt a number of "population cards," ranging in denomination from 1 million to 25 million people. Players must protect their population, as the total loss of population leads to player elimination. They are then dealt a number of cards, which may be of the following types:
*'''Secrets''' which usually steal or reduce another player's population.
*'''[[Propaganda]]''' which steal another player's population, but have no effect once war has started.
*'''Delivery Systems (Missiles & Bombers)''' which stay in play ready to hold a warhead.
*'''Warheads''' which are fitted to a Delivery System, or discarded if there is not one available for them.
*'''Special''' which are usually defensive cards to shoot down incoming Missiles, or cards to increase the devastation caused by attacks.
Initially, each player takes turns to play secrets. Once all players have played all secrets and replaced cards from the deck they can announce 'no secrets' and place two cards face down. Players then take turns during which they will play a third face down card, and then reveal the oldest face down card ([[first in, first out]]) and resolve it. Secrets and propaganda cards are resolved immediately upon being exposed, while missile launches take more than one turn to properly setup.
Once players have a warhead fitted to a Delivery System (for example by revealing a missile on one turn, and revealing a warhead on a subsequent turn), they may launch an attack. A successful attack reduces the target player's population; when a player's population reaches zero, they may launch an immediate retaliatory attack (called "final retaliation") but are then out of play. Often, this strike will end another player's game, leading to a final strike on a third party, and so on. Hence, in some cases, many players can be removed at once. If a player is knocked out with a propaganda card, no retaliation is allowed. When someone launches an attack, "war is declared" and [[propaganda]] cards are now worthless until a player is eliminated, at which time "peacetime" resumes. (Some groups play that if a player is eliminated by a secret during peacetime, no retaliation is allowed, even though this is not stated in the rules, in the same way that there is no rule in [[Monopoly_(game) | Monopoly]] about a "free parking jackpot" but people play with one anyway.)
The object of the game is to be the sole player still in play after all attacks are resolved. More often, retaliatory strikes remove all players. If all players are eliminated from play, then there is no winner. Alternately, a variant scoring system determines the winner via a point system -- 1 point for a knock out, 2 points for a propaganda knock out, 3 points for a retaliation knock out, a variable number of points for position depending on number of players, and finally 2 points for surviving (with the survivor not necessarily being the points winner).
The delivery systems in the game reflect those rockets in the American arsenal at the time, including [[SM-65 Atlas|Atlas]], [[Titan]] and [[Saturn (rocket family)|Saturn]] rockets. The available systems include the [[XB-70 Valkyrie]] deep penetration bomber, which had been cancelled several years prior to the game's release, but which had two operational prototypes at the time.
== Expansions ==
[[Flying Buffalo]] has released a number of expansions, many of which can be played separately or with the original game. Each expansion highlights the worries of the end-of-the-world scenarios -- including actual, theoretical and feared weapons -- at the time of their releases.
;''Nuclear Escalation'' (1983): Adds deterrents and defensive capabilities, space platforms, the "glow-in-the-dark nuclear death die", and more.
;''Nuclear Proliferation'' (1992): Each player now represents a different country with unique special powers. Adds submarines, atomic cannons and more.
;''Nuclear War Booster Packs'' (1995): Booster Packs of 8 randomly packed card from a set of 47 new cards.
;''Nuclear War Bonus Pack #1'': 9 new countries, warhead cards, a set of population cards, a bumper sticker and a player assistance chart.
;''Nuclear War Bonus Pack #2 — [[India]]/[[Pakistan]] War Variant'' (1999): Combines the ''Nuclear War'' game with the ''[[Empire Builder (board game)|India Rails]]'' game.
;''Weapons of Mass Destruction'' (2004): More cards for the game including a Deluxe Population deck featuring characters from ''[[Nodwick]]'', ''[[Kenzer & Company]]'' and ''[[Dork Tower]]''.
;''Nuclear War Bonus Pack #3'': Same as Bonus Pack #1 but with new style of population cards from ''Weapons of Mass Destruction''.
== Awards ==
*''Nuclear Escalation'' - [[Charles Roberts Award]] for ''Best Science Fiction Boardgame of 1983''<ref>{{cite web| url=http://www.originsgamefair.com/awards/1983/list-of-winners| title=The Charles Roberts Awards (1983)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2008-02-17}}</ref>
*''Nuclear Proliferation'' - [[Origins Award]] for ''Best Fantasy or Science Fiction Boardgame of 1992''<ref>{{cite web| url=http://www.originsgamefair.com/awards/1992/list-of-winners| title=Origins Award Winners (1992)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2008-02-17}}</ref>
*''Nuclear War'' - inducted into the Origins Adventure Gaming [[Hall of Fame]]<ref>{{cite web| url=http://www.originsgamefair.com/awards/1997/list-of-winners| title=Origins Award Winners (1997)| publisher=Academy of Adventure Gaming Arts & Design| accessdate=2008-02-17}}</ref>
In 1999 ''[[Pyramid (magazine)|Pyramid]]'' magazine named ''Nuclear War'' as one of ''The Millennium's Best Card Games''.<ref name="Pyramid">{{cite journal
| title=Second Sight: The Millennium's Best Card Game
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| last=Haring | first=Scott D.
| url= http://www.sjgames.com/pyramid/login/article.html?id=1291
| date=1999-12-17| accessdate=2008-02-17}}</ref> Editor Scott Haring said "Back when people were well-and-truly scared of the possibility of nuclear vaporization (I guess today either the threat is lessened, or it's become old hat), ''Nuclear War'' dared to make fun of the game."<ref name="Pyramid"/>
==References==
<references/>
== External links ==
*Flying Buffalo's [http://www.flyingbuffalo.com/nucwar.htm ''Nuclear War'' site]
*Designer Douglas Malewicki's [http://www.canosoarus.com/06NWgame/NW01.htm ''Nuclear War'' site]
*[http://www.gametableonline.com/gameinfo.php?gid=2 Official online version of Nuclear War from GameTable Online]
*{{bgg|713|''Nuclear War''}}
[[ko:핵전쟁 (카드게임)]]
[[Category:Origins Award winners]]
[[Category:Charles S. Roberts Award winners]]
[[Category:Dedicated deck card games]]
[[Category:Flying Buffalo games]]
pinbeofgcnqutp2p7fsi6i9b4meatr6
O'NO 99
0
2272
4378
2009-01-11T17:05:32Z
Im>GrouchoBot
0
robot Adding: [[ja:O'NO 99]]
4378
wikitext
text/x-wiki
{{Cleanup|date=January 2009}}
'''O'NO 99''' is a [[proprietary]] [[card game]] formerly produced by International Games, Inc.
INSTRUCTIONS
PLAYERS 2 to 8.
The object of O’NO 99 is to avoid totaling 99 points or more — the total number of points that would cause you to lose that round of play.
The game consists of 54 special cards and 24 tokens as follows:
Three each 2’s through 9: for a total of 24 cards
Four “Hold” cards
Six “Reverse” cards
Ten “Ten” cards
Four “Minus Ten” cards
Two “Double Play” cards
Four “99” cards
Twenty-four tokens
Hold, Reverse, Minus Ten and Double Play cards are “Special Helper” cards. With one or more of them in hand, a player may be able to avoid hitting the total of 99 points or over (See helper cards play).
THE O’NO 99 CARD: CANNOT BE PLAYED.
If you are dealt — or draw the O’NO 99 card, you must keep it and not play it. This leaves you only three good cards to play.
The O’NO 99 card can make the game harder to play, especially if you have two or more of them in one hand.
In the event that you have only O’NO 99 cards in your hand, when it is your turn to play you automatically lose, you cannot play (See O’NO 99 Option).
SELECTING DEALER.
Players may either mutually agree on a dealer or select a card, Using only numbers 2 through 10. Holder of the highest number becomes the dealer.
THE DEAL.
Dealer shuffles cards and deals each player 4 cards, one at a time, face down, starting to the dealer’s left. Remainder of the cards are placed face down in the center of the playing area, within every player’s reach. This is now the draw pile. In the event that the draw pile is exhausted before the hand ends, the dealer will reshuffle all exposed used cards to form a new draw pile. If players are using the token option for scoring and this is the first round of play, the dealer will give each player 3 tokens (See scoring).
THE PLAY.
Player to the dealer’s left will start by selecting a card from his hand, and playing it face up directly in front of him, calling out the card or number value. The same player then immediately draws another card from the draw pile.
Example: The first player plays a 9, calls it out. . . then immediately draws another card to replace the 9 card before the next person plays, the second player plays a 7, calling out 16. Thus the game continues by adding, subtracting, reversing, holding or playing double until one player eventually hits or exceeds the magic 99 number, ending the round. Note: You should always have four cards remaining in hand after each play (See penalty for failure to draw).
Note: If the draw pile runs out before play ends, reshuffle all played cards to form a new draw pile.
HOW TO PLAY THE HELPER CARDS.
The HOLD card, when played, maintains the point value passed to that player and passes the same point value to the next player. The REVERSE card,when played, holds the point value passed, and “reverses” the same point value and play-back in the opposite direction. Note: When two players are playing, and a reverse card is played, play does not revert back to the player playing the card. In a one-on-one game, the reverse card acts as a hold card (See Hold card play above).
The MINUS TEN card, when played, subtracts ten points from the point value passed to the player and passes the point value—ten points lower—to the next player. It is possible for the point value to be minus ten if a Minus Ten card is played first. In this case the next player adds on to the minus ten going back up toward zero or could play another Minus Ten card making the point value minus twenty. There is no restriction on when you can play the Minus Ten card.
Note: A minus 10 card may be played if the total is 0, then making the total a minus 10.
The DOUBLE PLAY card, when played, keeps the point value passed the same, and causes the next player to make a normal play plus one additional.
Example: Player number one passes 57 points to opponent number two, player two employs a Double Play card, keeping the total at 57 points. Player number three must now double play. Player three’s first play is a 9 card, making the total now 66 points. Then player three draws a card to replace the 9 card and plays again as usual. The Double Play card in most cases is a good helper; However, the player affected may, on his first play, use a Reverse Card, thus reversing the Double Play back. Play could continue between two players reversing, until eventually, one player will ultimately have to play double, or the player affected by the Double Play card, may play a Hold card on the first play, thus holding the Double Play card and passing the double play to the next player. Note: A player affected by the Double Play card may not play another Double Play card on his first play.
SCORING.
The dealer gives each player three tokens before the game begins. Each time a player loses a round, one token is taken away. If all three tokens are lost, a player is allowed to lose one more round. On a fourth loss, that player is completely out and the game continues until only one player is left (See option).
SCORING OPTION.
This is numerical scoring with the lowest score winning. A player is selected to keep score for all players (500 points is a suggested total for the game). Once a player reaches the total or greater, he is out and the play continues until only one player is left.
Example: Player #1 plays a 5 making the point value to player #2, 97 points total. If player #2 doesn’t have a Helper Card, he must play his lowest numbered card, making the point value 99 or greater, then he must draw a card to replace the last card played to end the round. A player may not say I will take the 15 point penalty for not drawing. He must draw. The only exception would be that if the affected player has all O’NO 99 Cards in hand, when it is that player’s turn to play, the hand is automatically over. He does not discard and draw.
Variation: The game can also be played where if one player reaches or exceeds 500 or the designated total, the game is over and the lowest score wins. Note: In the event of a draw, the tied players continue until one wins, having attained the lowest score.
Scoring works as follows:
Number cards count as face value.
Player that reaches 99 points or greater adds 25 points to his score.
Penalty for 99 card in hand — 20 points each.
Hold, Reverse, Minus Ten and Double Play cards — 15 points each.
Player with less than four cards in hand at end of game adds 15 points for each missing card (See penalty).
O’NO 99 CARD OPTION.
You have the option to play the 99 card when your point value ends in 0.
Example: If you are the first player your point value is 0, and you may get rid of ONE 99 card, the point value to the second player remains 0, and he may also do the same; if the point value to a player is 40, that person may play a 99 card and pass the point value of 40 to the next player who could also repeat the action. Only (1) 0’ NO 99 card may be played during a player’s turn.
PENALTY.
Once a card is played, another card must immediately be drawn before the next player begins. Failure to do so will mean a player has one less card in hand. Once that hand is over, the player will be assessed additional points if the point option for scoring is in use.
Example: If a player forgets to draw a card, he then has only 3 cards in hand. If one or two of them are 99 cards, the player may have only one card in hand that is playable.
[[Category:Dedicated deck card games]]
[[ja:O'NO 99]]
hw2ikaszwmffxd664w9jcs1m91qkv3a
4379
4378
2009-12-09T23:30:51Z
Kingstonlee
1735031
1 revision
4379
wikitext
text/x-wiki
{{Cleanup|date=January 2009}}
'''O'NO 99''' is a [[proprietary]] [[card game]] formerly produced by International Games, Inc.
INSTRUCTIONS
PLAYERS 2 to 8.
The object of O’NO 99 is to avoid totaling 99 points or more — the total number of points that would cause you to lose that round of play.
The game consists of 54 special cards and 24 tokens as follows:
Three each 2’s through 9: for a total of 24 cards
Four “Hold” cards
Six “Reverse” cards
Ten “Ten” cards
Four “Minus Ten” cards
Two “Double Play” cards
Four “99” cards
Twenty-four tokens
Hold, Reverse, Minus Ten and Double Play cards are “Special Helper” cards. With one or more of them in hand, a player may be able to avoid hitting the total of 99 points or over (See helper cards play).
THE O’NO 99 CARD: CANNOT BE PLAYED.
If you are dealt — or draw the O’NO 99 card, you must keep it and not play it. This leaves you only three good cards to play.
The O’NO 99 card can make the game harder to play, especially if you have two or more of them in one hand.
In the event that you have only O’NO 99 cards in your hand, when it is your turn to play you automatically lose, you cannot play (See O’NO 99 Option).
SELECTING DEALER.
Players may either mutually agree on a dealer or select a card, Using only numbers 2 through 10. Holder of the highest number becomes the dealer.
THE DEAL.
Dealer shuffles cards and deals each player 4 cards, one at a time, face down, starting to the dealer’s left. Remainder of the cards are placed face down in the center of the playing area, within every player’s reach. This is now the draw pile. In the event that the draw pile is exhausted before the hand ends, the dealer will reshuffle all exposed used cards to form a new draw pile. If players are using the token option for scoring and this is the first round of play, the dealer will give each player 3 tokens (See scoring).
THE PLAY.
Player to the dealer’s left will start by selecting a card from his hand, and playing it face up directly in front of him, calling out the card or number value. The same player then immediately draws another card from the draw pile.
Example: The first player plays a 9, calls it out. . . then immediately draws another card to replace the 9 card before the next person plays, the second player plays a 7, calling out 16. Thus the game continues by adding, subtracting, reversing, holding or playing double until one player eventually hits or exceeds the magic 99 number, ending the round. Note: You should always have four cards remaining in hand after each play (See penalty for failure to draw).
Note: If the draw pile runs out before play ends, reshuffle all played cards to form a new draw pile.
HOW TO PLAY THE HELPER CARDS.
The HOLD card, when played, maintains the point value passed to that player and passes the same point value to the next player. The REVERSE card,when played, holds the point value passed, and “reverses” the same point value and play-back in the opposite direction. Note: When two players are playing, and a reverse card is played, play does not revert back to the player playing the card. In a one-on-one game, the reverse card acts as a hold card (See Hold card play above).
The MINUS TEN card, when played, subtracts ten points from the point value passed to the player and passes the point value—ten points lower—to the next player. It is possible for the point value to be minus ten if a Minus Ten card is played first. In this case the next player adds on to the minus ten going back up toward zero or could play another Minus Ten card making the point value minus twenty. There is no restriction on when you can play the Minus Ten card.
Note: A minus 10 card may be played if the total is 0, then making the total a minus 10.
The DOUBLE PLAY card, when played, keeps the point value passed the same, and causes the next player to make a normal play plus one additional.
Example: Player number one passes 57 points to opponent number two, player two employs a Double Play card, keeping the total at 57 points. Player number three must now double play. Player three’s first play is a 9 card, making the total now 66 points. Then player three draws a card to replace the 9 card and plays again as usual. The Double Play card in most cases is a good helper; However, the player affected may, on his first play, use a Reverse Card, thus reversing the Double Play back. Play could continue between two players reversing, until eventually, one player will ultimately have to play double, or the player affected by the Double Play card, may play a Hold card on the first play, thus holding the Double Play card and passing the double play to the next player. Note: A player affected by the Double Play card may not play another Double Play card on his first play.
SCORING.
The dealer gives each player three tokens before the game begins. Each time a player loses a round, one token is taken away. If all three tokens are lost, a player is allowed to lose one more round. On a fourth loss, that player is completely out and the game continues until only one player is left (See option).
SCORING OPTION.
This is numerical scoring with the lowest score winning. A player is selected to keep score for all players (500 points is a suggested total for the game). Once a player reaches the total or greater, he is out and the play continues until only one player is left.
Example: Player #1 plays a 5 making the point value to player #2, 97 points total. If player #2 doesn’t have a Helper Card, he must play his lowest numbered card, making the point value 99 or greater, then he must draw a card to replace the last card played to end the round. A player may not say I will take the 15 point penalty for not drawing. He must draw. The only exception would be that if the affected player has all O’NO 99 Cards in hand, when it is that player’s turn to play, the hand is automatically over. He does not discard and draw.
Variation: The game can also be played where if one player reaches or exceeds 500 or the designated total, the game is over and the lowest score wins. Note: In the event of a draw, the tied players continue until one wins, having attained the lowest score.
Scoring works as follows:
Number cards count as face value.
Player that reaches 99 points or greater adds 25 points to his score.
Penalty for 99 card in hand — 20 points each.
Hold, Reverse, Minus Ten and Double Play cards — 15 points each.
Player with less than four cards in hand at end of game adds 15 points for each missing card (See penalty).
O’NO 99 CARD OPTION.
You have the option to play the 99 card when your point value ends in 0.
Example: If you are the first player your point value is 0, and you may get rid of ONE 99 card, the point value to the second player remains 0, and he may also do the same; if the point value to a player is 40, that person may play a 99 card and pass the point value of 40 to the next player who could also repeat the action. Only (1) 0’ NO 99 card may be played during a player’s turn.
PENALTY.
Once a card is played, another card must immediately be drawn before the next player begins. Failure to do so will mean a player has one less card in hand. Once that hand is over, the player will be assessed additional points if the point option for scoring is in use.
Example: If a player forgets to draw a card, he then has only 3 cards in hand. If one or two of them are 99 cards, the player may have only one card in hand that is playable.
[[Category:Dedicated deck card games]]
[[ja:O'NO 99]]
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ONEXENO
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{{Infobox CardGame
| title = ONEXENO
| type = Shedding-type
| players = 2–10
| ages = 7+
| num_cards = 70
| image_link = [[File: Opened-ONEXENO.jpg |250px|ONEXENO Deck]]
| image_caption = ONEXENO Deck of 70 Cards. |
| complexity = Moderate
| strategy = Moderete
| random_chance = Medium
| skills = Matching edges; seeing patterns, counting score.
}}
Onexeno (pronounced ˈone zeno') <ref> ONEXENO Game. 2009. [[Penrose Press]]. [http://www.onexeno.org] </ref>
is a [[Dedicated deck card game|dedicated-deck card game]] played with a specially printed deck of square cards. The card game was originally developed in 2008 by Raymond Lauzzana, and is published by [[Penrose Press]]. Most games played with the cards utilize a basic edge-matching rule.
The deck of contains 70 unique square cards, One card for each possible combination binary elements around the periphery of a 3X3 matrix, called Trihadamards.<ref> The Pattern Book By Clifford A. Pickover. 1995. World Scientific. [http://books.google.com/books?id=J8iDtFl6j_AC&pg=PA288&lpg=PA288&dq=trihadamard&source=bl&ots=_h4o7fyEzF&sig=eesmhH_n9gjVtimevxv0Rh3Z3Z8&hl=en&ei=i4c5SpG0JYOqtgfdkMXlDA&sa=X&oi=book_result&ct=result&resnum=1#PPA288,M1] pp 285-289 </ref>
==References ==
{{Reflist}}
[[Category:Dedicated deck card games]]
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{{Infobox CardGame
| title = ONEXENO
| type = Shedding-type
| players = 2–10
| ages = 7+
| num_cards = 70
| image_link = [[File: Opened-ONEXENO.jpg |250px|ONEXENO Deck]]
| image_caption = ONEXENO Deck of 70 Cards. |
| complexity = Moderate
| strategy = Moderete
| random_chance = Medium
| skills = Matching edges; seeing patterns, counting score.
}}
Onexeno (pronounced ˈone zeno') <ref> ONEXENO Game. 2009. [[Penrose Press]]. [http://www.onexeno.org] </ref>
is a [[Dedicated deck card game|dedicated-deck card game]] played with a specially printed deck of square cards. The card game was originally developed in 2008 by Raymond Lauzzana, and is published by [[Penrose Press]]. Most games played with the cards utilize a basic edge-matching rule.
The deck of contains 70 unique square cards, One card for each possible combination binary elements around the periphery of a 3X3 matrix, called Trihadamards.<ref> The Pattern Book By Clifford A. Pickover. 1995. World Scientific. [http://books.google.com/books?id=J8iDtFl6j_AC&pg=PA288&lpg=PA288&dq=trihadamard&source=bl&ots=_h4o7fyEzF&sig=eesmhH_n9gjVtimevxv0Rh3Z3Z8&hl=en&ei=i4c5SpG0JYOqtgfdkMXlDA&sa=X&oi=book_result&ct=result&resnum=1#PPA288,M1] pp 285-289 </ref>
==References ==
{{Reflist}}
[[Category:Dedicated deck card games]]
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Oceania (board game)
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'''''Oceania''''' is a board game by [[Klaus Teuber]], published by [[Mayfair Games]]. It is a simpler version of [[Entdecker]], and is played with one or two players. The solitaire version's objective is completely different than the two player version's.
==Two-Player Version==
Each player, in turn, places a wooden ship on one of the starting spaces or on a tile already placed. At the beginning of the game, of course, the only spaces available are starting spaces. These spaces appear on three sides of the board; the fourth side is a continuation of the ocean frame, but the ship cannot start there. Then, the player picks one tile from the top of the pile. Each tile has four sides, with water or land on each side. All of the possible combinations that have water on at least one side are included, with varying frequencies, in the pile. (The water, land, water, land tiles show two island fragments, one on each side with a strait going down the middle, not the other way around.) Tiles placed into the board must match water to water and land to land. If a tile fits, the player must place it. Each player has pieces in one of the two colors (white or black) depicting one, two, or three scouts. Players may place one scout piece on the tile that was placed if it has land on it (if it is the WLWL piece, the scout piece may be placed on either side). If a tile does not fit, it is placed in front of the player. Later in the game, the player may choose to give up one scout piece from the supply in order to place on of these pieces on the board. If an empty space is completely surrounded, it is filled with reserve tiles of the correct variety, which are next to the board. If a number of spaces are surrounded with only land, they are filled with tiles from the reserve pile that have land on all four sides.
The game can end in three ways:
#When the tiles in the pile are used up.
#When the entire board is filled.
#When there are spaces that cannot be filled because of the side of the board that is considered water, but where the ship cannot start. If there are two or more consecutive spaces surrounded only by land and this fourth side, they cannot be filled.
On each island where one player has a majority of the scouts, that player receives points equal to the number of the tiles in the island. If the two island fragments of a WLWL tile are joined by other pieces that go around them, the tile still only counts as one tile. If the players are tied, nobody scores points. Tiles in front of a player because they could not be placed are each worth -2 points if the player has not given up a scout piece to place them. The winner is the player with the most points.
==One-Player Version==
The scouts are not used in this game. The player repeatedly places the ship on the board and puts tiles out. A tile that does not fit is placed in a discard pile. The score is the sum of the squares of the number of tiles in each island, minus twenty points for each space that is not filled at the end of the game.
This version of the game can be played online at [http://www.playcatan.com PlayCatan], even though it is not strictly a [[Settlers of Catan|Catan]] game. This is because of its relationship to the [[List of Settlers of Catan games|Catan series]] (also created by Klaus Teuber and published by Mayfair Games), and because its parent game, [[Entdecker]], can be viewed as the discovery of the island of Catan, as the publisher says at this link: [http://www.mayfairgames.com/news/news-arc/newscatan-ent-dom2.htm].
{{Navbox Entdecker}}
[[Category:Klaus Teuber games]]
[[Category:Kosmos games]]
[[Category:Mayfair Games games]]
[[Category:German games]]
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'''''Oceania''''' is a board game by [[Klaus Teuber]], published by [[Mayfair Games]]. It is a simpler version of [[Entdecker]], and is played with one or two players. The solitaire version's objective is completely different than the two player version's.
==Two-Player Version==
Each player, in turn, places a wooden ship on one of the starting spaces or on a tile already placed. At the beginning of the game, of course, the only spaces available are starting spaces. These spaces appear on three sides of the board; the fourth side is a continuation of the ocean frame, but the ship cannot start there. Then, the player picks one tile from the top of the pile. Each tile has four sides, with water or land on each side. All of the possible combinations that have water on at least one side are included, with varying frequencies, in the pile. (The water, land, water, land tiles show two island fragments, one on each side with a strait going down the middle, not the other way around.) Tiles placed into the board must match water to water and land to land. If a tile fits, the player must place it. Each player has pieces in one of the two colors (white or black) depicting one, two, or three scouts. Players may place one scout piece on the tile that was placed if it has land on it (if it is the WLWL piece, the scout piece may be placed on either side). If a tile does not fit, it is placed in front of the player. Later in the game, the player may choose to give up one scout piece from the supply in order to place on of these pieces on the board. If an empty space is completely surrounded, it is filled with reserve tiles of the correct variety, which are next to the board. If a number of spaces are surrounded with only land, they are filled with tiles from the reserve pile that have land on all four sides.
The game can end in three ways:
#When the tiles in the pile are used up.
#When the entire board is filled.
#When there are spaces that cannot be filled because of the side of the board that is considered water, but where the ship cannot start. If there are two or more consecutive spaces surrounded only by land and this fourth side, they cannot be filled.
On each island where one player has a majority of the scouts, that player receives points equal to the number of the tiles in the island. If the two island fragments of a WLWL tile are joined by other pieces that go around them, the tile still only counts as one tile. If the players are tied, nobody scores points. Tiles in front of a player because they could not be placed are each worth -2 points if the player has not given up a scout piece to place them. The winner is the player with the most points.
==One-Player Version==
The scouts are not used in this game. The player repeatedly places the ship on the board and puts tiles out. A tile that does not fit is placed in a discard pile. The score is the sum of the squares of the number of tiles in each island, minus twenty points for each space that is not filled at the end of the game.
This version of the game can be played online at [http://www.playcatan.com PlayCatan], even though it is not strictly a [[Settlers of Catan|Catan]] game. This is because of its relationship to the [[List of Settlers of Catan games|Catan series]] (also created by Klaus Teuber and published by Mayfair Games), and because its parent game, [[Entdecker]], can be viewed as the discovery of the island of Catan, as the publisher says at this link: [http://www.mayfairgames.com/news/news-arc/newscatan-ent-dom2.htm].
{{Navbox Entdecker}}
[[Category:Klaus Teuber games]]
[[Category:Kosmos games]]
[[Category:Mayfair Games games]]
[[Category:German games]]
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Once Upon a Time (game)
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{{about|the card game|other uses|Once Upon a Time}}
{{Infobox Game
| subject_name=Once Upon a Time
| image_link= [[Image:Onceuponatime.jpg|93px|center]]
| image_caption=Cover of ''Once Upon a Time'' (2nd edition).
| designer=Richard Lambert <br/> Andrew Rilstone <br/> [[James_Wallis_(games_designer)|James Wallis]]
| publisher=[[Atlas Games]]
| players=2–6<ref name="RPGnet"/>
| playing_time = 15 minutes<ref name="HG"/>
| skills= [[Storytelling]]
| bggid=
}}
'''''Once Upon a Time''''' is a [[card game]] produced by [[Atlas Games]], originally released in [[1994 in games|1994]] with a second edition published in 1995.<ref name="HG"/> One object of ''Once Upon a Time'' is to tell a [[fairy tale]] as a group.<ref name="RPGnet">{{cite web
| url=http://www.rpg.net/news+reviews/reviews/rev_1613.html
| title=Once Upon A Time: The Storytelling Card Game
| last=Darlington
| first=Steve
| publisher=[[RPGnet]]
| date=1999-05-03
| accessdate=2008-03-29}}</ref><ref name="HG">{{citation
| contribution=Once Upon a Time
| title=Hobby Games: The 100 Best
| last=Gascoigne
| first=Marc
| author-link=Marc Gascoigne
| editor-last=Lowder
| editor-first=James
| editor-link=James Lowder
| publisher=[[Green Ronin Publishing]]
| year=2007
| pages=224–226
| isbn=978-1-932442-96-0}}</ref><ref name="GD">{{cite web
| url=http://www.gamerdad.com/detail.cfm?itemID=2779
| title=Once Upon a Time (Card Game)
| author=Dr. Matt J. Carlson
| publisher=GamerDad.com
| date=2005-11-13
| accessdate=2008-03-29}}</ref>
While the story is developed by the whole group, the competitive aspect of the game is that each player has an individual goal of using all of the "Storytelling" cards he or she has in hand, and finishing the story with their own special "Happy Ever After" card.<ref name="GD"/><ref name="PyrJones">{{cite journal
| url=http://www.sjgames.com/pyramid/login/article.html?id=647
| title=Pyramid Pick: Once Upon A Time
| last=Jones
| first=Spike Y
| journal=[[Pyramid (magazine)|Pyramid]]
| publisher=[[Steve Jackson Games]]
| issue=#6
| year=1994
| month=April
| accessdate=2008-03-29}}</ref><ref name="SOS">{{cite journal
| url=http://www.gamereport.com/tgr6/onceuponatime.html
| title=Once Upon a Time Review
| last=O'Sullivan
| first=Steffan
| authorlink=Steffan O'Sullivan
| journal=The Game Report
| issue=2.2
| year=1993
| accessdate=2008-03-29}}</ref>
Only one player at a time is the current storyteller, giving him or her a chance to play their Storytelling cards, while the other players have a chance to "interrupt" the story and become the storyteller if, for example, the storyteller mentions something on one of the interrupting player's cards.<ref name="RPGnet"/><ref name="PyrJones"/><ref name="SOS"/>
==Gameplay==
Each player is dealt a hand of cards that represent story elements: objects, people, events, and "aspects" often involved in fairy tales (for instance, there are cards for "crown", "key", "stepmother", "a death", "time passes", "sleeping", et cetera). These "Storytelling" cards represent ingredients of a fairy tale, i.e. words or phrases that are likely to appear in fairy tales.<ref name="PyrJones"/> From a different deck of cards, each player is also dealt a single "Happy Ever After" ending card, to be kept secret from other players until it is used.<ref name="HG"/> The object of the game for each player is to use their cards in telling a story, finishing the story by using their Happy Ever After card.<ref name="PyrJones"/>
One player at a time is the storyteller. (The rules suggest the starting storyteller could be the "player with the longest beard", or any other method upon which the players agree.<ref name="Rules">[http://www.atlas-games.com/pdf_storage/ouat_rulebook.pdf ''Once Upon a Time'' game rules]</ref>) Whenever a story ingredient is mentioned, if any player has a Storytelling card for that ingredient, he or she can play it and become (or continue being) the storyteller.<ref name="RPGnet"/><ref name="HG"/> A player may be required to draw extra Storytelling cards (for example, when they are the storyteller and are interrupted by another player who becomes the new storyteller, or if he or she hesitates for too long while telling the story<ref name="HG"/><ref name="PyrJones"/>). If the storyteller ends the story with the ending on their Happy Ever After card, and is out of cards, he or she wins.<ref name="PyrJones"/> Players are expected to cooperate (to some extent) in order to avoid contradictions in the story as it develops, for the story to make sense, and (according to the rulebook) that any ending to the story is "satisfying".<ref name="PyrJones"/><ref name="SOS"/><ref name="Rules"/> <!-- In this way, ''Once Upon a Time'' is similar to a [[role-playing game]]. -->
==Expansions==
''Dark Tales'' is a set of extra cards featuring 'darker' plot elements,<ref name="HG"/> such as "trolls under bridges" and evil mothers-in-law.<ref name="GD"/> One reviewer stated that when using this expansion "fiends stalk the deck, and characters are haunted or followed by murderers".<ref name="PyrVet">{{cite journal
| url=http://www.sjgames.com/pyramid/login/article.html?id=5150
| title=Pyramid Review: Dark Tales & Create Your Own Storytelling Cards (for Once Upon a Time)
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| last=Vetromile
| first=Andy
| date=2004-12-24
| publisher=[[Steve Jackson Games]]
| accessdate=2008-03-29}}</ref>
These cards, or a subset of them, are intended to be shuffled into the original deck. Decks of blank cards are also available, for people to add their own story elements.<ref name="PyrVet"/>
==Awards and critical reception==
In his essay on the game, British author and game designer [[Marc Gascoigne]] stated that ''Once Upon a Time'' is "one of the best ways [he had] ever found to grab a non-gamer by their imagination and fling them into our world".<ref name="HG"/>
''Once Upon a Time'' was named to [[Games (magazine)|''Games'']] magazine's ''Best Family Card Game'' section in the 1997 [[Games 100|''Games'' 100]] list.<ref>Atlas Games ''Once Upon a Time'' homepage.</ref>
In 1999 ''[[Pyramid (magazine)|Pyramid]]'' magazine named ''Once Upon a Time'' as one of ''The Millennium's Best Card Games''<ref name="Pyr1">{{cite journal
| title=Second Sight: The Millennium's Best Card Game
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| last=Haring | first=Scott D.
| url= http://www.sjgames.com/pyramid/login/article.html?id=1291
| date=1999-12-17| accessdate=2008-02-17}}</ref> and also as one of ''The Millennium's Most Underrated Games''.<ref>{{cite journal
| title=Second Sight: The Millennium's Most Influential Company and The Millennium's Most Underrated Game
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| last=Haring | first=Scott D.
| url= http://www.sjgames.com/pyramid/login/article.html?id=1240
| date=1999-11-25 | accessdate=2008-02-17}}</ref> Editor Scott Haring stated "the game's just as good for kids as it is for adults."<ref name="Pyr1"/> Commenting on the second edition, reviewer Derek Pearcy said the game "is a brilliant example of what we should be getting in this new game market" and "not only is this game easy to learn, not only is it fast, fun, and an Idea Whose Time Has Come, but ... girls think it rocks" commenting upon "the occasional insulting lip-service [many game companies have paid] to their female readership."<ref>{{cite journal
| url=http://www.sjgames.com/pyramid/login/article.html?id=4545
| title=Pyramid Pick: Once Upon A Time, Second Edition
| last=Pearcy
| first=Derek
| journal=[[Pyramid (magazine)|Pyramid]]
| publisher=[[Steve Jackson Games]]
| issue=#18
| year=1996
| month=March
| accessdate=2008-03-29}}</ref>
==See also==
*''[[Baron Münchausen#Role-playing game (RPG)|The Extraordinary Adventures of Baron Münchausen]]'' - Another story-telling game, also designed by [[James_Wallis_(games_designer)|James Wallis]].<ref name="RPGnet"/><ref name="HG"/>
*''[[Talecraft]]'' - A story-creating card game with some comparable game mechanics.
*''Nanofictionary'' - Another story-creating card game; created by [[Looney Labs]], the creator of [[Fluxx]].
==References==
{{reflist|2}}
==External links==
* [http://www.atlas-games.com/product_tables/AG1001.php ''Once Upon A Time'' homepage] at Atlas Games
* {{bgg|1234|''Once Upon a Time''|12039|''Dark Tales''}}
{{DEFAULTSORT:Once Upon A Time (Game)}}
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[Category:1994 introductions]]
[[Category:Atlas Games games]]
[[eo:Iam estis...]]
[[fr:Il était une fois... (jeu)]]
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{{about|the card game|other uses|Once Upon a Time}}
{{Infobox Game
| subject_name=Once Upon a Time
| image_link= [[Image:Onceuponatime.jpg|93px|center]]
| image_caption=Cover of ''Once Upon a Time'' (2nd edition).
| designer=Richard Lambert <br/> Andrew Rilstone <br/> [[James_Wallis_(games_designer)|James Wallis]]
| publisher=[[Atlas Games]]
| players=2–6<ref name="RPGnet"/>
| playing_time = 15 minutes<ref name="HG"/>
| skills= [[Storytelling]]
| bggid=
}}
'''''Once Upon a Time''''' is a [[card game]] produced by [[Atlas Games]], originally released in [[1994 in games|1994]] with a second edition published in 1995.<ref name="HG"/> One object of ''Once Upon a Time'' is to tell a [[fairy tale]] as a group.<ref name="RPGnet">{{cite web
| url=http://www.rpg.net/news+reviews/reviews/rev_1613.html
| title=Once Upon A Time: The Storytelling Card Game
| last=Darlington
| first=Steve
| publisher=[[RPGnet]]
| date=1999-05-03
| accessdate=2008-03-29}}</ref><ref name="HG">{{citation
| contribution=Once Upon a Time
| title=Hobby Games: The 100 Best
| last=Gascoigne
| first=Marc
| author-link=Marc Gascoigne
| editor-last=Lowder
| editor-first=James
| editor-link=James Lowder
| publisher=[[Green Ronin Publishing]]
| year=2007
| pages=224–226
| isbn=978-1-932442-96-0}}</ref><ref name="GD">{{cite web
| url=http://www.gamerdad.com/detail.cfm?itemID=2779
| title=Once Upon a Time (Card Game)
| author=Dr. Matt J. Carlson
| publisher=GamerDad.com
| date=2005-11-13
| accessdate=2008-03-29}}</ref>
While the story is developed by the whole group, the competitive aspect of the game is that each player has an individual goal of using all of the "Storytelling" cards he or she has in hand, and finishing the story with their own special "Happy Ever After" card.<ref name="GD"/><ref name="PyrJones">{{cite journal
| url=http://www.sjgames.com/pyramid/login/article.html?id=647
| title=Pyramid Pick: Once Upon A Time
| last=Jones
| first=Spike Y
| journal=[[Pyramid (magazine)|Pyramid]]
| publisher=[[Steve Jackson Games]]
| issue=#6
| year=1994
| month=April
| accessdate=2008-03-29}}</ref><ref name="SOS">{{cite journal
| url=http://www.gamereport.com/tgr6/onceuponatime.html
| title=Once Upon a Time Review
| last=O'Sullivan
| first=Steffan
| authorlink=Steffan O'Sullivan
| journal=The Game Report
| issue=2.2
| year=1993
| accessdate=2008-03-29}}</ref>
Only one player at a time is the current storyteller, giving him or her a chance to play their Storytelling cards, while the other players have a chance to "interrupt" the story and become the storyteller if, for example, the storyteller mentions something on one of the interrupting player's cards.<ref name="RPGnet"/><ref name="PyrJones"/><ref name="SOS"/>
==Gameplay==
Each player is dealt a hand of cards that represent story elements: objects, people, events, and "aspects" often involved in fairy tales (for instance, there are cards for "crown", "key", "stepmother", "a death", "time passes", "sleeping", et cetera). These "Storytelling" cards represent ingredients of a fairy tale, i.e. words or phrases that are likely to appear in fairy tales.<ref name="PyrJones"/> From a different deck of cards, each player is also dealt a single "Happy Ever After" ending card, to be kept secret from other players until it is used.<ref name="HG"/> The object of the game for each player is to use their cards in telling a story, finishing the story by using their Happy Ever After card.<ref name="PyrJones"/>
One player at a time is the storyteller. (The rules suggest the starting storyteller could be the "player with the longest beard", or any other method upon which the players agree.<ref name="Rules">[http://www.atlas-games.com/pdf_storage/ouat_rulebook.pdf ''Once Upon a Time'' game rules]</ref>) Whenever a story ingredient is mentioned, if any player has a Storytelling card for that ingredient, he or she can play it and become (or continue being) the storyteller.<ref name="RPGnet"/><ref name="HG"/> A player may be required to draw extra Storytelling cards (for example, when they are the storyteller and are interrupted by another player who becomes the new storyteller, or if he or she hesitates for too long while telling the story<ref name="HG"/><ref name="PyrJones"/>). If the storyteller ends the story with the ending on their Happy Ever After card, and is out of cards, he or she wins.<ref name="PyrJones"/> Players are expected to cooperate (to some extent) in order to avoid contradictions in the story as it develops, for the story to make sense, and (according to the rulebook) that any ending to the story is "satisfying".<ref name="PyrJones"/><ref name="SOS"/><ref name="Rules"/> <!-- In this way, ''Once Upon a Time'' is similar to a [[role-playing game]]. -->
==Expansions==
''Dark Tales'' is a set of extra cards featuring 'darker' plot elements,<ref name="HG"/> such as "trolls under bridges" and evil mothers-in-law.<ref name="GD"/> One reviewer stated that when using this expansion "fiends stalk the deck, and characters are haunted or followed by murderers".<ref name="PyrVet">{{cite journal
| url=http://www.sjgames.com/pyramid/login/article.html?id=5150
| title=Pyramid Review: Dark Tales & Create Your Own Storytelling Cards (for Once Upon a Time)
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| last=Vetromile
| first=Andy
| date=2004-12-24
| publisher=[[Steve Jackson Games]]
| accessdate=2008-03-29}}</ref>
These cards, or a subset of them, are intended to be shuffled into the original deck. Decks of blank cards are also available, for people to add their own story elements.<ref name="PyrVet"/>
==Awards and critical reception==
In his essay on the game, British author and game designer [[Marc Gascoigne]] stated that ''Once Upon a Time'' is "one of the best ways [he had] ever found to grab a non-gamer by their imagination and fling them into our world".<ref name="HG"/>
''Once Upon a Time'' was named to [[Games (magazine)|''Games'']] magazine's ''Best Family Card Game'' section in the 1997 [[Games 100|''Games'' 100]] list.<ref>Atlas Games ''Once Upon a Time'' homepage.</ref>
In 1999 ''[[Pyramid (magazine)|Pyramid]]'' magazine named ''Once Upon a Time'' as one of ''The Millennium's Best Card Games''<ref name="Pyr1">{{cite journal
| title=Second Sight: The Millennium's Best Card Game
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| last=Haring | first=Scott D.
| url= http://www.sjgames.com/pyramid/login/article.html?id=1291
| date=1999-12-17| accessdate=2008-02-17}}</ref> and also as one of ''The Millennium's Most Underrated Games''.<ref>{{cite journal
| title=Second Sight: The Millennium's Most Influential Company and The Millennium's Most Underrated Game
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| last=Haring | first=Scott D.
| url= http://www.sjgames.com/pyramid/login/article.html?id=1240
| date=1999-11-25 | accessdate=2008-02-17}}</ref> Editor Scott Haring stated "the game's just as good for kids as it is for adults."<ref name="Pyr1"/> Commenting on the second edition, reviewer Derek Pearcy said the game "is a brilliant example of what we should be getting in this new game market" and "not only is this game easy to learn, not only is it fast, fun, and an Idea Whose Time Has Come, but ... girls think it rocks" commenting upon "the occasional insulting lip-service [many game companies have paid] to their female readership."<ref>{{cite journal
| url=http://www.sjgames.com/pyramid/login/article.html?id=4545
| title=Pyramid Pick: Once Upon A Time, Second Edition
| last=Pearcy
| first=Derek
| journal=[[Pyramid (magazine)|Pyramid]]
| publisher=[[Steve Jackson Games]]
| issue=#18
| year=1996
| month=March
| accessdate=2008-03-29}}</ref>
==See also==
*''[[Baron Münchausen#Role-playing game (RPG)|The Extraordinary Adventures of Baron Münchausen]]'' - Another story-telling game, also designed by [[James_Wallis_(games_designer)|James Wallis]].<ref name="RPGnet"/><ref name="HG"/>
*''[[Talecraft]]'' - A story-creating card game with some comparable game mechanics.
*''Nanofictionary'' - Another story-creating card game; created by [[Looney Labs]], the creator of [[Fluxx]].
==References==
{{reflist|2}}
==External links==
* [http://www.atlas-games.com/product_tables/AG1001.php ''Once Upon A Time'' homepage] at Atlas Games
* {{bgg|1234|''Once Upon a Time''|12039|''Dark Tales''}}
{{DEFAULTSORT:Once Upon A Time (Game)}}
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[Category:1994 introductions]]
[[Category:Atlas Games games]]
[[eo:Iam estis...]]
[[fr:Il était une fois... (jeu)]]
97474lq4a38pe6pkzarkywwwjkgjqn5
Orient Express (board game)
0
2107
4044
2009-12-01T04:50:20Z
24.16.160.228
/* Gameplay */
4044
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text/x-wiki
{{Infobox Game
| title = Orient Express
| alternate_title = Tatort Nachtexpress<br>Orientexpressen
| image_link =
| image_caption =
| designer = Jeff Smets
| illustrator =
| publisher = [[Jumbo (toys)|Jumbo]]<br>[[Just Games]]
| players = 1 to 6
| ages = 10 and up
| setup_time = 5 minutes
| playing_time = 2 hours
| random_chance = Low
| skills = Deduction<br>Dice Rolling
| footnotes =
| bggid =
| bggxrefs =
}}
'''''Orient Express''''' is a [[crime fiction]] [[board game]] published by [[Jumbo (toys)|Jumbo]] and [[Just Games]]. The game is based on the book ''[[Murder On the Orient Express]]'' by [[Agatha Christie]]. The game was designed by [[Jeff Smets]] and released in [[1985 in games|1985]]. The game contains 10 different murder cases, each of which can be played only once. Five new plots were released in 1987.
== Gameplay ==
The game is set on the train [[Orient Express]], going from [[Paris]] to [[Istanbul]]. The players сhoose one case among the 10 possible cases. On each case a murder has been committed by one of the 8 suspects on the train. The suspects are handily named so that the first letter of each forms a successive list of the first eight letters of the alphabet: the '''a'''ctress, the '''b'''aroness, the '''c'''ount, the '''d'''iplomat, the '''e'''ntrepreneur, the '''f'''ortuneteller, the '''g'''ambler, and the '''h'''eiress. It is up to the players to solve the mystery before it reach Istanbul and the murderer gets away. Prejudices such as gamblers aren't law abiding, fotunetellers lie, etc. must be set aside. It is possible that more than one suspect is guilty.
Another aspect of the solution: players must identify the motive behind the murder. Possible motives: blackmail, espionage, insanity, jealousy, money, and revenge.
The players start in the middle of the train and move around in the two train wagons according to dice rolls. By moving through the train players are able to get clues about the characters by talking to the innocent crew on board or examining the rooms. The suspects can also be interrogated - they never lie but they might be telling useless information. In practice text cards represent the staff, the suspects and the rooms.</br>
An engine pawn is moved one station every time the specialized dice shows a green figure. The detectives receive a telegram about one of the suspects or the victim on certain train stations.
When the train stops at Istanbul each player must announce their solution of the murder. The player with the correct solution wins.
=== National versions<ref>Back of the game box (Jumbo #484)</ref> ===
*{{NLD}}: Oriënt Express
*{{GER}}: Tatort Nachtexpress
*{{FRA}}: Orient-Express
*{{ITA}}: Orient-Express
*{{DEN}}: Orientekspressen
*{{SWE}}: Orient Expressen
*{{FIN}}: Orient Express
=== References ===
<references/>
== External links ==
* [http://www.orientexpressgame.com Official site]
* {{bgg|2363|''Orient Express''}}
[[Category:Murder and mystery board games]]
[[Category:Roll-and-move board games]]
[[da:Orient Express (spil)]]
igx2e7jtg7h6sby38agqizarobz03k3
4045
4044
2009-12-09T23:30:08Z
Kingstonlee
1735031
1 revision
4045
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text/x-wiki
{{Infobox Game
| title = Orient Express
| alternate_title = Tatort Nachtexpress<br>Orientexpressen
| image_link =
| image_caption =
| designer = Jeff Smets
| illustrator =
| publisher = [[Jumbo (toys)|Jumbo]]<br>[[Just Games]]
| players = 1 to 6
| ages = 10 and up
| setup_time = 5 minutes
| playing_time = 2 hours
| random_chance = Low
| skills = Deduction<br>Dice Rolling
| footnotes =
| bggid =
| bggxrefs =
}}
'''''Orient Express''''' is a [[crime fiction]] [[board game]] published by [[Jumbo (toys)|Jumbo]] and [[Just Games]]. The game is based on the book ''[[Murder On the Orient Express]]'' by [[Agatha Christie]]. The game was designed by [[Jeff Smets]] and released in [[1985 in games|1985]]. The game contains 10 different murder cases, each of which can be played only once. Five new plots were released in 1987.
== Gameplay ==
The game is set on the train [[Orient Express]], going from [[Paris]] to [[Istanbul]]. The players сhoose one case among the 10 possible cases. On each case a murder has been committed by one of the 8 suspects on the train. The suspects are handily named so that the first letter of each forms a successive list of the first eight letters of the alphabet: the '''a'''ctress, the '''b'''aroness, the '''c'''ount, the '''d'''iplomat, the '''e'''ntrepreneur, the '''f'''ortuneteller, the '''g'''ambler, and the '''h'''eiress. It is up to the players to solve the mystery before it reach Istanbul and the murderer gets away. Prejudices such as gamblers aren't law abiding, fotunetellers lie, etc. must be set aside. It is possible that more than one suspect is guilty.
Another aspect of the solution: players must identify the motive behind the murder. Possible motives: blackmail, espionage, insanity, jealousy, money, and revenge.
The players start in the middle of the train and move around in the two train wagons according to dice rolls. By moving through the train players are able to get clues about the characters by talking to the innocent crew on board or examining the rooms. The suspects can also be interrogated - they never lie but they might be telling useless information. In practice text cards represent the staff, the suspects and the rooms.</br>
An engine pawn is moved one station every time the specialized dice shows a green figure. The detectives receive a telegram about one of the suspects or the victim on certain train stations.
When the train stops at Istanbul each player must announce their solution of the murder. The player with the correct solution wins.
=== National versions<ref>Back of the game box (Jumbo #484)</ref> ===
*{{NLD}}: Oriënt Express
*{{GER}}: Tatort Nachtexpress
*{{FRA}}: Orient-Express
*{{ITA}}: Orient-Express
*{{DEN}}: Orientekspressen
*{{SWE}}: Orient Expressen
*{{FIN}}: Orient Express
=== References ===
<references/>
== External links ==
* [http://www.orientexpressgame.com Official site]
* {{bgg|2363|''Orient Express''}}
[[Category:Murder and mystery board games]]
[[Category:Roll-and-move board games]]
[[da:Orient Express (spil)]]
igx2e7jtg7h6sby38agqizarobz03k3
Outpost (board game)
0
2081
3990
2008-03-27T11:05:22Z
Craw-daddy
867405
add category
3990
wikitext
text/x-wiki
{{Infobox_Game
| title = Outpost
| subtitle =
| image_link =
| image_caption =
| designer =
| illustrator =
| publisher = [[TimJim_Games|TimJim Games]]
| players = 3–8
| setup_time = 5–15 minutes
| playing_time = 1.5 to 3 hours
| complexity = Medium
| strategy = Medium
| random_chance = Low, card draw
| skills = Simple [[mathematics]]; such as counting, adding and subtracting<br>[[Social interaction|Social skills]]
| footnotes =
| bggid = 1491
| bggxrefs =
}}
'''''Outpost''''' is a [[board game]] published by [[TimJim_Games|TimJim Games]] from [[1991 in games|1991]] to 1994. Players start with factory and population tokens and compete to acquire victory points through stylized [[economics|economic]] activity using production output cards to the buy more factories and population, and special ability cards including the titular Outpost.
[[Category:Economic simulation board games]]
{{board-game-stub}}
qz92hrhelqbw7b3woz5wlbq8t8p2vsd
3991
3990
2009-12-09T23:30:00Z
Kingstonlee
1735031
1 revision
3991
wikitext
text/x-wiki
{{Infobox_Game
| title = Outpost
| subtitle =
| image_link =
| image_caption =
| designer =
| illustrator =
| publisher = [[TimJim_Games|TimJim Games]]
| players = 3–8
| setup_time = 5–15 minutes
| playing_time = 1.5 to 3 hours
| complexity = Medium
| strategy = Medium
| random_chance = Low, card draw
| skills = Simple [[mathematics]]; such as counting, adding and subtracting<br>[[Social interaction|Social skills]]
| footnotes =
| bggid = 1491
| bggxrefs =
}}
'''''Outpost''''' is a [[board game]] published by [[TimJim_Games|TimJim Games]] from [[1991 in games|1991]] to 1994. Players start with factory and population tokens and compete to acquire victory points through stylized [[economics|economic]] activity using production output cards to the buy more factories and population, and special ability cards including the titular Outpost.
[[Category:Economic simulation board games]]
{{board-game-stub}}
qz92hrhelqbw7b3woz5wlbq8t8p2vsd
Pay Day (board game)
0
2053
3934
2009-10-25T21:59:36Z
Frecklefoot
2723
copyedited, fixed
3934
wikitext
text/x-wiki
{{Infobox Game
| title = Pay Day
| image_link = [[Image:Payday.gif]]
| image_caption = Box cover and game layout, [[Winning Moves]] 30th Anniversary edition
| designer = [[Paul J. Gruen]]
| illustrator =
| publisher = [[Parker Brothers]]<br>[[Winning Moves]]
| players = 2 to 4
| ages = 8 and up
| setup_time = 5 minutes
| playing_time = 45-60 minutes
| random_chance = Low
| skills = Roll-and-Move<br>Money Management
| footnotes =
| bggid = 1797
| bggxrefs =
}}
'''''Pay Day''''' is a [[board game]] originally made by [[Parker Brothers]] (now a subsidiary of [[Hasbro]]) in [[1975]]. It was invented by [[Paul J. Gruen]] of [[West Newbury]], [[Massachusetts]], [[USA]], one of the era's top board game designers. It was Gruen's most successful game, outselling [[Monopoly (game)|''Monopoly'']] in its first production year.
''This article is based on the 1975-era rules. For rules on the revised 1994-present ''Pay Day'', try the following [http://www.centralconnector.com/GAMES/payday.html link].
==Game==
===Object===
The object of the game is to have the most money at the end of the game. The length of the game is predetermined by the players. The game board is in the form of a calendar month, with each day (space) having a different event resulting when a player lands on that space. A typical game is three or six months (although any number can be played).
===Equipment===
The game is played with game board, one die, six playing pieces, play money (denominations of $5, $10, $20, $50, $100, $500), 16 "Deal" cards, 79 "Mail" cards, and a "Savings and Loan Calculator" (or a "Savings and Loan" pad).
===Play===
Each player starts with $325 (or one $100 bill, two $50's, three $20's, four $10's, and five $5's). One player is selected to go first. Players roll the die and advances their playing piece from 1 to 6 spaces as indicated on the die. The player follows the instructions shown on the calendar space on the game board. There are 31 days in a ''Pay Day'' month.
===Deal and Mail cards===
If a player lands on either a "Deal" or "Mail" space, they will then select the appropriate card from the top of the specified deck.
The player has the option of purchasing the "Deal" for the cost indicated ''immediately'' or returning the card to the bottom of the deck. (One may take out a loan to pay for the deal.) The "Deal" is held until that player lands on a "Buyer" space at any time during the duration of the game. A "Deal" card has no value if it remains unsold at the end of the game. Whenever a "Deal" is purchased, ''all'' players have an opportunity to win the "Commission" indicated on the "Deal" card. Each player in turn rolls the die, with the highest roller collecting the "Commission" from the bank.
Mail cards have varying content, just like real mail. Some mail cards are bills, some are fortuitous, and some are just entertaining ([[postcard]]s and [[Direct marketing#Direct mail|junk mail]]).
====Special Mail cards====
;Lottery Ticket: If a player gets a [[lottery]] ticket in the mail, that player can cash in the value of the ticket '''only''' if that player lands on the Lottery Draw space ''during'' the month they receive it in the mail. After the end of the month, if it is not redeemed, it becomes void and must be returned to the bottom of the Mail pile.
;Swellfare: If a player's loan, plus loan interest due, plus bills are greater than their total amount of cash, they are in debt. That player may bet up to $100, then if that player rolls a 5 or a 6, they collect 10 times the amount bet; otherwise, the amount bet goes into the pot.
===Daylight Savings===
Each player in turn, starting with the player who landed there, moves their token back one space and follows the instructions as in a regular turn. If a player's game piece is on the "Start" space when another player lands on "[[Daylight Savings]]", they simply collect another $325 and leave the game piece on "Start." The "Daylight Savings" process takes place only once on any turn and should not be repeated if a player lands there as a result of another player having landed there first.
===Town election===
All players must contribute to the town election. If a player does not have the cash, they ''must'' withdraw from their savings, or take out or increase a loan. The next player to roll a 6 during the course of the game wins the Pot (including any "Swellfare" money that may already be in there).
===Poker game===
Each player has the option of placing $100 on the board. All poker game participants roll the die. The highest roller collects all of the money.
===Savings and loans===
;Savings: Players may start or add to their savings only on ''Pay Day''. Players may withdraw all or part of their savings only on ''Pay Day'' (if the player wishes to withdraw at another time, they must pay a $50 fee). A player receives 10% interest on the balance in his/her savings account every time he lands on ''Pay Day''. For easy calculation of interest on savings or loans refer to the Interest Table. A player may have either a savings account or a loan, but never both at the same time.
;Loans: A loan may be taken out or increased at any time in $100 increments. A player must pay 20% interest on his/her outstanding loan balance every time he lands on ''Pay Day''. In addition to paying the interest, a player may pay off part or all of their loan on ''Pay Day''. Loans may not be paid off at any other time during the month.
===Sweet Sunday===
As the name indicates, Sweet Sunday spaces have neither an award nor a penalty, just a space to "rest".
===Pay Day===
Stop here, regardless of additional counts on the die. When you reach "Pay Day," go through the following steps in this order:
# Collect monthly wages of $325.00.
# Collect 10% interest on any savings account, or pay 20% interest due on any outstanding loan.
# Pay all bills received during the month and place them in the discarded mail stack. If a player does not have enough cash, they must withdraw money from their savings account. If one does not have a savings account, then that player must take out or increase a loan. The banker must show these changes in that player's section of the savings and loan calculator.
# OPTION: One may pay off all or any part of your loan in $100 amounts. A player may remove money from their savings without paying a fine.
# Discard any unused Lottery Tickets. At the end of the '''last month''' of play you must also discard all "Deal" cards.
# Have the banker note what month that player is starting. Place their game piece on the "Start" space unless they have finished their last month of play. If continuing, they will start off again on their next turn.
===Winning===
The player who finishes the game with the most money (cash plus savings minus loans) is the winner.
==External links==
*{{bgg|1797|''Pay Day''}}
* [http://www.paydayanniversaryedition.com/ Pay Day] - Anniversary Edition - fan site.
[[Category:Economic simulation board games]]
[[Category:Parker Brothers games]]
[[Category:Winning Moves games]]
[[fr:La Bonne Paye]]
kvd9xt1lpu7xnp1kgt4d65t9uhyh1c6
3935
3934
2009-12-09T23:29:54Z
Kingstonlee
1735031
1 revision
3935
wikitext
text/x-wiki
{{Infobox Game
| title = Pay Day
| image_link = [[Image:Payday.gif]]
| image_caption = Box cover and game layout, [[Winning Moves]] 30th Anniversary edition
| designer = [[Paul J. Gruen]]
| illustrator =
| publisher = [[Parker Brothers]]<br>[[Winning Moves]]
| players = 2 to 4
| ages = 8 and up
| setup_time = 5 minutes
| playing_time = 45-60 minutes
| random_chance = Low
| skills = Roll-and-Move<br>Money Management
| footnotes =
| bggid = 1797
| bggxrefs =
}}
'''''Pay Day''''' is a [[board game]] originally made by [[Parker Brothers]] (now a subsidiary of [[Hasbro]]) in [[1975]]. It was invented by [[Paul J. Gruen]] of [[West Newbury]], [[Massachusetts]], [[USA]], one of the era's top board game designers. It was Gruen's most successful game, outselling [[Monopoly (game)|''Monopoly'']] in its first production year.
''This article is based on the 1975-era rules. For rules on the revised 1994-present ''Pay Day'', try the following [http://www.centralconnector.com/GAMES/payday.html link].
==Game==
===Object===
The object of the game is to have the most money at the end of the game. The length of the game is predetermined by the players. The game board is in the form of a calendar month, with each day (space) having a different event resulting when a player lands on that space. A typical game is three or six months (although any number can be played).
===Equipment===
The game is played with game board, one die, six playing pieces, play money (denominations of $5, $10, $20, $50, $100, $500), 16 "Deal" cards, 79 "Mail" cards, and a "Savings and Loan Calculator" (or a "Savings and Loan" pad).
===Play===
Each player starts with $325 (or one $100 bill, two $50's, three $20's, four $10's, and five $5's). One player is selected to go first. Players roll the die and advances their playing piece from 1 to 6 spaces as indicated on the die. The player follows the instructions shown on the calendar space on the game board. There are 31 days in a ''Pay Day'' month.
===Deal and Mail cards===
If a player lands on either a "Deal" or "Mail" space, they will then select the appropriate card from the top of the specified deck.
The player has the option of purchasing the "Deal" for the cost indicated ''immediately'' or returning the card to the bottom of the deck. (One may take out a loan to pay for the deal.) The "Deal" is held until that player lands on a "Buyer" space at any time during the duration of the game. A "Deal" card has no value if it remains unsold at the end of the game. Whenever a "Deal" is purchased, ''all'' players have an opportunity to win the "Commission" indicated on the "Deal" card. Each player in turn rolls the die, with the highest roller collecting the "Commission" from the bank.
Mail cards have varying content, just like real mail. Some mail cards are bills, some are fortuitous, and some are just entertaining ([[postcard]]s and [[Direct marketing#Direct mail|junk mail]]).
====Special Mail cards====
;Lottery Ticket: If a player gets a [[lottery]] ticket in the mail, that player can cash in the value of the ticket '''only''' if that player lands on the Lottery Draw space ''during'' the month they receive it in the mail. After the end of the month, if it is not redeemed, it becomes void and must be returned to the bottom of the Mail pile.
;Swellfare: If a player's loan, plus loan interest due, plus bills are greater than their total amount of cash, they are in debt. That player may bet up to $100, then if that player rolls a 5 or a 6, they collect 10 times the amount bet; otherwise, the amount bet goes into the pot.
===Daylight Savings===
Each player in turn, starting with the player who landed there, moves their token back one space and follows the instructions as in a regular turn. If a player's game piece is on the "Start" space when another player lands on "[[Daylight Savings]]", they simply collect another $325 and leave the game piece on "Start." The "Daylight Savings" process takes place only once on any turn and should not be repeated if a player lands there as a result of another player having landed there first.
===Town election===
All players must contribute to the town election. If a player does not have the cash, they ''must'' withdraw from their savings, or take out or increase a loan. The next player to roll a 6 during the course of the game wins the Pot (including any "Swellfare" money that may already be in there).
===Poker game===
Each player has the option of placing $100 on the board. All poker game participants roll the die. The highest roller collects all of the money.
===Savings and loans===
;Savings: Players may start or add to their savings only on ''Pay Day''. Players may withdraw all or part of their savings only on ''Pay Day'' (if the player wishes to withdraw at another time, they must pay a $50 fee). A player receives 10% interest on the balance in his/her savings account every time he lands on ''Pay Day''. For easy calculation of interest on savings or loans refer to the Interest Table. A player may have either a savings account or a loan, but never both at the same time.
;Loans: A loan may be taken out or increased at any time in $100 increments. A player must pay 20% interest on his/her outstanding loan balance every time he lands on ''Pay Day''. In addition to paying the interest, a player may pay off part or all of their loan on ''Pay Day''. Loans may not be paid off at any other time during the month.
===Sweet Sunday===
As the name indicates, Sweet Sunday spaces have neither an award nor a penalty, just a space to "rest".
===Pay Day===
Stop here, regardless of additional counts on the die. When you reach "Pay Day," go through the following steps in this order:
# Collect monthly wages of $325.00.
# Collect 10% interest on any savings account, or pay 20% interest due on any outstanding loan.
# Pay all bills received during the month and place them in the discarded mail stack. If a player does not have enough cash, they must withdraw money from their savings account. If one does not have a savings account, then that player must take out or increase a loan. The banker must show these changes in that player's section of the savings and loan calculator.
# OPTION: One may pay off all or any part of your loan in $100 amounts. A player may remove money from their savings without paying a fine.
# Discard any unused Lottery Tickets. At the end of the '''last month''' of play you must also discard all "Deal" cards.
# Have the banker note what month that player is starting. Place their game piece on the "Start" space unless they have finished their last month of play. If continuing, they will start off again on their next turn.
===Winning===
The player who finishes the game with the most money (cash plus savings minus loans) is the winner.
==External links==
*{{bgg|1797|''Pay Day''}}
* [http://www.paydayanniversaryedition.com/ Pay Day] - Anniversary Edition - fan site.
[[Category:Economic simulation board games]]
[[Category:Parker Brothers games]]
[[Category:Winning Moves games]]
[[fr:La Bonne Paye]]
kvd9xt1lpu7xnp1kgt4d65t9uhyh1c6
Pecking Order (game)
0
2279
4392
2009-10-12T15:33:09Z
XxTimberlakexx
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{{for|the song by Axium|The Story Thus Far (album)}}
{{cleanup|date=November 2008}}
{{copyedit|date=November 2008}}
{{unreferenced|date=November 2008}}
{{Infobox Game
| title = Pecking Order
| image_link =
| image_caption =
| designer =[[Richard Garfield]]
| illustrator =
| publisher = [[Winning Moves]]
| players = 2
| ages = 8 and up
| setup_time = 5 minutes
| playing_time = 5-15 minutes
| random_chance = Low
| skills = Bluffing
| footnotes =
| bggid = 22347
| bggxrefs =
}}
'''''Pecking Order ''''' is a [[card game]], where players try to claim the best feeding spots in the jungle by playing their birds on the perches and determining who is stronger. It was published by [[Winning Moves|Winning Moves Games USA]] in 2006 as the first game in its Immortal Eyes line.
== Gameplay ==
The game is typically played over a few rounds, decided by the players in advance. Players start the game by placing the board between them showing all the perches. Each player shuffles a set of cards (featuring numbers 1-12 and a Jaguar) to create their deck. On a player's turn, they draw a card and place it on one of the perches face-down. If the opposing player already has a card player on that perch, a battle occurs, with the player playing the card playing the role of aggressor. The defender flips over their card and the result is determined by the aggressor (who's card is still face down:
1) If both played birds, the player with the higher numbered bird wins.
2) If either played the Jaguar, that player wins unless both players played jaguars, in which case there is a tie.
3) If it is a tie, the player controlling the 1 point perch (the Tie-breaker perch) is the winner. If neither player controls the Tie-breaker perch, then the tie goes to the aggressor.
The losing card is removed, along with any jaguars. There are certain perches that allow for special abilities or extra points. The 1 point perch is a Tie-breaker perch, allowing the controlling player to win ties. The 3 point perch is the Vision Roof and it allows a player who wins the perch to look at a face down card of an opponent. The 8 point perch is special, in that it is made up of two perches. If a single player controls both of the perches, he gains an additional 3 points (for a total of 19). The game ends when each player has played through their deck. Player tally their scores, gain the points for perches they control with birds (a perch controlled with a jaguar does not gain the player points). The player with the most points wins the round.
== External links ==
* [http://www.boardgamegeek.com/game/22347 Boardgamegeek Pecking Order page], Link to the game on Boardgamegeek.com
[[Category:2006 introductions]]
[[Category:Dedicated deck card games]]
[[Category:Richard Garfield games]]
[[Category:Winning Moves games]]
qyb9gmoydvcenakqs93tak1vodjgcg0
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Kingstonlee
1735031
1 revision
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wikitext
text/x-wiki
{{for|the song by Axium|The Story Thus Far (album)}}
{{cleanup|date=November 2008}}
{{copyedit|date=November 2008}}
{{unreferenced|date=November 2008}}
{{Infobox Game
| title = Pecking Order
| image_link =
| image_caption =
| designer =[[Richard Garfield]]
| illustrator =
| publisher = [[Winning Moves]]
| players = 2
| ages = 8 and up
| setup_time = 5 minutes
| playing_time = 5-15 minutes
| random_chance = Low
| skills = Bluffing
| footnotes =
| bggid = 22347
| bggxrefs =
}}
'''''Pecking Order ''''' is a [[card game]], where players try to claim the best feeding spots in the jungle by playing their birds on the perches and determining who is stronger. It was published by [[Winning Moves|Winning Moves Games USA]] in 2006 as the first game in its Immortal Eyes line.
== Gameplay ==
The game is typically played over a few rounds, decided by the players in advance. Players start the game by placing the board between them showing all the perches. Each player shuffles a set of cards (featuring numbers 1-12 and a Jaguar) to create their deck. On a player's turn, they draw a card and place it on one of the perches face-down. If the opposing player already has a card player on that perch, a battle occurs, with the player playing the card playing the role of aggressor. The defender flips over their card and the result is determined by the aggressor (who's card is still face down:
1) If both played birds, the player with the higher numbered bird wins.
2) If either played the Jaguar, that player wins unless both players played jaguars, in which case there is a tie.
3) If it is a tie, the player controlling the 1 point perch (the Tie-breaker perch) is the winner. If neither player controls the Tie-breaker perch, then the tie goes to the aggressor.
The losing card is removed, along with any jaguars. There are certain perches that allow for special abilities or extra points. The 1 point perch is a Tie-breaker perch, allowing the controlling player to win ties. The 3 point perch is the Vision Roof and it allows a player who wins the perch to look at a face down card of an opponent. The 8 point perch is special, in that it is made up of two perches. If a single player controls both of the perches, he gains an additional 3 points (for a total of 19). The game ends when each player has played through their deck. Player tally their scores, gain the points for perches they control with birds (a perch controlled with a jaguar does not gain the player points). The player with the most points wins the round.
== External links ==
* [http://www.boardgamegeek.com/game/22347 Boardgamegeek Pecking Order page], Link to the game on Boardgamegeek.com
[[Category:2006 introductions]]
[[Category:Dedicated deck card games]]
[[Category:Richard Garfield games]]
[[Category:Winning Moves games]]
qyb9gmoydvcenakqs93tak1vodjgcg0
Phase 10
0
2047
4164
2009-11-29T07:28:55Z
Im>HamburgerRadio
0
Reverted edits by [[Special:Contributions/72.199.109.123|72.199.109.123]] to last revision by 72.166.158.160 ([[Wikipedia:Huggle|HG]])
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{{Infobox_Game
| subject_name=Phase 10
| image_link=[[Image:Phase_10.jpg|300px]] |
| image_caption=Cards used in Phase 10
| designer=Kenneth Johnson
| publisher=[[Fundex Games]]
| players=Two to six
| ages=
| setup_time=< 1 min
| playing_time= > 3 min per hand
| complexity=Low
| strategy=Medium
| random_chance=Medium
| skills=Saving important cards; knowing when to put down those cards; matching, ordering
| bggid=1258
| bggxrefs=
| }}
'''Phase 10''' is a [[card game]] created in [[1982]] by Kenneth Johnson and currently produced by [[Fundex Games]]. Phase 10 is based on a variant of [[rummy]] known as [[Liverpool Rummy]]. It requires a special deck or two regular decks of cards; it can be played by two to six people. The game is named after the ten phases (or [[Meld (cards)|melds]]) that a player must advance through in order to win.
Phase 10 is [[Fundex]]'s best selling product, selling 32,658,846 units to date, making it the 2nd best-selling card game behind [[Mattel]]'s [[Uno (game)|Uno]].
== Object ==
The object of the game is to be the first player to complete all 10 phases. In the case of two players completing the last phase in the same hand, the player with the lowest score out of the tied players is the winner. If those scores also happen to be tied, a tiebreaker round is played where everyone attempts to complete the same phase as the last hand.
For each hand, each player's object is to complete and lay down the current phase, and then rid their hand of remaining cards by discarding them on laid-down Phases, called "hitting". The player who does this first wins the hand and scores no penalty; all other players earn penalty points according to the value of cards remaining in their hand.
== The Deck ==
There are 108 cards in a deck:
* 96 numbered cards: 2 of each value from 1-12, in each of four colors. Therefore, there are 24 cards of each color and 8 of each value.
* 8 Wild cards
* 4 Skip cards.
With two regular decks of cards, the suits can represent the 4 different colors. Allowing an ace to take on the value of 1, using kings as wilds, with jokers as skips.
=== Special Cards ===
*'''Wild Cards:''' A "wild" card may be used in place of a number card, and can not be used as any color to complete phase 8.
** More than one "wild" card may be used in completing a Phase. Players must have more natural cards than "wild" cards within a given set or run.
** Once a "wild" card has been played in a Phase, it cannot be replaced by the intended card and used elsewhere. It must remain as that card until the hand is over.
** If the dealer starts the discard pile with a "Wild" card, the card may be picked up by the first player.
** A "wild" card may not be used as a "skip" card.
*'''Skip Cards:''' Skip cards have only one purpose: to cause another player to lose a turn. To use, a player discards the "Skip" card on their turn and chooses the player who will lose a turn.
** When a "Skip" card is drawn it may be discarded immediately or saved for a later turn.
** A "Skip" card may never be picked up from the discard pile.
** A "Skip" card cannot be used to complete any phase, including Phase 8 (7 cards of one color).
** When someone is skipped, a "round" is once around the table.
** Any player can be skipped, not just the person who would normally play next.
** A player cannot be skipped twice in the same round; they must lose their turn, then must have a turn before being skipped again.
** A skip cannot be the last card discarded by a player to win a hand (because the card cannot be simply discarded). If a player empties their hand by paying a skip, the player must draw a replacement before ending their turn.
*anti-phase: you have to complete your phase in order to stay on your present phase, if you don't complete your phase you move down a phase
*anti-phase for others: same as a playable card, yet you get to name who moves down a phase...if it's stuck in your hand at the end you move down a phase
== Phases ==
A phase is a combination of cards. Phases are usually made of sets, runs, or a combination of the two (there is one exception). As the name suggests, there are ten phases:
#2 sets of 3
#1 set of 3 + 1 run of 4
#1 set of 4 + 1 run of 4
#1 run of 7
#1 run of 8
#1 run of 9
#2 sets of 4
#7 cards of one color
#1 set of 5 + 1 set of 2
#1 set of 5 + 1 set of 3
Each player can make only one phase per hand. For instance, a run of 9 when the player is on Phase 4 cannot also count as Phase 5 and/or 6. The phases must also be completed in order.
===Definitions===
*''Set'': A set is made of two or more cards with the same number and any color.
*''Run'': A run (similar to a [[hand rankings#straight|straight]]) is made of four or more cards numbered in order. The cards do not have to be the same color. A run may not go in order of 11, 12, 1, 2; this is an illegal play. Runs must stop at 12 and only start at 1.
*''All One Color'': Phase 8 requires the player to amass 7 cards that are all the same color (or suit, if using ordinary playing cards).
A ''Pig'' ("W") can be used as any value or color (regardless of its printed color) that the player requires to complete any of these. The value of the card is usually implied by its use in a Phase (which is why at least one "natural" card is required). If discarded (rare, but not unheard of), the card remains wild.
== Play ==
One player is chosen to be dealer (alternately, the deal can rotate to the left after each hand). The dealer shuffles the deck and deals 10 cards, face down, one at a time, to each player. Players hold their 10 cards in hand so that the other players cannot see them. The remaining deck is placed face-down in the center of the play area to become the draw pile. The dealer then turns the top card of the draw pile over and places it next to the draw pile, to become the discard pile. The person to the left of the dealer begins play, and can take either this upturned card or the top card of the draw pile. The player then chooses a card that will not help make the Phase, or a Skip, and discards it. Players then take similar turns in clockwise fashion, drawing and discarding to attempt to acquire the cards required by their current Phase.
During the first hand, all players try to complete Phase 1.
=== Completing Phases ===
If, during a player's turn, they are able to make their current Phase with the cards in their hand, they lay the Phase down, face-up on the table before discarding.
* Phases must be made in order, from 1 to 10.
* A player must have the whole Phase in hand before laying it down.
* A player may lay down more than the minimum requirements of a Phase, but only if the additional cards can be directly added to the cards already in the Phase. For instance, if a Phase requires a set of 3 but the player has four of that card, the player may lay down all four cards when completing the Phase.
* Only one Phase may be made per hand. For instance, a player who must make a run of 7 cards (Phase 4) cannot complete the next two Phases in the same hand by laying down a run of 9.
* If a player successfully makes a Phase, then they try to make the next Phase in the next hand. If they fail to make a Phase, they must try to make the same Phase again in the next hand. As a result, players may not all be working on the same Phase in the same hand.
* Players receive credit for making a Phase as soon as it is laid down. A player does not need to win the hand in order to receive credit for the Phase. Several players will often complete their Phase in the same hand.
=== Hitting ===
Hitting is the way to get rid of leftover cards after making a Phase. A hit is made by putting a card directly on a Phase already laid down. The cards must properly fit with the cards already down. Before a player can make a hit, their own Phase must already be laid down. A player may only hit during their turn. A player may hit any combination of their own Phase and other player's Phases, and may hit with as many cards as can be played from the player's hand on a single turn.for runs the player may have phases starting at 12 going to 1. For example 12 1 2 3 4 would be a legitimate lay down
=== Going Out / Finishing a Hand ===
After laying down a Phase, players try to "go out" as soon as possible. To go out, a player must get rid of all of their cards by a combination of hitting on existing Phases and discarding cards they cannot use to hit. The player to go out first wins the hand. To go out, the player must be able to discard a card at the end of their turn, otherwise they are "floating". The winner of the hand, and any other players who also complete their Phase, will advance to the next Phase for the next hand, while any player not able to complete their Phase remain stuck on that Phase. Players total the number of cards left in their hands (the fewer cards left in their hand, the better) and score them as follows:
* 5 points for all values 1-9
* 10 points for all values 10-12
* 15 points for a Skip
* 25 points for a Wild
Each player's score for the hand is added to that player's running total (players who did not complete their Phase cannot have a score of less than 50 for the hand and often have far more with the inclusion of extra points for large values and wilds; this is known as being "set" similar to [[Hearts]] or [[Spades]]), the deal rotates to the left, all the cards are shuffled and a new hand begins. Again, if a player did not complete their Phase before another player went out, they must work on the same Phase again in the next hand.
==== Floating ====
A variation of going out is for a player to draw a card and then play all cards in their hand without discarding. This is known as going out "floating". Because the player must be able to discard a card in order to actually end the hand, other players now have at least one extra turn in which to go out themselves or at least improve their score. In addition, a "floating" player must draw a card and play it if able, and must draw the top card from the discard pile if it can be played; thus the floating player can be forced to play on their next turn instead of drawing and discarding. The floating player can also be skipped as normal. If someone else goes out before the "floater", the floater receives a zero score, but does not technically win the hand.
The strategic value of floating is that the person immediately preceding the floating player is generally forced to try to "keep them afloat" for at least a few turns, either by discarding cards the floating player is required to pick up and play, or by skipping the floater. This generally puts the player preceding the floater at a disadvantage compared to the other players and makes it less likely that that player will be able to finish their Phase if they have not yet done so. Players can use this strategy to "gang up" on one player; the player after them will float, forcing the player to try to keep them afloat while all other players get a number of extra turns to try to lay down their Phase or go out. Of course, the player preceding the floater is not actually forced to keep them afloat and may be able to go out themselves, lay down their Phase (thus drastically reducing their score for the hand), or may simply concede the hand by allowing the floater to draw (the card drawn is likely to be an unplayable, thus discardable, card).
If a player is floating, and there is no possible card that could be discarded or drawn to prevent that player from being able to discard, they are known as "floating dead". This is rare, and usually happens when the floating player completes Phases 5, 6, or 7, no-one else has completed their Phase, and the floater's run has expanded through all 12 values. If no-one else can lay down a hittable Phase in that turn, only another player playing a Skip or the floater drawing a Skip will keep the hand going, and only 4 exist in the deck.
=== Winning ===
The first player to complete Phase 10 at the end of a hand is the winner. If two or more players complete Phase 10 in the same hand, then the player with the fewest total points is the winner. In the event of a tie, the players that tied replay Phase number 10. The first one to go out is the winner.
==Varieties==
=== Masters Edition ===
The Masters Edition of the game can be played by two to four players and includes additional rules:
*The ability to choose which Phase to attempt (not necessarily in numerical order) based on the cards dealt to the player. Players must verbally declare which Phase they are attempting during the hand after cards are dealt.
*The ability to set aside (or save) one card per hand.
*The ability to draw one card from their save pile per hand.
The Masters Edition comes with 10 Phase cards for each player to keep track of the Phases which they have completed during gameplay. The Masters Edition also includes only two Skip cards instead of the four that the original edition contains. This makes the playable number of cards 106, plus the forty phase cards, for a total of 146 cards in the box.
=== Phase 10 Dice ===
'''[[Phase 10 Dice]]''' is [[dice game]] inspired by Phase 10.
== External links ==
* [http://www.fundexgames.com/ Fundex Games]
* [http://www.magmic.com/ Phase 10 Mobile by Magmic Games]
* [http://www.fundexgames.com/instructions/pdf/Phase_10_Card_Game_8220.pdf Official Phase 10 rules]
* [http://www.boardgamegeek.com/game/1258 Phase 10] at [[BoardGameGeek]]
* [http://www.pagat.com/invented/phase10_vars.html Phase 10 variants] at pagat.com
* [http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=302049354 Phase 10 for iPhone]
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[Category:Matching card games]]
[[de:Phase 10]]
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2009-12-09T04:21:31Z
Kingstonlee
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Created page with '==Overview==
A Rummy-Type Card Game with a Challenging and Exciting Twist!
The Most Challenging Card Game You'll Ever Play!
==How to Play==
===The Challenge===
Be the f…'
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wikitext
text/x-wiki
==Overview==
A Rummy-Type Card Game with a Challenging and Exciting Twist!
The Most Challenging Card Game You'll Ever Play!
==How to Play==
===The Challenge===
Be the first player to complete 10 melds (phases):
1. 2 sets of 3
2. 1 set of 3 & 1 run of 4
3. 1 set of 4 & 1 run of 4
4. 1 run of 7
5. 1 run of 8
6. 1 run of 9
7. 2 sets of 4
8. 7 cards of one color
9. 1 set of 5 & 1 set of 2
10. 1 set of 5 & 1 set of 3
===The Twist===
The Phase to be complete is specific to each hand. Those that complete the phase advance to the next, but those that have not must try again.
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==Overview==
A Rummy-Type Card Game with a Challenging and Exciting Twist!
The Most Challenging Card Game You'll Ever Play!
==How to Play==
===The Challenge===
Be the first player to complete 10 melds (phases):
# 2 sets of 3
# 1 set of 3 & 1 run of 4
# 1 set of 4 & 1 run of 4
# 1 run of 7
# 1 run of 8
# 1 run of 9
# 2 sets of 4
# 7 cards of one color
# 1 set of 5 & 1 set of 2
# 1 set of 5 & 1 set of 3
===The Twist===
The Phase to be complete is specific to each hand. Those that complete the phase advance to the next, but those that have not must try again.
[[Category:Card Games]]
m5xks1bqwb45bea063j9o2x9wlhxzb3
3910
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2009-12-09T04:24:33Z
Kingstonlee
1735031
Adding categories
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wikitext
text/x-wiki
==Overview==
A Rummy-Type Card Game with a Challenging and Exciting Twist!
The Most Challenging Card Game You'll Ever Play!
==How to Play==
===The Challenge===
Be the first player to complete 10 melds (phases):
# 2 sets of 3
# 1 set of 3 & 1 run of 4
# 1 set of 4 & 1 run of 4
# 1 run of 7
# 1 run of 8
# 1 run of 9
# 2 sets of 4
# 7 cards of one color
# 1 set of 5 & 1 set of 2
# 1 set of 5 & 1 set of 3
===The Twist===
The Phase to be complete is specific to each hand. Those that complete the phase advance to the next, but those that have not must try again.
[[Category:Card Games]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
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2009-12-09T04:38:39Z
Kingstonlee
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wikitext
text/x-wiki
'''Phase 10''' is a [[card game]] created in [[1982]] by Kenneth Johnson and currently produced by [[Fundex Games]]. Phase 10 is based on a variant of [[rummy]] known as [[Liverpool Rummy]]. It requires a special deck or two regular decks of cards; it can be played by two to six people. The game is named after the ten phases (or [[Meld (cards)|melds]]) that a player must advance through in order to win.
Phase 10 is [[Fundex]]'s best selling product, selling 32,658,846 units to date, making it the 2nd best-selling card game behind [[Mattel]]'s [[Uno (game)|Uno]].
== Object ==
The object of the game is to be the first player to complete all 10 phases. In the case of two players completing the last phase in the same hand, the player with the lowest score out of the tied players is the winner. If those scores also happen to be tied, a tiebreaker round is played where everyone attempts to complete the same phase as the last hand.
For each hand, each player's object is to complete and lay down the current phase, and then rid their hand of remaining cards by discarding them on laid-down Phases, called "hitting". The player who does this first wins the hand and scores no penalty; all other players earn penalty points according to the value of cards remaining in their hand.
== The Deck ==
There are 108 cards in a deck:
* 96 numbered cards: 2 of each value from 1-12, in each of four colors. Therefore, there are 24 cards of each color and 8 of each value.
* 8 Wild cards
* 4 Skip cards.
With two regular decks of cards, the suits can represent the 4 different colors. Allowing an ace to take on the value of 1, using kings as wilds, with jokers as skips.
=== Special Cards ===
*'''Wild Cards:''' A "wild" card may be used in place of a number card, and can not be used as any color to complete phase 8.
** More than one "wild" card may be used in completing a Phase. Players must have more natural cards than "wild" cards within a given set or run.
** Once a "wild" card has been played in a Phase, it cannot be replaced by the intended card and used elsewhere. It must remain as that card until the hand is over.
** If the dealer starts the discard pile with a "Wild" card, the card may be picked up by the first player.
** A "wild" card may not be used as a "skip" card.
*'''Skip Cards:''' Skip cards have only one purpose: to cause another player to lose a turn. To use, a player discards the "Skip" card on their turn and chooses the player who will lose a turn.
** When a "Skip" card is drawn it may be discarded immediately or saved for a later turn.
** A "Skip" card may never be picked up from the discard pile.
** A "Skip" card cannot be used to complete any phase, including Phase 8 (7 cards of one color).
** When someone is skipped, a "round" is once around the table.
** Any player can be skipped, not just the person who would normally play next.
** A player cannot be skipped twice in the same round; they must lose their turn, then must have a turn before being skipped again.
** A skip cannot be the last card discarded by a player to win a hand (because the card cannot be simply discarded). If a player empties their hand by paying a skip, the player must draw a replacement before ending their turn.
*anti-phase: you have to complete your phase in order to stay on your present phase, if you don't complete your phase you move down a phase
*anti-phase for others: same as a playable card, yet you get to name who moves down a phase...if it's stuck in your hand at the end you move down a phase
== Phases ==
A phase is a combination of cards. Phases are usually made of sets, runs, or a combination of the two (there is one exception). As the name suggests, there are ten phases:
#2 sets of 3
#1 set of 3 + 1 run of 4
#1 set of 4 + 1 run of 4
#1 run of 7
#1 run of 8
#1 run of 9
#2 sets of 4
#7 cards of one color
#1 set of 5 + 1 set of 2
#1 set of 5 + 1 set of 3
Each player can make only one phase per hand. For instance, a run of 9 when the player is on Phase 4 cannot also count as Phase 5 and/or 6. The phases must also be completed in order.
===Definitions===
*''Set'': A set is made of two or more cards with the same number and any color.
*''Run'': A run (similar to a [[hand rankings#straight|straight]]) is made of four or more cards numbered in order. The cards do not have to be the same color. A run may not go in order of 11, 12, 1, 2; this is an illegal play. Runs must stop at 12 and only start at 1.
*''All One Color'': Phase 8 requires the player to amass 7 cards that are all the same color (or suit, if using ordinary playing cards).
A ''Pig'' ("W") can be used as any value or color (regardless of its printed color) that the player requires to complete any of these. The value of the card is usually implied by its use in a Phase (which is why at least one "natural" card is required). If discarded (rare, but not unheard of), the card remains wild.
== Play ==
One player is chosen to be dealer (alternately, the deal can rotate to the left after each hand). The dealer shuffles the deck and deals 10 cards, face down, one at a time, to each player. Players hold their 10 cards in hand so that the other players cannot see them. The remaining deck is placed face-down in the center of the play area to become the draw pile. The dealer then turns the top card of the draw pile over and places it next to the draw pile, to become the discard pile. The person to the left of the dealer begins play, and can take either this upturned card or the top card of the draw pile. The player then chooses a card that will not help make the Phase, or a Skip, and discards it. Players then take similar turns in clockwise fashion, drawing and discarding to attempt to acquire the cards required by their current Phase.
During the first hand, all players try to complete Phase 1.
=== Completing Phases ===
If, during a player's turn, they are able to make their current Phase with the cards in their hand, they lay the Phase down, face-up on the table before discarding.
* Phases must be made in order, from 1 to 10.
* A player must have the whole Phase in hand before laying it down.
* A player may lay down more than the minimum requirements of a Phase, but only if the additional cards can be directly added to the cards already in the Phase. For instance, if a Phase requires a set of 3 but the player has four of that card, the player may lay down all four cards when completing the Phase.
* Only one Phase may be made per hand. For instance, a player who must make a run of 7 cards (Phase 4) cannot complete the next two Phases in the same hand by laying down a run of 9.
* If a player successfully makes a Phase, then they try to make the next Phase in the next hand. If they fail to make a Phase, they must try to make the same Phase again in the next hand. As a result, players may not all be working on the same Phase in the same hand.
* Players receive credit for making a Phase as soon as it is laid down. A player does not need to win the hand in order to receive credit for the Phase. Several players will often complete their Phase in the same hand.
=== Hitting ===
Hitting is the way to get rid of leftover cards after making a Phase. A hit is made by putting a card directly on a Phase already laid down. The cards must properly fit with the cards already down. Before a player can make a hit, their own Phase must already be laid down. A player may only hit during their turn. A player may hit any combination of their own Phase and other player's Phases, and may hit with as many cards as can be played from the player's hand on a single turn.for runs the player may have phases starting at 12 going to 1. For example 12 1 2 3 4 would be a legitimate lay down
=== Going Out / Finishing a Hand ===
After laying down a Phase, players try to "go out" as soon as possible. To go out, a player must get rid of all of their cards by a combination of hitting on existing Phases and discarding cards they cannot use to hit. The player to go out first wins the hand. To go out, the player must be able to discard a card at the end of their turn, otherwise they are "floating". The winner of the hand, and any other players who also complete their Phase, will advance to the next Phase for the next hand, while any player not able to complete their Phase remain stuck on that Phase. Players total the number of cards left in their hands (the fewer cards left in their hand, the better) and score them as follows:
* 5 points for all values 1-9
* 10 points for all values 10-12
* 15 points for a Skip
* 25 points for a Wild
Each player's score for the hand is added to that player's running total (players who did not complete their Phase cannot have a score of less than 50 for the hand and often have far more with the inclusion of extra points for large values and wilds; this is known as being "set" similar to [[Hearts]] or [[Spades]]), the deal rotates to the left, all the cards are shuffled and a new hand begins. Again, if a player did not complete their Phase before another player went out, they must work on the same Phase again in the next hand.
==== Floating ====
A variation of going out is for a player to draw a card and then play all cards in their hand without discarding. This is known as going out "floating". Because the player must be able to discard a card in order to actually end the hand, other players now have at least one extra turn in which to go out themselves or at least improve their score. In addition, a "floating" player must draw a card and play it if able, and must draw the top card from the discard pile if it can be played; thus the floating player can be forced to play on their next turn instead of drawing and discarding. The floating player can also be skipped as normal. If someone else goes out before the "floater", the floater receives a zero score, but does not technically win the hand.
The strategic value of floating is that the person immediately preceding the floating player is generally forced to try to "keep them afloat" for at least a few turns, either by discarding cards the floating player is required to pick up and play, or by skipping the floater. This generally puts the player preceding the floater at a disadvantage compared to the other players and makes it less likely that that player will be able to finish their Phase if they have not yet done so. Players can use this strategy to "gang up" on one player; the player after them will float, forcing the player to try to keep them afloat while all other players get a number of extra turns to try to lay down their Phase or go out. Of course, the player preceding the floater is not actually forced to keep them afloat and may be able to go out themselves, lay down their Phase (thus drastically reducing their score for the hand), or may simply concede the hand by allowing the floater to draw (the card drawn is likely to be an unplayable, thus discardable, card).
If a player is floating, and there is no possible card that could be discarded or drawn to prevent that player from being able to discard, they are known as "floating dead". This is rare, and usually happens when the floating player completes Phases 5, 6, or 7, no-one else has completed their Phase, and the floater's run has expanded through all 12 values. If no-one else can lay down a hittable Phase in that turn, only another player playing a Skip or the floater drawing a Skip will keep the hand going, and only 4 exist in the deck.
=== Winning ===
The first player to complete Phase 10 at the end of a hand is the winner. If two or more players complete Phase 10 in the same hand, then the player with the fewest total points is the winner. In the event of a tie, the players that tied replay Phase number 10. The first one to go out is the winner.
==Varieties==
=== Masters Edition ===
The Masters Edition of the game can be played by two to four players and includes additional rules:
*The ability to choose which Phase to attempt (not necessarily in numerical order) based on the cards dealt to the player. Players must verbally declare which Phase they are attempting during the hand after cards are dealt.
*The ability to set aside (or save) one card per hand.
*The ability to draw one card from their save pile per hand.
The Masters Edition comes with 10 Phase cards for each player to keep track of the Phases which they have completed during gameplay. The Masters Edition also includes only two Skip cards instead of the four that the original edition contains. This makes the playable number of cards 106, plus the forty phase cards, for a total of 146 cards in the box.
=== Phase 10 Dice ===
'''[[Phase 10 Dice]]''' is [[dice game]] inspired by Phase 10.
== External links ==
* [http://www.fundexgames.com/ Fundex Games]
* [http://www.magmic.com/ Phase 10 Mobile by Magmic Games]
* [http://www.fundexgames.com/instructions/pdf/Phase_10_Card_Game_8220.pdf Official Phase 10 rules]
* [http://www.boardgamegeek.com/game/1258 Phase 10] at [[BoardGameGeek]]
* [http://www.pagat.com/invented/phase10_vars.html Phase 10 variants] at pagat.com
* [http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=302049354 Phase 10 for iPhone]
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[Category:Matching card games]]
[[de:Phase 10]]
[[Category:Card Games]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
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'''Phase 10''' is a [[card game]] created in [[1982]] by Kenneth Johnson and currently produced by [[Fundex Games]]. Phase 10 is based on a variant of [[rummy]] known as [[Liverpool Rummy]]. It requires a special deck or two regular decks of cards; it can be played by two to six people. The game is named after the ten phases (or [[Meld (cards)|melds]]) that a player must advance through in order to win.
Phase 10 is [[Fundex]]'s best selling product, selling 32,658,846 units to date, making it the 2nd best-selling card game behind [[Mattel]]'s [[Uno (game)|Uno]].
== Object ==
The object of the game is to be the first player to complete all 10 phases. In the case of two players completing the last phase in the same hand, the player with the lowest score out of the tied players is the winner. If those scores also happen to be tied, a tiebreaker round is played where everyone attempts to complete the same phase as the last hand.
For each hand, each player's object is to complete and lay down the current phase, and then rid their hand of remaining cards by discarding them on laid-down Phases, called "hitting". The player who does this first wins the hand and scores no penalty; all other players earn penalty points according to the value of cards remaining in their hand.
== The Deck ==
There are 108 cards in a deck:
* 96 numbered cards: 2 of each value from 1-12, in each of four colors. Therefore, there are 24 cards of each color and 8 of each value.
* 8 Wild cards
* 4 Skip cards.
With two regular decks of cards, the suits can represent the 4 different colors. Allowing an ace to take on the value of 1, using kings as wilds, with jokers as skips.
=== Special Cards ===
*'''Wild Cards:''' A "wild" card may be used in place of a number card, and can not be used as any color to complete phase 8.
** More than one "wild" card may be used in completing a Phase. Players must have more natural cards than "wild" cards within a given set or run.
** Once a "wild" card has been played in a Phase, it cannot be replaced by the intended card and used elsewhere. It must remain as that card until the hand is over.
** If the dealer starts the discard pile with a "Wild" card, the card may be picked up by the first player.
** A "wild" card may not be used as a "skip" card.
*'''Skip Cards:''' Skip cards have only one purpose: to cause another player to lose a turn. To use, a player discards the "Skip" card on their turn and chooses the player who will lose a turn.
** When a "Skip" card is drawn it may be discarded immediately or saved for a later turn.
** A "Skip" card may never be picked up from the discard pile.
** A "Skip" card cannot be used to complete any phase, including Phase 8 (7 cards of one color).
** When someone is skipped, a "round" is once around the table.
** Any player can be skipped, not just the person who would normally play next.
** A player cannot be skipped twice in the same round; they must lose their turn, then must have a turn before being skipped again.
** A skip cannot be the last card discarded by a player to win a hand (because the card cannot be simply discarded). If a player empties their hand by paying a skip, the player must draw a replacement before ending their turn.
*anti-phase: you have to complete your phase in order to stay on your present phase, if you don't complete your phase you move down a phase
*anti-phase for others: same as a playable card, yet you get to name who moves down a phase...if it's stuck in your hand at the end you move down a phase
== Phases ==
A phase is a combination of cards. Phases are usually made of sets, runs, or a combination of the two (there is one exception). As the name suggests, there are ten phases:
#2 sets of 3
#1 set of 3 + 1 run of 4
#1 set of 4 + 1 run of 4
#1 run of 7
#1 run of 8
#1 run of 9
#2 sets of 4
#7 cards of one color
#1 set of 5 + 1 set of 2
#1 set of 5 + 1 set of 3
Each player can make only one phase per hand. For instance, a run of 9 when the player is on Phase 4 cannot also count as Phase 5 and/or 6. The phases must also be completed in order.
===Definitions===
*''Set'': A set is made of two or more cards with the same number and any color.
*''Run'': A run (similar to a [[hand rankings#straight|straight]]) is made of four or more cards numbered in order. The cards do not have to be the same color. A run may not go in order of 11, 12, 1, 2; this is an illegal play. Runs must stop at 12 and only start at 1.
*''All One Color'': Phase 8 requires the player to amass 7 cards that are all the same color (or suit, if using ordinary playing cards).
A ''Pig'' ("W") can be used as any value or color (regardless of its printed color) that the player requires to complete any of these. The value of the card is usually implied by its use in a Phase (which is why at least one "natural" card is required). If discarded (rare, but not unheard of), the card remains wild.
== Play ==
One player is chosen to be dealer (alternately, the deal can rotate to the left after each hand). The dealer shuffles the deck and deals 10 cards, face down, one at a time, to each player. Players hold their 10 cards in hand so that the other players cannot see them. The remaining deck is placed face-down in the center of the play area to become the draw pile. The dealer then turns the top card of the draw pile over and places it next to the draw pile, to become the discard pile. The person to the left of the dealer begins play, and can take either this upturned card or the top card of the draw pile. The player then chooses a card that will not help make the Phase, or a Skip, and discards it. Players then take similar turns in clockwise fashion, drawing and discarding to attempt to acquire the cards required by their current Phase.
During the first hand, all players try to complete Phase 1.
=== Completing Phases ===
If, during a player's turn, they are able to make their current Phase with the cards in their hand, they lay the Phase down, face-up on the table before discarding.
* Phases must be made in order, from 1 to 10.
* A player must have the whole Phase in hand before laying it down.
* A player may lay down more than the minimum requirements of a Phase, but only if the additional cards can be directly added to the cards already in the Phase. For instance, if a Phase requires a set of 3 but the player has four of that card, the player may lay down all four cards when completing the Phase.
* Only one Phase may be made per hand. For instance, a player who must make a run of 7 cards (Phase 4) cannot complete the next two Phases in the same hand by laying down a run of 9.
* If a player successfully makes a Phase, then they try to make the next Phase in the next hand. If they fail to make a Phase, they must try to make the same Phase again in the next hand. As a result, players may not all be working on the same Phase in the same hand.
* Players receive credit for making a Phase as soon as it is laid down. A player does not need to win the hand in order to receive credit for the Phase. Several players will often complete their Phase in the same hand.
=== Hitting ===
Hitting is the way to get rid of leftover cards after making a Phase. A hit is made by putting a card directly on a Phase already laid down. The cards must properly fit with the cards already down. Before a player can make a hit, their own Phase must already be laid down. A player may only hit during their turn. A player may hit any combination of their own Phase and other player's Phases, and may hit with as many cards as can be played from the player's hand on a single turn.for runs the player may have phases starting at 12 going to 1. For example 12 1 2 3 4 would be a legitimate lay down
=== Going Out / Finishing a Hand ===
After laying down a Phase, players try to "go out" as soon as possible. To go out, a player must get rid of all of their cards by a combination of hitting on existing Phases and discarding cards they cannot use to hit. The player to go out first wins the hand. To go out, the player must be able to discard a card at the end of their turn, otherwise they are "floating". The winner of the hand, and any other players who also complete their Phase, will advance to the next Phase for the next hand, while any player not able to complete their Phase remain stuck on that Phase. Players total the number of cards left in their hands (the fewer cards left in their hand, the better) and score them as follows:
* 5 points for all values 1-9
* 10 points for all values 10-12
* 15 points for a Skip
* 25 points for a Wild
Each player's score for the hand is added to that player's running total (players who did not complete their Phase cannot have a score of less than 50 for the hand and often have far more with the inclusion of extra points for large values and wilds; this is known as being "set" similar to [[Hearts]] or [[Spades]]), the deal rotates to the left, all the cards are shuffled and a new hand begins. Again, if a player did not complete their Phase before another player went out, they must work on the same Phase again in the next hand.
==== Floating ====
A variation of going out is for a player to draw a card and then play all cards in their hand without discarding. This is known as going out "floating". Because the player must be able to discard a card in order to actually end the hand, other players now have at least one extra turn in which to go out themselves or at least improve their score. In addition, a "floating" player must draw a card and play it if able, and must draw the top card from the discard pile if it can be played; thus the floating player can be forced to play on their next turn instead of drawing and discarding. The floating player can also be skipped as normal. If someone else goes out before the "floater", the floater receives a zero score, but does not technically win the hand.
The strategic value of floating is that the person immediately preceding the floating player is generally forced to try to "keep them afloat" for at least a few turns, either by discarding cards the floating player is required to pick up and play, or by skipping the floater. This generally puts the player preceding the floater at a disadvantage compared to the other players and makes it less likely that that player will be able to finish their Phase if they have not yet done so. Players can use this strategy to "gang up" on one player; the player after them will float, forcing the player to try to keep them afloat while all other players get a number of extra turns to try to lay down their Phase or go out. Of course, the player preceding the floater is not actually forced to keep them afloat and may be able to go out themselves, lay down their Phase (thus drastically reducing their score for the hand), or may simply concede the hand by allowing the floater to draw (the card drawn is likely to be an unplayable, thus discardable, card).
If a player is floating, and there is no possible card that could be discarded or drawn to prevent that player from being able to discard, they are known as "floating dead". This is rare, and usually happens when the floating player completes Phases 5, 6, or 7, no-one else has completed their Phase, and the floater's run has expanded through all 12 values. If no-one else can lay down a hittable Phase in that turn, only another player playing a Skip or the floater drawing a Skip will keep the hand going, and only 4 exist in the deck.
=== Winning ===
The first player to complete Phase 10 at the end of a hand is the winner. If two or more players complete Phase 10 in the same hand, then the player with the fewest total points is the winner. In the event of a tie, the players that tied replay Phase number 10. The first one to go out is the winner.
==Varieties==
=== Masters Edition ===
The Masters Edition of the game can be played by two to four players and includes additional rules:
*The ability to choose which Phase to attempt (not necessarily in numerical order) based on the cards dealt to the player. Players must verbally declare which Phase they are attempting during the hand after cards are dealt.
*The ability to set aside (or save) one card per hand.
*The ability to draw one card from their save pile per hand.
The Masters Edition comes with 10 Phase cards for each player to keep track of the Phases which they have completed during gameplay. The Masters Edition also includes only two Skip cards instead of the four that the original edition contains. This makes the playable number of cards 106, plus the forty phase cards, for a total of 146 cards in the box.
=== Phase 10 Dice ===
'''[[Phase 10 Dice]]''' is [[dice game]] inspired by Phase 10.
== External links ==
* [http://www.fundexgames.com/ Fundex Games]
* [http://www.magmic.com/ Phase 10 Mobile by Magmic Games]
* [http://www.fundexgames.com/instructions/pdf/Phase_10_Card_Game_8220.pdf Official Phase 10 rules]
* [http://www.boardgamegeek.com/game/1258 Phase 10] at [[BoardGameGeek]]
* [http://www.pagat.com/invented/phase10_vars.html Phase 10 variants] at pagat.com
* [http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=302049354 Phase 10 for iPhone]
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[Category:Matching card games]]
[[Category:Card Games]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
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'''Phase 10''' is a [[card game]] created in [[1982]] by Kenneth Johnson and currently produced by [[Fundex Games]]. Phase 10 is based on a variant of [[rummy]] known as [[Liverpool Rummy]]. It requires a special deck or two regular decks of cards; it can be played by two to six people. The game is named after the ten phases (or [[Meld (cards)|melds]]) that a player must advance through in order to win.
Phase 10 is [[Fundex]]'s best selling product, selling 32,658,846 units to date, making it the 2nd best-selling card game behind [[Mattel]]'s [[Uno (game)|Uno]].
== Object ==
The object of the game is to be the first player to complete all 10 phases. In the case of two players completing the last phase in the same hand, the player with the lowest score out of the tied players is the winner. If those scores also happen to be tied, a tiebreaker round is played where everyone attempts to complete the same phase as the last hand.
For each hand, each player's object is to complete and lay down the current phase, and then rid their hand of remaining cards by discarding them on laid-down Phases, called "hitting". The player who does this first wins the hand and scores no penalty; all other players earn penalty points according to the value of cards remaining in their hand.
== The Deck ==
There are 108 cards in a deck:
* 96 numbered cards: 2 of each value from 1-12, in each of four colors. Therefore, there are 24 cards of each color and 8 of each value.
* 8 Wild cards
* 4 Skip cards.
With two regular decks of cards, the suits can represent the 4 different colors. Allowing an ace to take on the value of 1, using kings as wilds, with jokers as skips.
=== Special Cards ===
*'''Wild Cards:''' A "wild" card may be used in place of a number card, and can not be used as any color to complete phase 8.
** More than one "wild" card may be used in completing a Phase. Players must have more natural cards than "wild" cards within a given set or run.
** Once a "wild" card has been played in a Phase, it cannot be replaced by the intended card and used elsewhere. It must remain as that card until the hand is over.
** If the dealer starts the discard pile with a "Wild" card, the card may be picked up by the first player.
** A "wild" card may not be used as a "skip" card.
*'''Skip Cards:''' Skip cards have only one purpose: to cause another player to lose a turn. To use, a player discards the "Skip" card on their turn and chooses the player who will lose a turn.
** When a "Skip" card is drawn it may be discarded immediately or saved for a later turn.
** A "Skip" card may never be picked up from the discard pile.
** A "Skip" card cannot be used to complete any phase, including Phase 8 (7 cards of one color).
** When someone is skipped, a "round" is once around the table.
** Any player can be skipped, not just the person who would normally play next.
** A player cannot be skipped twice in the same round; they must lose their turn, then must have a turn before being skipped again.
** A skip cannot be the last card discarded by a player to win a hand (because the card cannot be simply discarded). If a player empties their hand by paying a skip, the player must draw a replacement before ending their turn.
*anti-phase: you have to complete your phase in order to stay on your present phase, if you don't complete your phase you move down a phase
*anti-phase for others: same as a playable card, yet you get to name who moves down a phase...if it's stuck in your hand at the end you move down a phase
== Phases ==
A phase is a combination of cards. Phases are usually made of sets, runs, or a combination of the two (there is one exception). As the name suggests, there are ten phases:
#2 sets of 3
#1 set of 3 + 1 run of 4
#1 set of 4 + 1 run of 4
#1 run of 7
#1 run of 8
#1 run of 9
#2 sets of 4
#7 cards of one color
#1 set of 5 + 1 set of 2
#1 set of 5 + 1 set of 3
Each player can make only one phase per hand. For instance, a run of 9 when the player is on Phase 4 cannot also count as Phase 5 and/or 6. The phases must also be completed in order.
===Definitions===
*''Set'': A set is made of two or more cards with the same number and any color.
*''Run'': A run (similar to a [[hand rankings#straight|straight]]) is made of four or more cards numbered in order. The cards do not have to be the same color. A run may not go in order of 11, 12, 1, 2; this is an illegal play. Runs must stop at 12 and only start at 1.
*''All One Color'': Phase 8 requires the player to amass 7 cards that are all the same color (or suit, if using ordinary playing cards).
A ''Pig'' ("W") can be used as any value or color (regardless of its printed color) that the player requires to complete any of these. The value of the card is usually implied by its use in a Phase (which is why at least one "natural" card is required). If discarded (rare, but not unheard of), the card remains wild.
== Play ==
One player is chosen to be dealer (alternately, the deal can rotate to the left after each hand). The dealer shuffles the deck and deals 10 cards, face down, one at a time, to each player. Players hold their 10 cards in hand so that the other players cannot see them. The remaining deck is placed face-down in the center of the play area to become the draw pile. The dealer then turns the top card of the draw pile over and places it next to the draw pile, to become the discard pile. The person to the left of the dealer begins play, and can take either this upturned card or the top card of the draw pile. The player then chooses a card that will not help make the Phase, or a Skip, and discards it. Players then take similar turns in clockwise fashion, drawing and discarding to attempt to acquire the cards required by their current Phase.
During the first hand, all players try to complete Phase 1.
=== Completing Phases ===
If, during a player's turn, they are able to make their current Phase with the cards in their hand, they lay the Phase down, face-up on the table before discarding.
* Phases must be made in order, from 1 to 10.
* A player must have the whole Phase in hand before laying it down.
* A player may lay down more than the minimum requirements of a Phase, but only if the additional cards can be directly added to the cards already in the Phase. For instance, if a Phase requires a set of 3 but the player has four of that card, the player may lay down all four cards when completing the Phase.
* Only one Phase may be made per hand. For instance, a player who must make a run of 7 cards (Phase 4) cannot complete the next two Phases in the same hand by laying down a run of 9.
* If a player successfully makes a Phase, then they try to make the next Phase in the next hand. If they fail to make a Phase, they must try to make the same Phase again in the next hand. As a result, players may not all be working on the same Phase in the same hand.
* Players receive credit for making a Phase as soon as it is laid down. A player does not need to win the hand in order to receive credit for the Phase. Several players will often complete their Phase in the same hand.
=== Hitting ===
Hitting is the way to get rid of leftover cards after making a Phase. A hit is made by putting a card directly on a Phase already laid down. The cards must properly fit with the cards already down. Before a player can make a hit, their own Phase must already be laid down. A player may only hit during their turn. A player may hit any combination of their own Phase and other player's Phases, and may hit with as many cards as can be played from the player's hand on a single turn.for runs the player may have phases starting at 12 going to 1. For example 12 1 2 3 4 would be a legitimate lay down
=== Going Out / Finishing a Hand ===
After laying down a Phase, players try to "go out" as soon as possible. To go out, a player must get rid of all of their cards by a combination of hitting on existing Phases and discarding cards they cannot use to hit. The player to go out first wins the hand. To go out, the player must be able to discard a card at the end of their turn, otherwise they are "floating". The winner of the hand, and any other players who also complete their Phase, will advance to the next Phase for the next hand, while any player not able to complete their Phase remain stuck on that Phase. Players total the number of cards left in their hands (the fewer cards left in their hand, the better) and score them as follows:
* 5 points for all values 1-9
* 10 points for all values 10-12
* 15 points for a Skip
* 25 points for a Wild
Each player's score for the hand is added to that player's running total (players who did not complete their Phase cannot have a score of less than 50 for the hand and often have far more with the inclusion of extra points for large values and wilds; this is known as being "set" similar to [[Hearts]] or [[Spades]]), the deal rotates to the left, all the cards are shuffled and a new hand begins. Again, if a player did not complete their Phase before another player went out, they must work on the same Phase again in the next hand.
==== Floating ====
A variation of going out is for a player to draw a card and then play all cards in their hand without discarding. This is known as going out "floating". Because the player must be able to discard a card in order to actually end the hand, other players now have at least one extra turn in which to go out themselves or at least improve their score. In addition, a "floating" player must draw a card and play it if able, and must draw the top card from the discard pile if it can be played; thus the floating player can be forced to play on their next turn instead of drawing and discarding. The floating player can also be skipped as normal. If someone else goes out before the "floater", the floater receives a zero score, but does not technically win the hand.
The strategic value of floating is that the person immediately preceding the floating player is generally forced to try to "keep them afloat" for at least a few turns, either by discarding cards the floating player is required to pick up and play, or by skipping the floater. This generally puts the player preceding the floater at a disadvantage compared to the other players and makes it less likely that that player will be able to finish their Phase if they have not yet done so. Players can use this strategy to "gang up" on one player; the player after them will float, forcing the player to try to keep them afloat while all other players get a number of extra turns to try to lay down their Phase or go out. Of course, the player preceding the floater is not actually forced to keep them afloat and may be able to go out themselves, lay down their Phase (thus drastically reducing their score for the hand), or may simply concede the hand by allowing the floater to draw (the card drawn is likely to be an unplayable, thus discardable, card).
If a player is floating, and there is no possible card that could be discarded or drawn to prevent that player from being able to discard, they are known as "floating dead". This is rare, and usually happens when the floating player completes Phases 5, 6, or 7, no-one else has completed their Phase, and the floater's run has expanded through all 12 values. If no-one else can lay down a hittable Phase in that turn, only another player playing a Skip or the floater drawing a Skip will keep the hand going, and only 4 exist in the deck.
=== Winning ===
The first player to complete Phase 10 at the end of a hand is the winner. If two or more players complete Phase 10 in the same hand, then the player with the fewest total points is the winner. In the event of a tie, the players that tied replay Phase number 10. The first one to go out is the winner.
==Varieties==
=== Masters Edition ===
The Masters Edition of the game can be played by two to four players and includes additional rules:
*The ability to choose which Phase to attempt (not necessarily in numerical order) based on the cards dealt to the player. Players must verbally declare which Phase they are attempting during the hand after cards are dealt.
*The ability to set aside (or save) one card per hand.
*The ability to draw one card from their save pile per hand.
The Masters Edition comes with 10 Phase cards for each player to keep track of the Phases which they have completed during gameplay. The Masters Edition also includes only two Skip cards instead of the four that the original edition contains. This makes the playable number of cards 106, plus the forty phase cards, for a total of 146 cards in the box.
=== Phase 10 Dice ===
'''[[Phase 10 Dice]]''' is [[dice game]] inspired by Phase 10.
== External links ==
* [http://www.fundexgames.com/ Fundex Games]
* [http://www.magmic.com/ Phase 10 Mobile by Magmic Games]
* [http://www.fundexgames.com/instructions/pdf/Phase_10_Card_Game_8220.pdf Official Phase 10 rules]
* [http://www.boardgamegeek.com/game/1258 Phase 10] at [[BoardGameGeek]]
* [http://www.pagat.com/invented/phase10_vars.html Phase 10 variants] at pagat.com
* [http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=302049354 Phase 10 for iPhone]
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[Category:Matching card games]]
[[Category:Card Games]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
[[Category:5-Players]]
[[Category:6-Players]]
mm7gprgfutnmdlmngth0pflr1e1uhmi
Pictionary
0
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12.149.50.2
/* See also */
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{{otheruses4|the game|the 1989 game show|Pictionary (1989 game show)|the 1997 game show|Pictionary (1997 game show)|the video game|Pictionary (video game)}}
{{nofootnotes|date=July 2006}}
{{Infobox_Game|
subject_name=Pictionary |
image_link=[[Image:Dragonmail.jpg|250px]]|
image_caption=Two unrelated drawings from an actual Pictionary game: for the clues "dragon" and "return address." The key is to draw just enough to get your teammate to figure out the clue.|
players=4 or more |
ages=8 and up |
setup_time=< 5 minutes |
playing_time= 1 hour |
complexity=High |
strategy=Medium |
random_chance=Medium |
skills=[[Drawing]], [[Team play]]|
footnotes =
}}
'''''Pictionary''''' is a guessing [[word game]] published in [[1985 in games|1985]]. The game is played with [[team]]s with [[Player (game)|player]]s trying to identify specific [[word]]s from their teammates' [[drawing]]s.
==Objective==
Each team moves a piece on a game board formed by a sequence of [[square (geometry)|squares]]. Each square has a [[Letter (alphabet)|letter]] or shape identifying the type of picture to be drawn on it. The [[Objective (goal)|objective]] is to be the first team to reach the last space on the board.
==Gameplay==
The team chooses one person to begin drawing; this position [[round robin|rotates]] with each word. The drawer chooses a [[card]] out of a deck of special ''Pictionary'' cards and tries to draw pictures which suggest the word printed on the card. The pictures cannot contain any [[number]]s or letters. The teammates try to guess the word the drawing is intended to represent.
There are five types of squares on the board, and each ''Pictionary'' card has a list of five words printed on it. Players must draw the word which corresponds to the square on the board on which the team's marker is:
* P - [[Person]]/[[Place]]/[[Animal]] (or any [[noun]]) , ''or related [[characteristics]]''
* O - [[Object (philosophy)|Object]] (things that can be touched or seen)
* A - Action (things that can be [[perform]]ed)
* D - Difficult (challenging words)
* AP - All Play (any type of word)
AP category (and a few other words) are designated as "All Play". For "All Play," the teams compete against each other. Each team designates a player whose purpose will be to draw pictures. The team that guesses the word first gets to advance and take the next turn. If none of the teams guess the word, the turn passes to whichever team should have been next.
A one-minute [[sand timer or any sort of timer]] is used to compel players to rapidly complete their drawing and guessing.
==Winning a turn==
If a team wins its turn by correctly guessing a drawing inside the time interval, that team then rolls a [[dice|die]] and advances that number of squares to take another turn. If the team runs out of the time allotted for guessing a word, that team does not advance and the next team takes a turn. Also, if the drawing member of a team draws an incorrect picture and the team guesses what s/he is drawing and s/he is caught, then that turn is awarded to the next team in line.
==See also==
* [[Sketch Onilne]], a ''Pictionary''-like online game over iPod/iPhone and Android mobile phone.
* [[iSketch]], a ''Pictionary''-like online game
* [[Pictionary (1989 game show)|''Pictionary'' (1989 game show)]] and [[Pictionary (game show)|''Pictionary'' (game show)]], two television shows that were based on ''Pictionary''
* ''[[Win, Lose or Draw]]'', a game show with a similar concept to ''Pictionary''
* [[Pictionary (video game)|''Pictionary'' (video game)]]
==External links==
*{{bgg|2281|''Pictionary''}}
*[http://www.spogg.com/games/play.php?game=sketch Sketchorama] and [http://www.xsketch.com/ XSketch], pictionary-like online games
*[http://www.PictionaryAttempts.com PictionaryAttempts.com], share and discuss your Pictionary drawings.
[[Category:Word board games]]
[[Category:Party board games]]
[[Category:Roll-and-move board games]]
[[Category:Guessing games]]
[[Category:1985 introductions]]
[[Category:Parker Brothers games]]
[[ca:Pictionary]]
[[es:Pictionary]]
[[fr:Pictionary]]
k92mi08cr7te3y27ilj2yzp9mzu9jfr
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{{otheruses4|the game|the 1989 game show|Pictionary (1989 game show)|the 1997 game show|Pictionary (1997 game show)|the video game|Pictionary (video game)}}
{{nofootnotes|date=July 2006}}
{{Infobox_Game|
subject_name=Pictionary |
image_link=[[Image:Dragonmail.jpg|250px]]|
image_caption=Two unrelated drawings from an actual Pictionary game: for the clues "dragon" and "return address." The key is to draw just enough to get your teammate to figure out the clue.|
players=4 or more |
ages=8 and up |
setup_time=< 5 minutes |
playing_time= 1 hour |
complexity=High |
strategy=Medium |
random_chance=Medium |
skills=[[Drawing]], [[Team play]]|
footnotes =
}}
'''''Pictionary''''' is a guessing [[word game]] published in [[1985 in games|1985]]. The game is played with [[team]]s with [[Player (game)|player]]s trying to identify specific [[word]]s from their teammates' [[drawing]]s.
==Objective==
Each team moves a piece on a game board formed by a sequence of [[square (geometry)|squares]]. Each square has a [[Letter (alphabet)|letter]] or shape identifying the type of picture to be drawn on it. The [[Objective (goal)|objective]] is to be the first team to reach the last space on the board.
==Gameplay==
The team chooses one person to begin drawing; this position [[round robin|rotates]] with each word. The drawer chooses a [[card]] out of a deck of special ''Pictionary'' cards and tries to draw pictures which suggest the word printed on the card. The pictures cannot contain any [[number]]s or letters. The teammates try to guess the word the drawing is intended to represent.
There are five types of squares on the board, and each ''Pictionary'' card has a list of five words printed on it. Players must draw the word which corresponds to the square on the board on which the team's marker is:
* P - [[Person]]/[[Place]]/[[Animal]] (or any [[noun]]) , ''or related [[characteristics]]''
* O - [[Object (philosophy)|Object]] (things that can be touched or seen)
* A - Action (things that can be [[perform]]ed)
* D - Difficult (challenging words)
* AP - All Play (any type of word)
AP category (and a few other words) are designated as "All Play". For "All Play," the teams compete against each other. Each team designates a player whose purpose will be to draw pictures. The team that guesses the word first gets to advance and take the next turn. If none of the teams guess the word, the turn passes to whichever team should have been next.
A one-minute [[sand timer or any sort of timer]] is used to compel players to rapidly complete their drawing and guessing.
==Winning a turn==
If a team wins its turn by correctly guessing a drawing inside the time interval, that team then rolls a [[dice|die]] and advances that number of squares to take another turn. If the team runs out of the time allotted for guessing a word, that team does not advance and the next team takes a turn. Also, if the drawing member of a team draws an incorrect picture and the team guesses what s/he is drawing and s/he is caught, then that turn is awarded to the next team in line.
==See also==
* [[Sketch Onilne]], a ''Pictionary''-like online game over iPod/iPhone and Android mobile phone.
* [[iSketch]], a ''Pictionary''-like online game
* [[Pictionary (1989 game show)|''Pictionary'' (1989 game show)]] and [[Pictionary (game show)|''Pictionary'' (game show)]], two television shows that were based on ''Pictionary''
* ''[[Win, Lose or Draw]]'', a game show with a similar concept to ''Pictionary''
* [[Pictionary (video game)|''Pictionary'' (video game)]]
==External links==
*{{bgg|2281|''Pictionary''}}
*[http://www.spogg.com/games/play.php?game=sketch Sketchorama] and [http://www.xsketch.com/ XSketch], pictionary-like online games
*[http://www.PictionaryAttempts.com PictionaryAttempts.com], share and discuss your Pictionary drawings.
[[Category:Word board games]]
[[Category:Party board games]]
[[Category:Roll-and-move board games]]
[[Category:Guessing games]]
[[Category:1985 introductions]]
[[Category:Parker Brothers games]]
[[ca:Pictionary]]
[[es:Pictionary]]
[[fr:Pictionary]]
k92mi08cr7te3y27ilj2yzp9mzu9jfr
Pimp: The Backhanding
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McGeddon
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{{Infobox Game | subject_name= ''Pimp: The Backhanding''
| image_link= [[Image:Ptb-box.jpg|200px|Pimp: The Backhanding packaging]]
| image_caption = ''Pimp: The Backhanding'' packaging
| designer= [[J.C. Lira]]
| publisher= [[White Wolf]]
| players= 2 to 4
| ages= 18+
| setup_time= < 3 minutes
| playing_time= 60 to 90 minutes
| complexity= Low <!-- Please discuss before changing. -->
| strategy= Moderate <!-- Please discuss before changing. -->
| random_chance= Some
| skills= [[Card playing]]<br>
[[Mathematics|Arithmetic]]
| bggid=15064
}}
'''''Pimp: The Backhanding ''''' is a [[card game]] created by [[Arthaus Games]] and published in [[2004 in games|2004]] by [[White Wolf]].<ref>{{cite web
| url = http://www.white-wolf.com/pimp/index.php?line=news&articleid=150
| title = February 14th Releases
| accessdate = 2008-05-14
| author = White Wolf
| authorlink = White Wolf
| quote = This Valentine's Day, we bring you the hilarious card game Pimp: The Backhanding...
}}</ref> ''Pimp: The Backhanding'' can be played by two to four players using a single box set, as it contains the all the cards and game pieces required, with the exception of [[dice]].<ref>{{cite web
| url = http://download.white-wolf.com/download/download.php?file_id=355
| title = Pimp: The Backhanding Rules
| accessdate = 2008-05-14
| author = J.C. Lira
| authorlink = White Wolf
| quote = Have the card bitch shuffle each deck and fetch a couple six-sided dice. (Not included. Raid your little sister’s Sugar Chutes game).
}}</ref> Release of ''Pimp: The Backhanding'' created some controversy over the game's subject matter, by individuals who felt the game was disrespectful to women and advocated workers in the illegal sex trade industry.<ref>{{cite web
| url = http://forums.white-wolf.com/viewtopic.php?t=8368&start=0
| title = Pimp Criticisms and Protests
| accessdate = 2008-05-14
| author = Mike Tinney
| authorlink = White Wolf
| quote = Well this game has certainly stirred the pot a bit.
}}</ref>
The game represents a media-stereotyped passage of 1970's American [[pimp]] culture, with players assuming the roles of typecast pimps who seek consolidation of their criminal holdings and prostitutes to become the largest criminal ring in the city. Score points are symbolized as profit earned from [[prostitutes]] peddling their trade.<ref>{{cite web
| url = http://download.white-wolf.com/download/download.php?file_id=355
| title = Pimp: The Backhanding Rules
| accessdate = 2008-05-14
| author = J.C. Lira
| authorlink = White Wolf
| quote = If this is the end of round three, total up the street value of your ho’s and compare it to other players’. Whoever takes home the ho’s who earn the most is declared Mack Daddy, the Lord of Labia Lease, the Potentate of Pimping, the Count of.... You get the idea.
}}</ref>
==References==
{{reflist}}
==External links==
* [http://www.white-wolf.com/pimp/index.php Official ''Pimp: The Backhanding'' website.]
* {{bgg|15064|''Pimp: The Backhanding}}
[[Category:Dedicated deck card games]]
{{Card-game-stub}}
n1l4vr9zydvjykwkpb6tngugom2s9gl
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Kingstonlee
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{{Infobox Game | subject_name= ''Pimp: The Backhanding''
| image_link= [[Image:Ptb-box.jpg|200px|Pimp: The Backhanding packaging]]
| image_caption = ''Pimp: The Backhanding'' packaging
| designer= [[J.C. Lira]]
| publisher= [[White Wolf]]
| players= 2 to 4
| ages= 18+
| setup_time= < 3 minutes
| playing_time= 60 to 90 minutes
| complexity= Low <!-- Please discuss before changing. -->
| strategy= Moderate <!-- Please discuss before changing. -->
| random_chance= Some
| skills= [[Card playing]]<br>
[[Mathematics|Arithmetic]]
| bggid=15064
}}
'''''Pimp: The Backhanding ''''' is a [[card game]] created by [[Arthaus Games]] and published in [[2004 in games|2004]] by [[White Wolf]].<ref>{{cite web
| url = http://www.white-wolf.com/pimp/index.php?line=news&articleid=150
| title = February 14th Releases
| accessdate = 2008-05-14
| author = White Wolf
| authorlink = White Wolf
| quote = This Valentine's Day, we bring you the hilarious card game Pimp: The Backhanding...
}}</ref> ''Pimp: The Backhanding'' can be played by two to four players using a single box set, as it contains the all the cards and game pieces required, with the exception of [[dice]].<ref>{{cite web
| url = http://download.white-wolf.com/download/download.php?file_id=355
| title = Pimp: The Backhanding Rules
| accessdate = 2008-05-14
| author = J.C. Lira
| authorlink = White Wolf
| quote = Have the card bitch shuffle each deck and fetch a couple six-sided dice. (Not included. Raid your little sister’s Sugar Chutes game).
}}</ref> Release of ''Pimp: The Backhanding'' created some controversy over the game's subject matter, by individuals who felt the game was disrespectful to women and advocated workers in the illegal sex trade industry.<ref>{{cite web
| url = http://forums.white-wolf.com/viewtopic.php?t=8368&start=0
| title = Pimp Criticisms and Protests
| accessdate = 2008-05-14
| author = Mike Tinney
| authorlink = White Wolf
| quote = Well this game has certainly stirred the pot a bit.
}}</ref>
The game represents a media-stereotyped passage of 1970's American [[pimp]] culture, with players assuming the roles of typecast pimps who seek consolidation of their criminal holdings and prostitutes to become the largest criminal ring in the city. Score points are symbolized as profit earned from [[prostitutes]] peddling their trade.<ref>{{cite web
| url = http://download.white-wolf.com/download/download.php?file_id=355
| title = Pimp: The Backhanding Rules
| accessdate = 2008-05-14
| author = J.C. Lira
| authorlink = White Wolf
| quote = If this is the end of round three, total up the street value of your ho’s and compare it to other players’. Whoever takes home the ho’s who earn the most is declared Mack Daddy, the Lord of Labia Lease, the Potentate of Pimping, the Count of.... You get the idea.
}}</ref>
==References==
{{reflist}}
==External links==
* [http://www.white-wolf.com/pimp/index.php Official ''Pimp: The Backhanding'' website.]
* {{bgg|15064|''Pimp: The Backhanding}}
[[Category:Dedicated deck card games]]
{{Card-game-stub}}
n1l4vr9zydvjykwkpb6tngugom2s9gl
Pit (game)
0
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Im>Jrimmer
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/* Play */
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[[File:Pit card game.jpg|thumb|The box and cards for ''Pit''.]]
'''Pit''' is a fast-paced [[card game]] for three to eight players, designed to simulate open outcry bidding for [[commodities]]. The game was developed for [[Parker Brothers]] and first sold in 1904. This popular version of the game was developed by [[Edgar Cayce]]<ref>{{cite book | last = Bro | first = Harmon | title = A Seer out of Season | publisher = St. Martin's | location = New York | year = 1997 | isbn = 0312959885 |page=305}} citing article {{cite news|title=The Pit: Copies of Game Invented by Bowling Green Man Received Here|publisher=Bowling Green Times Journal|accessdate=2009-03-24|date=1904}}</ref>, who would also become famous for his psychic predictions.<ref>[http://www.boardgamegeek.com/game/140 History of Pit] at boardgamegeek.com. Accessed August 2007</Ref>
The inspiration was the US [[Corn Exchange]] and it was likely based on the very successful game '''Gavitt's Stock Exchange''', invented in 1903 by Harry E. Gavitt of [[Topeka, Kansas]] (and reprinted in 2004 in an authentic "heirloom" edition by [[Out of the Box Publishing]]).<!-- "Out of the Box" entry is the Disney kids' show -->
==Contents==
Each deck consists of 74 cards with nine cards each of eight different commodities. The specific commodities have varied over the various editions of the game, but those used in most modern editions are [[Barley]], [[Maize|Corn]], [[Coffee]], [[orange (fruit)|Oranges]], [[Oats]], [[Soybeans]], [[Sugar]] and [[Wheat]]. The classic version has flax, hay, oats, rye, corn, barley, and wheat. Two special cards are also included, the [[Bull market|Bull]] and the [[Bear market|Bear]].
==Play==
The number of commodities included in each round is equal to the number of players. Each player is dealt nine cards; two players get ten if the Bull and Bear are included.
Pit has no turns, and everyone plays at once. Players trade commodities among one another by each blindly exchanging one to four cards of the same type. The trading process involves calling out the number of cards one wishes to trade until another player holds out an equal number of cards. The two parties then exchange the cards face down.
When a player has nine cards of the same commodity, he or she will call out "Corner on..." the commodity they have obtained, ending the round. (In deluxe editions of the game, a bell is rung instead.) That player then earns points equal to the number value of the commodity they "went out" with.
In some areas across the country instead of a bell being used; some will use spoons, using one less spoon than the amount of players. When someone collects all of one commodity; they then sneak a spoon off the table as game play continues. At this point another player may see a spoon missing and then grab another spoon sending everyone into a frenzy until all spoons are gone. The player left without a spoon usually is docked an extra amount of points.
==The Bull and the Bear==
The Bull card is considered "[[Wild card (card games)|wild]]" and can be used to complete any set or, if the player has the full nine cards as well as the Bull, double the score for that round. A player cannot win if they hold the Bear, and at the end of each round, the player holding the Bear and any losing player holding the Bull each lose 20 points.
The game ends when either a set number of rounds have been played, or when a player reaches a certain point total.
==Variations==
The original edition contained only seven commodities.
{| class="wikitable" border="1"
|-
! Commodity
! Value
|-
| Wheat
| 100
|-
| Barley
| 85
|-
| Corn
| 75
|-
| Rye
| 70
|-
| Oats
| 60
|-
| Hay
| 50
|-
| Flax
| 40
|}
Newer versions include seven or eight commodities, replacing Flax, Hay and Rye with Oranges, Coffee, Sugar and Soybeans.
{| class="wikitable" border="1"
|-
! Commodity
! Value
|-
| Wheat
| 100
|-
| Barley
| 85
|-
| Coffee
| 80
|-
| Corn
| 75
|-
| Sugar
| 65
|-
| Oats
| 60
|-
| Soybeans
| 55
|-
| Oranges
| 50
|}
The 100th anniversary edition released in 2004 included a reproduction of the original edition as well as a brand new edition that featured 8 "modernized" commodities.
{| class="wikitable" border="1"
|-
! Commodity
! Value
|-
| Cocoa
| 100
|-
| Platinum
| 85
|-
| Gold
| 80
|-
| Cattle
| 75
|-
| Oil
| 65
|-
| Rice
| 60
|-
| Silver
| 55
|-
| Gas
| 50
|}
==Phrases often used during play==
; Chasing the bear : When one attempts to follow the progress of the bear after trading it away by watching the following trades.
; Going for a hay ride : When one attempts to pick up all of a commodity that one has little of, because one has traded enough of it back and forth that one has an idea where it is all located.
; Slip him/her the bull/bear : When one trades away the bull/bear, usually just before the game ends.
; The granary : A player's hand.
; Getting flaxed : Inadvertently acquiring an abundance of flax, the commodity with the lowest value.
; Flaxing out : [[Cornering the market]] on flax.
; Bear trap : Receipt of the Bear just preceding the ring of the bell to signify the game's end; doubly nasty if receipt of the Bear was part of the final trade that facilitated the winning hand.
==References==
<references/>
[[Category:Dedicated deck card games]]
[[Category:Parker Brothers games]]
8i5iimsnzjofdg5ezgeo3l065xad2m1
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Kingstonlee
1735031
1 revision
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wikitext
text/x-wiki
[[File:Pit card game.jpg|thumb|The box and cards for ''Pit''.]]
'''Pit''' is a fast-paced [[card game]] for three to eight players, designed to simulate open outcry bidding for [[commodities]]. The game was developed for [[Parker Brothers]] and first sold in 1904. This popular version of the game was developed by [[Edgar Cayce]]<ref>{{cite book | last = Bro | first = Harmon | title = A Seer out of Season | publisher = St. Martin's | location = New York | year = 1997 | isbn = 0312959885 |page=305}} citing article {{cite news|title=The Pit: Copies of Game Invented by Bowling Green Man Received Here|publisher=Bowling Green Times Journal|accessdate=2009-03-24|date=1904}}</ref>, who would also become famous for his psychic predictions.<ref>[http://www.boardgamegeek.com/game/140 History of Pit] at boardgamegeek.com. Accessed August 2007</Ref>
The inspiration was the US [[Corn Exchange]] and it was likely based on the very successful game '''Gavitt's Stock Exchange''', invented in 1903 by Harry E. Gavitt of [[Topeka, Kansas]] (and reprinted in 2004 in an authentic "heirloom" edition by [[Out of the Box Publishing]]).<!-- "Out of the Box" entry is the Disney kids' show -->
==Contents==
Each deck consists of 74 cards with nine cards each of eight different commodities. The specific commodities have varied over the various editions of the game, but those used in most modern editions are [[Barley]], [[Maize|Corn]], [[Coffee]], [[orange (fruit)|Oranges]], [[Oats]], [[Soybeans]], [[Sugar]] and [[Wheat]]. The classic version has flax, hay, oats, rye, corn, barley, and wheat. Two special cards are also included, the [[Bull market|Bull]] and the [[Bear market|Bear]].
==Play==
The number of commodities included in each round is equal to the number of players. Each player is dealt nine cards; two players get ten if the Bull and Bear are included.
Pit has no turns, and everyone plays at once. Players trade commodities among one another by each blindly exchanging one to four cards of the same type. The trading process involves calling out the number of cards one wishes to trade until another player holds out an equal number of cards. The two parties then exchange the cards face down.
When a player has nine cards of the same commodity, he or she will call out "Corner on..." the commodity they have obtained, ending the round. (In deluxe editions of the game, a bell is rung instead.) That player then earns points equal to the number value of the commodity they "went out" with.
In some areas across the country instead of a bell being used; some will use spoons, using one less spoon than the amount of players. When someone collects all of one commodity; they then sneak a spoon off the table as game play continues. At this point another player may see a spoon missing and then grab another spoon sending everyone into a frenzy until all spoons are gone. The player left without a spoon usually is docked an extra amount of points.
==The Bull and the Bear==
The Bull card is considered "[[Wild card (card games)|wild]]" and can be used to complete any set or, if the player has the full nine cards as well as the Bull, double the score for that round. A player cannot win if they hold the Bear, and at the end of each round, the player holding the Bear and any losing player holding the Bull each lose 20 points.
The game ends when either a set number of rounds have been played, or when a player reaches a certain point total.
==Variations==
The original edition contained only seven commodities.
{| class="wikitable" border="1"
|-
! Commodity
! Value
|-
| Wheat
| 100
|-
| Barley
| 85
|-
| Corn
| 75
|-
| Rye
| 70
|-
| Oats
| 60
|-
| Hay
| 50
|-
| Flax
| 40
|}
Newer versions include seven or eight commodities, replacing Flax, Hay and Rye with Oranges, Coffee, Sugar and Soybeans.
{| class="wikitable" border="1"
|-
! Commodity
! Value
|-
| Wheat
| 100
|-
| Barley
| 85
|-
| Coffee
| 80
|-
| Corn
| 75
|-
| Sugar
| 65
|-
| Oats
| 60
|-
| Soybeans
| 55
|-
| Oranges
| 50
|}
The 100th anniversary edition released in 2004 included a reproduction of the original edition as well as a brand new edition that featured 8 "modernized" commodities.
{| class="wikitable" border="1"
|-
! Commodity
! Value
|-
| Cocoa
| 100
|-
| Platinum
| 85
|-
| Gold
| 80
|-
| Cattle
| 75
|-
| Oil
| 65
|-
| Rice
| 60
|-
| Silver
| 55
|-
| Gas
| 50
|}
==Phrases often used during play==
; Chasing the bear : When one attempts to follow the progress of the bear after trading it away by watching the following trades.
; Going for a hay ride : When one attempts to pick up all of a commodity that one has little of, because one has traded enough of it back and forth that one has an idea where it is all located.
; Slip him/her the bull/bear : When one trades away the bull/bear, usually just before the game ends.
; The granary : A player's hand.
; Getting flaxed : Inadvertently acquiring an abundance of flax, the commodity with the lowest value.
; Flaxing out : [[Cornering the market]] on flax.
; Bear trap : Receipt of the Bear just preceding the ring of the bell to signify the game's end; doubly nasty if receipt of the Bear was part of the final trade that facilitated the winning hand.
==References==
<references/>
[[Category:Dedicated deck card games]]
[[Category:Parker Brothers games]]
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Pivot (card game)
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{{Infobox Game
| title = Pivot
| subtitle = The Up-Down Card Game
| image_link = <!-- Deleted image removed: [[Image:Pivot (card game) - box.jpg|100px]] -->
| designer = [[André Franҫois]]
| publisher = [[Wizards of the Coast]]
| players = 2 to 8
| ages = 10 to Adult
| playing_time = 20 minutes
| setup_time = negligible (under 1 minute)
| random_chance = medium
| skills = [[Counting]], understanding of [[Relative direction|left and right]]
}}
'''''Pivot''''' is a casual card game released by [[Wizards of the Coast]] in 1998. The game was designed by [[André Franҫois]]. ''Pivot'', along with ''[[Alpha Blitz]]'', ''[[Go Wild! (card game)|Go Wild!]]'', and ''[[Twitch (card game)|Twitch]]'', were part of a move by Wizards of the Coast to diversify beyond their core ''[[Magic: The Gathering]]'' property. This game is no longer in print.
There are 108 cards in a ''Pivot'' deck:<br />
80 Number cards (numbered 1 - 80)<br />
28 Direction cards (11 Up, 11 Down, and 6 Pivot)
The object of the game is to be the first player to get rid of all their cards.
When playing, it is useful to have two play piles: one for Number cards, and the other for Direction cards. Play travels around in a circle depending on the direction indicated on the last played Direction card. The Direction cards also indicate which Number cards can be played. An Up Direction card indicates Number cards with a value higher than the last played Number card, while Down indicates lower valued Number cards. The Pivot Direction card can be played to change the direction of play. A player may play any one of these cards on their turn. If they cannot play a card, that player must draw one card from the draw pile.
For example, if the direction is Up and the last played Number card was 42, valid plays are any Number card higher than 42, a Down card, or a Pivot card (which would have the same effect as a Down card).
== External links ==
* {{bgg|1259|''Pivot''}}
[[Category:Wizards of the Coast games]]
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
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{{Infobox Game
| title = Pivot
| subtitle = The Up-Down Card Game
| image_link = <!-- Deleted image removed: [[Image:Pivot (card game) - box.jpg|100px]] -->
| designer = [[André Franҫois]]
| publisher = [[Wizards of the Coast]]
| players = 2 to 8
| ages = 10 to Adult
| playing_time = 20 minutes
| setup_time = negligible (under 1 minute)
| random_chance = medium
| skills = [[Counting]], understanding of [[Relative direction|left and right]]
}}
'''''Pivot''''' is a casual card game released by [[Wizards of the Coast]] in 1998. The game was designed by [[André Franҫois]]. ''Pivot'', along with ''[[Alpha Blitz]]'', ''[[Go Wild! (card game)|Go Wild!]]'', and ''[[Twitch (card game)|Twitch]]'', were part of a move by Wizards of the Coast to diversify beyond their core ''[[Magic: The Gathering]]'' property. This game is no longer in print.
There are 108 cards in a ''Pivot'' deck:<br />
80 Number cards (numbered 1 - 80)<br />
28 Direction cards (11 Up, 11 Down, and 6 Pivot)
The object of the game is to be the first player to get rid of all their cards.
When playing, it is useful to have two play piles: one for Number cards, and the other for Direction cards. Play travels around in a circle depending on the direction indicated on the last played Direction card. The Direction cards also indicate which Number cards can be played. An Up Direction card indicates Number cards with a value higher than the last played Number card, while Down indicates lower valued Number cards. The Pivot Direction card can be played to change the direction of play. A player may play any one of these cards on their turn. If they cannot play a card, that player must draw one card from the draw pile.
For example, if the direction is Up and the last played Number card was 42, valid plays are any Number card higher than 42, a Down card, or a Pivot card (which would have the same effect as a Down card).
== External links ==
* {{bgg|1259|''Pivot''}}
[[Category:Wizards of the Coast games]]
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
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[[File:Placeholder|thumb|300px]]
Replace this text by writing your article here!
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Poleconomy
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{{Infobox_Game
| title =Poleconomy
| subtitle =
| image_link =
| image_caption =
| designer =
| illustrator =
| publisher = Tanner Couch; [[World Games (company)|World Games]]
| players = 2–6
| ages = 8–adult
| setup_time = 5–10 minutes
| playing_time = About 3 hours
| complexity = Hard
| strategy = Medium
| random_chance = Medium ([[Dice|dice rolling]], card drawing, luck)
| skills = Simple [[mathematics]] such as counting, finding percentages and multiplication, economics, governmental procedure, [[Social interaction|social skills]], [[negotiation]]
| footnotes =
| bggid =
| bggxrefs =
}}
'''''Poleconomy''''' is a [[board game]] invented by [[New Zealand]]er Bruce E. Hatherley<ref name=patent/> and first published in 1983.<ref name=thegames/><ref name=NBR2007/><ref name=Stickels/> It is similar to ''[[Monopoly (game)|Monopoly]]'' but the board is divided into companies rather than properties.<ref name=NBR2007/> Players compete to acquire properties and investments through stylized [[economics|economic]] and [[politics|political activity]]. An object of the game is "to teach players some of the fundamentals of economics, and the ways in which the economy and the government interact."<ref name=Graham/> Different editions were published for several different countries. The name ''Poleconomy'' is a [[portmanteau]] of "politics" and "economy".<ref>{{cite web | last= | first= | coauthors= | title=Who is Brad Wall? | url=http://www.canada.com/reginaleaderpost/story.html?id=d5cda200-85bc-47d6-ac1e-3b5a531a4fcc | date=8 November 2007 | work=The Leader-Post | publisher= | accessdate=2009-05-08 }}</ref>
==History==
''Poleconomy'' was invented by Bruce Hatherley, a New Zealander from [[Christchurch]] who was living in [[Sydney]] at the time.<ref name=samways8May/> He first filed a US patent claim for it in January 1981.<ref name=patent/> It was published in 1983, first in an [[Australia]]n edition, then a New Zealand edition. The New Zealand edition was produced by [[Tanner Couch]] and Robyn Larsen sold the squares on the board as advertising space to the actual companies represented. The [[New Zealand Stock Exchange]] was involved with the launch in [[Auckland]].<ref name=samways8May>{{cite web | last=Samways | first=Ana | title=Sideswipe: Under my umberlla (sic) | url=http://www.nzherald.co.nz/sideswipe/news/article.cfm?c_id=702&objectid=10571032 | date=8 May 2009 | work=New Zealand Herald | publisher= | accessdate=2009-05-08 }}</ref> It was also published by World Games.<ref name=thegames/>
Hatherley contacted Canadian [[think tank]] the [[Fraser Institute]] to help introduce the game to Canada in 1983. Michael Walker, an employee of the Institute, sold the first squares as advertising and the rest were sold by [[stock broker]]s, who had little other work because of a [[recession]] at the time. More than a million dollars was raised by the Institute and ''Poleconomy'' was credited with helping the Institute survive the recession.<ref name=Graham>{{cite book |title=Challenging Perceptions: Twenty-five Years of Influential Ideas: The Fraser Institute 1974–1999: A Retrospective |last=Graham |first=George |authorlink= |coauthors=et al |publisher= |location= |isbn= |page= |pages=23–24 | url=http://www.fraserinstitute.org/commerce.web/product_files/challenging_perceptions.pdf |accessdate=2009-05-08 }}</ref>
It was later sold in [[South Africa]] and the [[United Kingdom]] in other localised versions.<ref name=thegames>{{cite web | title=Poleconomy | url=http://www.thegames.co.nz/product/25/Poleconomy.boss | work=TheGames.co.nz | publisher=The Games | accessdate=2009-05-06}}</ref><ref name=Stickels>{{cite journal |last=Stickels |first=Georgi |authorlink= |date=26 September 1994|title=A lifetime spent at board level |journal=[[Business Review Weekly]] |volume=16 |issue=37 |pages=67 |id= |url=http://books.google.com/books?id=a6uZAAAAIAAJ |accessdate= |quote= }}</ref> More than 1.5 million copies of ''Poleconomy'' have been sold internationally, incorporating the participation of 260 major corporate sponsors who leased advertising space in the separate national versions.<ref>{{citation|title=Poleconomy |url=http://poleconomy.tripod.com/ |publisher=Tripod.com }}</ref> US patent 4,522,407 was granted for the game in 1985.<ref name=patent>{{Citation | last=Hatherley | first=Bruce E. |date=11 June 1985 | title=Financial board game |url=http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=%2Fnetahtml%2FPTO%2Fsrchnum.htm&r=1&f=G&l=50&s1=4,522,407.PN.&OS=PN/4,522,407&RS=PN/4,522,407}}</ref>
==The game==
Players compete to acquire properties and investments through stylized [[economics|economic]] and [[politics|political activity]]. This involves the purchase of [[real-world]] companies and advertising using artificial money. The players take turns moving around the board via the roll of the dice, landing on the gameboard squares and carrying out instruction according to the square's contents or player decision.
The game is unusual in its mirroring of real-world businesses for which it has licenses to use their trademarks. It also illustrates how political events such as government decisions and [[taxation]] affect the economy. The players take turns at being the [[Prime Minister]] or [[President]] through elections. Once in power they have the ability to dictate the levels of inflation and so increasing or decreasing rents for property owners. If a player cannot cover their rent, the debt is written off and they can continue, receiving a government salary; no-one becomes bankrupt. According to the rules the game ends when the central bank runs out of money.<ref name=NBR2007>{{cite news |first=Ben |last=Thomas |authorlink= |coauthors=David Young |title=Neo-liberal ideas still dominate political agenda |url=http://www.knowledge-basket.co.nz/search/doc_view.php?d1=magz/text/nbr/2007/Mar/mar0213-01.html |format=fee required |work=[[The National Business Review]] |publisher= |date=2 March 2007 |accessdate= }}</ref>
Enterprise Australia sponsored the game to "improve understanding of the [[free enterprise]] system" among schoolchildren, and sold over 100,000 copies.<ref>{{citation|url=http://books.google.com/books?ei=Reb9ScyFAZ6GyASX98W-BA|title=Free market missionaries|author=Sharon Beder|isbn=9781844073344|year=2006|publisher=Earthscan|location=London}}</ref><ref>Carey, Alex. "Taking the Risk out of Democracy", p. 117. University of Illinois Press, 1997. ISBN 9780252066160.</ref> The introduction to the rules of the New Zealand version quotes Enterprise New Zealand, "The game reflects the way industry, finance and government interact when private enterprise operates within a system of parliamentary democracy."<ref name=NBR2007/>
==Companies featured in the game==
{|class="wikitable"
! colspan="2" |New Zealand Edition
! colspan="2" |Canadian Edition
|-
! Company
! Advertising
! Company
! Publicite
|-
| DRG
| Permaglide
| Crane
| [[Pentax]]
|-
| [[Mitsubishi Forklifts]]
| [[Sellotape]]
| [[I.P. Sharp Associates]]
| [[Global Television Network]]
|-
| [[Armourguard]]
| [[Pakatoa Island]]
| [[Bombardier Inc.|Bombardier]]
| Central Trust
|-
| [[Anchor Milk|Anchor]]
| Nylex [http://www.nylex.com.au/]
| [[Molson]]
| Iona
|-
| Mount Cook Line
| Decrabond
| William Mercer Limited
| Avco Financial Services
|-
| [[Van Camp]]
| Amalgamated Marketing Ltd
| Allied Van Lines Limited
| [[Edmonton Oilers]]
|-
| Tux
| [[Air New Zealand]]
| Penmans Canada
| [[Wynn's]]
|-
| NZ Forest Products
| Team McMillan Ford
| Maple Leaf Mills
| [[Loblaws]] Companies Limited
|-
| [[Europa (New Zealand)|Europa]]
| [[Stewart Wrightson Ltd]]
| Kaufman Footwear
| Lepage
|-
| [[Hallmark]]
| [[Pizza Hut]]
| Dynamic Funds
| Teleglobe Canada
|-
| [[The Hertz Corporation|Hertz]]
| Kiwi Bacon
| [[Fraser Institute]]<ref>{{citation|url=http://books.google.com/books?id=4Tp0OdOkbmgC|page=198|title=Do think tanks matter?|author=Donald E. Abelson}}</ref>
| [[Cheerios]]
|-
| [[IBM]]
| [[Dulux]]
| Midland Bank Canada
| Caldwell Luxury Towels
|-
| [[Imperial Chemical Industries|ICI]]
| Marac
| [[Kraft Foods|Kraft]]
| Golden
|-
| [[NZIG]]
| [[Mitre 10]]
| [[Delta Hotels]]
| Actualite Newsmagazine
|-
| [[Watties]]
| Heylen Research Centre
| [[Neilson Dairy|Neilson]]
| Texmode Fashion Sheets
|-
| [[Whitcoulls]]
| [[Choysa]]
| [[Dow Chemical]] Canada
| Scott
|-
| Reidrubber
| [[Amco]]
|
| Victor
|-
| Donaghys
| Hylin Laundry Services
|
| CP Air
|-
| Lucas Service
| Ralta
|
| Ikea
|-
| Winstone
| Atlantic and Pacific travel
|
| Esso
|-
|
| Network consultants
|
| David Ingram's CENTRA
|-
|
| GSI
|
|
|-
|
| Northern United Building Society
|
|
|-
|
| [[NZSE]]
|
|
|-
|
| Heylen Research Centre
|
|
|-
|
| New Zealand Times
|
|
|-
|
|
|
|
|}
==References==
<div class="references-small" style="column-count:2;-moz-column-count:2;">
<references/>
</div>
==External links==
* [http://poleconomy.tripod.com/id11.html Poleconomy Rules]
* [http://www.ldcss.on.ca/Minnesma/Economics/Poleconomy%20Game/Poleconomy%202006%20pics/pages/sshow001.html Slideshow of people playing Canadian Poleconomy]
[[Category:Economic simulation board games]]
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{{Infobox_Game
| title =Poleconomy
| subtitle =
| image_link =
| image_caption =
| designer =
| illustrator =
| publisher = Tanner Couch; [[World Games (company)|World Games]]
| players = 2–6
| ages = 8–adult
| setup_time = 5–10 minutes
| playing_time = About 3 hours
| complexity = Hard
| strategy = Medium
| random_chance = Medium ([[Dice|dice rolling]], card drawing, luck)
| skills = Simple [[mathematics]] such as counting, finding percentages and multiplication, economics, governmental procedure, [[Social interaction|social skills]], [[negotiation]]
| footnotes =
| bggid =
| bggxrefs =
}}
'''''Poleconomy''''' is a [[board game]] invented by [[New Zealand]]er Bruce E. Hatherley<ref name=patent/> and first published in 1983.<ref name=thegames/><ref name=NBR2007/><ref name=Stickels/> It is similar to ''[[Monopoly (game)|Monopoly]]'' but the board is divided into companies rather than properties.<ref name=NBR2007/> Players compete to acquire properties and investments through stylized [[economics|economic]] and [[politics|political activity]]. An object of the game is "to teach players some of the fundamentals of economics, and the ways in which the economy and the government interact."<ref name=Graham/> Different editions were published for several different countries. The name ''Poleconomy'' is a [[portmanteau]] of "politics" and "economy".<ref>{{cite web | last= | first= | coauthors= | title=Who is Brad Wall? | url=http://www.canada.com/reginaleaderpost/story.html?id=d5cda200-85bc-47d6-ac1e-3b5a531a4fcc | date=8 November 2007 | work=The Leader-Post | publisher= | accessdate=2009-05-08 }}</ref>
==History==
''Poleconomy'' was invented by Bruce Hatherley, a New Zealander from [[Christchurch]] who was living in [[Sydney]] at the time.<ref name=samways8May/> He first filed a US patent claim for it in January 1981.<ref name=patent/> It was published in 1983, first in an [[Australia]]n edition, then a New Zealand edition. The New Zealand edition was produced by [[Tanner Couch]] and Robyn Larsen sold the squares on the board as advertising space to the actual companies represented. The [[New Zealand Stock Exchange]] was involved with the launch in [[Auckland]].<ref name=samways8May>{{cite web | last=Samways | first=Ana | title=Sideswipe: Under my umberlla (sic) | url=http://www.nzherald.co.nz/sideswipe/news/article.cfm?c_id=702&objectid=10571032 | date=8 May 2009 | work=New Zealand Herald | publisher= | accessdate=2009-05-08 }}</ref> It was also published by World Games.<ref name=thegames/>
Hatherley contacted Canadian [[think tank]] the [[Fraser Institute]] to help introduce the game to Canada in 1983. Michael Walker, an employee of the Institute, sold the first squares as advertising and the rest were sold by [[stock broker]]s, who had little other work because of a [[recession]] at the time. More than a million dollars was raised by the Institute and ''Poleconomy'' was credited with helping the Institute survive the recession.<ref name=Graham>{{cite book |title=Challenging Perceptions: Twenty-five Years of Influential Ideas: The Fraser Institute 1974–1999: A Retrospective |last=Graham |first=George |authorlink= |coauthors=et al |publisher= |location= |isbn= |page= |pages=23–24 | url=http://www.fraserinstitute.org/commerce.web/product_files/challenging_perceptions.pdf |accessdate=2009-05-08 }}</ref>
It was later sold in [[South Africa]] and the [[United Kingdom]] in other localised versions.<ref name=thegames>{{cite web | title=Poleconomy | url=http://www.thegames.co.nz/product/25/Poleconomy.boss | work=TheGames.co.nz | publisher=The Games | accessdate=2009-05-06}}</ref><ref name=Stickels>{{cite journal |last=Stickels |first=Georgi |authorlink= |date=26 September 1994|title=A lifetime spent at board level |journal=[[Business Review Weekly]] |volume=16 |issue=37 |pages=67 |id= |url=http://books.google.com/books?id=a6uZAAAAIAAJ |accessdate= |quote= }}</ref> More than 1.5 million copies of ''Poleconomy'' have been sold internationally, incorporating the participation of 260 major corporate sponsors who leased advertising space in the separate national versions.<ref>{{citation|title=Poleconomy |url=http://poleconomy.tripod.com/ |publisher=Tripod.com }}</ref> US patent 4,522,407 was granted for the game in 1985.<ref name=patent>{{Citation | last=Hatherley | first=Bruce E. |date=11 June 1985 | title=Financial board game |url=http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=%2Fnetahtml%2FPTO%2Fsrchnum.htm&r=1&f=G&l=50&s1=4,522,407.PN.&OS=PN/4,522,407&RS=PN/4,522,407}}</ref>
==The game==
Players compete to acquire properties and investments through stylized [[economics|economic]] and [[politics|political activity]]. This involves the purchase of [[real-world]] companies and advertising using artificial money. The players take turns moving around the board via the roll of the dice, landing on the gameboard squares and carrying out instruction according to the square's contents or player decision.
The game is unusual in its mirroring of real-world businesses for which it has licenses to use their trademarks. It also illustrates how political events such as government decisions and [[taxation]] affect the economy. The players take turns at being the [[Prime Minister]] or [[President]] through elections. Once in power they have the ability to dictate the levels of inflation and so increasing or decreasing rents for property owners. If a player cannot cover their rent, the debt is written off and they can continue, receiving a government salary; no-one becomes bankrupt. According to the rules the game ends when the central bank runs out of money.<ref name=NBR2007>{{cite news |first=Ben |last=Thomas |authorlink= |coauthors=David Young |title=Neo-liberal ideas still dominate political agenda |url=http://www.knowledge-basket.co.nz/search/doc_view.php?d1=magz/text/nbr/2007/Mar/mar0213-01.html |format=fee required |work=[[The National Business Review]] |publisher= |date=2 March 2007 |accessdate= }}</ref>
Enterprise Australia sponsored the game to "improve understanding of the [[free enterprise]] system" among schoolchildren, and sold over 100,000 copies.<ref>{{citation|url=http://books.google.com/books?ei=Reb9ScyFAZ6GyASX98W-BA|title=Free market missionaries|author=Sharon Beder|isbn=9781844073344|year=2006|publisher=Earthscan|location=London}}</ref><ref>Carey, Alex. "Taking the Risk out of Democracy", p. 117. University of Illinois Press, 1997. ISBN 9780252066160.</ref> The introduction to the rules of the New Zealand version quotes Enterprise New Zealand, "The game reflects the way industry, finance and government interact when private enterprise operates within a system of parliamentary democracy."<ref name=NBR2007/>
==Companies featured in the game==
{|class="wikitable"
! colspan="2" |New Zealand Edition
! colspan="2" |Canadian Edition
|-
! Company
! Advertising
! Company
! Publicite
|-
| DRG
| Permaglide
| Crane
| [[Pentax]]
|-
| [[Mitsubishi Forklifts]]
| [[Sellotape]]
| [[I.P. Sharp Associates]]
| [[Global Television Network]]
|-
| [[Armourguard]]
| [[Pakatoa Island]]
| [[Bombardier Inc.|Bombardier]]
| Central Trust
|-
| [[Anchor Milk|Anchor]]
| Nylex [http://www.nylex.com.au/]
| [[Molson]]
| Iona
|-
| Mount Cook Line
| Decrabond
| William Mercer Limited
| Avco Financial Services
|-
| [[Van Camp]]
| Amalgamated Marketing Ltd
| Allied Van Lines Limited
| [[Edmonton Oilers]]
|-
| Tux
| [[Air New Zealand]]
| Penmans Canada
| [[Wynn's]]
|-
| NZ Forest Products
| Team McMillan Ford
| Maple Leaf Mills
| [[Loblaws]] Companies Limited
|-
| [[Europa (New Zealand)|Europa]]
| [[Stewart Wrightson Ltd]]
| Kaufman Footwear
| Lepage
|-
| [[Hallmark]]
| [[Pizza Hut]]
| Dynamic Funds
| Teleglobe Canada
|-
| [[The Hertz Corporation|Hertz]]
| Kiwi Bacon
| [[Fraser Institute]]<ref>{{citation|url=http://books.google.com/books?id=4Tp0OdOkbmgC|page=198|title=Do think tanks matter?|author=Donald E. Abelson}}</ref>
| [[Cheerios]]
|-
| [[IBM]]
| [[Dulux]]
| Midland Bank Canada
| Caldwell Luxury Towels
|-
| [[Imperial Chemical Industries|ICI]]
| Marac
| [[Kraft Foods|Kraft]]
| Golden
|-
| [[NZIG]]
| [[Mitre 10]]
| [[Delta Hotels]]
| Actualite Newsmagazine
|-
| [[Watties]]
| Heylen Research Centre
| [[Neilson Dairy|Neilson]]
| Texmode Fashion Sheets
|-
| [[Whitcoulls]]
| [[Choysa]]
| [[Dow Chemical]] Canada
| Scott
|-
| Reidrubber
| [[Amco]]
|
| Victor
|-
| Donaghys
| Hylin Laundry Services
|
| CP Air
|-
| Lucas Service
| Ralta
|
| Ikea
|-
| Winstone
| Atlantic and Pacific travel
|
| Esso
|-
|
| Network consultants
|
| David Ingram's CENTRA
|-
|
| GSI
|
|
|-
|
| Northern United Building Society
|
|
|-
|
| [[NZSE]]
|
|
|-
|
| Heylen Research Centre
|
|
|-
|
| New Zealand Times
|
|
|-
|
|
|
|
|}
==References==
<div class="references-small" style="column-count:2;-moz-column-count:2;">
<references/>
</div>
==External links==
* [http://poleconomy.tripod.com/id11.html Poleconomy Rules]
* [http://www.ldcss.on.ca/Minnesma/Economics/Poleconomy%20Game/Poleconomy%202006%20pics/pages/sshow001.html Slideshow of people playing Canadian Poleconomy]
[[Category:Economic simulation board games]]
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{{Infobox_Game
| title =Poleconomy
| subtitle =
| image_link =
| image_caption =
| designer =
| illustrator =
| publisher = Tanner Couch; [[World Games (company)|World Games]]
| players = 2–6
| ages = 8–adult
| setup_time = 5–10 minutes
| playing_time = About 3 hours
| complexity = Hard
| strategy = Medium
| random_chance = Medium ([[Dice|dice rolling]], card drawing, luck)
| skills = Simple [[mathematics]] such as counting, finding percentages and multiplication, economics, governmental procedure, [[Social interaction|social skills]], [[negotiation]]
| footnotes =
| bggid =
| bggxrefs =
}}
'''''Poleconomy''''' is a [[board game]] invented by [[New Zealand]]er Bruce E. Hatherley<ref name=patent/> and first published in 1983.<ref name=thegames/><ref name=NBR2007/><ref name=Stickels/> It is similar to ''[[Monopoly (game)|Monopoly]]'' but the board is divided into companies rather than properties.<ref name=NBR2007/> Players compete to acquire properties and investments through stylized [[economics|economic]] and [[politics|political activity]]. An object of the game is "to teach players some of the fundamentals of economics, and the ways in which the economy and the government interact."<ref name=Graham/> Different editions were published for several different countries. The name ''Poleconomy'' is a [[portmanteau]] of "politics" and "economy".<ref>{{cite web | last= | first= | coauthors= | title=Who is Brad Wall? | url=http://www.canada.com/reginaleaderpost/story.html?id=d5cda200-85bc-47d6-ac1e-3b5a531a4fcc | date=8 November 2007 | work=The Leader-Post | publisher= | accessdate=2009-05-08 }}</ref>
==History==
''Poleconomy'' was invented by Bruce Hatherley, a New Zealander from [[Christchurch]] who was living in [[Sydney]] at the time.<ref name=samways8May/> He first filed a US patent claim for it in January 1981.<ref name=patent/> It was published in 1983, first in an [[Australia]]n edition, then a New Zealand edition. The New Zealand edition was produced by [[Tanner Couch]] and Robyn Larsen sold the squares on the board as advertising space to the actual companies represented. The [[New Zealand Stock Exchange]] was involved with the launch in [[Auckland]].<ref name=samways8May>{{cite web | last=Samways | first=Ana | title=Sideswipe: Under my umberlla (sic) | url=http://www.nzherald.co.nz/sideswipe/news/article.cfm?c_id=702&objectid=10571032 | date=8 May 2009 | work=New Zealand Herald | publisher= | accessdate=2009-05-08 }}</ref> It was also published by World Games.<ref name=thegames/>
Hatherley contacted Canadian [[think tank]] the [[Fraser Institute]] to help introduce the game to Canada in 1983. Michael Walker, an employee of the Institute, sold the first squares as advertising and the rest were sold by [[stock broker]]s, who had little other work because of a [[recession]] at the time. More than a million dollars was raised by the Institute and ''Poleconomy'' was credited with helping the Institute survive the recession.<ref name=Graham>{{cite book |title=Challenging Perceptions: Twenty-five Years of Influential Ideas: The Fraser Institute 1974–1999: A Retrospective |last=Graham |first=George |authorlink= |coauthors=et al |publisher= |location= |isbn= |page= |pages=23–24 | url=http://www.fraserinstitute.org/commerce.web/product_files/challenging_perceptions.pdf |accessdate=2009-05-08 }}</ref>
It was later sold in [[South Africa]] and the [[United Kingdom]] in other localised versions.<ref name=thegames>{{cite web | title=Poleconomy | url=http://www.thegames.co.nz/product/25/Poleconomy.boss | work=TheGames.co.nz | publisher=The Games | accessdate=2009-05-06}}</ref><ref name=Stickels>{{cite journal |last=Stickels |first=Georgi |authorlink= |date=26 September 1994|title=A lifetime spent at board level |journal=[[Business Review Weekly]] |volume=16 |issue=37 |pages=67 |id= |url=http://books.google.com/books?id=a6uZAAAAIAAJ |accessdate= |quote= }}</ref> More than 1.5 million copies of ''Poleconomy'' have been sold internationally, incorporating the participation of 260 major corporate sponsors who leased advertising space in the separate national versions.<ref>{{citation|title=Poleconomy |url=http://poleconomy.tripod.com/ |publisher=Tripod.com }}</ref> US patent 4,522,407 was granted for the game in 1985.<ref name=patent>{{Citation | last=Hatherley | first=Bruce E. |date=11 June 1985 | title=Financial board game |url=http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=%2Fnetahtml%2FPTO%2Fsrchnum.htm&r=1&f=G&l=50&s1=4,522,407.PN.&OS=PN/4,522,407&RS=PN/4,522,407}}</ref>
==The game==
Players compete to acquire properties and investments through stylized [[economics|economic]] and [[politics|political activity]]. This involves the purchase of [[real-world]] companies and advertising using artificial money. The players take turns moving around the board via the roll of the dice, landing on the gameboard squares and carrying out instruction according to the square's contents or player decision.
The game is unusual in its mirroring of real-world businesses for which it has licenses to use their trademarks. It also illustrates how political events such as government decisions and [[taxation]] affect the economy. The players take turns at being the [[Prime Minister]] or [[President]] through elections. Once in power they have the ability to dictate the levels of inflation and so increasing or decreasing rents for property owners. If a player cannot cover their rent, the debt is written off and they can continue, receiving a government salary; no-one becomes bankrupt. According to the rules the game ends when the central bank runs out of money.<ref name=NBR2007>{{cite news |first=Ben |last=Thomas |authorlink= |coauthors=David Young |title=Neo-liberal ideas still dominate political agenda |url=http://www.knowledge-basket.co.nz/search/doc_view.php?d1=magz/text/nbr/2007/Mar/mar0213-01.html |format=fee required |work=[[The National Business Review]] |publisher= |date=2 March 2007 |accessdate= }}</ref>
Enterprise Australia sponsored the game to "improve understanding of the [[free enterprise]] system" among schoolchildren, and sold over 100,000 copies.<ref>{{citation|url=http://books.google.com/books?ei=Reb9ScyFAZ6GyASX98W-BA|title=Free market missionaries|author=Sharon Beder|isbn=9781844073344|year=2006|publisher=Earthscan|location=London}}</ref><ref>Carey, Alex. "Taking the Risk out of Democracy", p. 117. University of Illinois Press, 1997. ISBN 9780252066160.</ref> The introduction to the rules of the New Zealand version quotes Enterprise New Zealand, "The game reflects the way industry, finance and government interact when private enterprise operates within a system of parliamentary democracy."<ref name=NBR2007/>
==Companies featured in the game==
{|class="wikitable"
! colspan="2" |New Zealand Edition
! colspan="2" |Canadian Edition
|-
! Company
! Advertising
! Company
! Publicite
|-
| DRG
| Permaglide
| Crane
| [[Pentax]]
|-
| [[Mitsubishi Forklifts]]
| [[Sellotape]]
| [[I.P. Sharp Associates]]
| [[Global Television Network]]
|-
| [[Armourguard]]
| [[Pakatoa Island]]
| [[Bombardier Inc.|Bombardier]]
| Central Trust
|-
| [[Anchor Milk|Anchor]]
| Nylex [http://www.nylex.com.au/]
| [[Molson]]
| Iona
|-
| Mount Cook Line
| Decrabond
| William Mercer Limited
| Avco Financial Services
|-
| [[Van Camp]]
| Amalgamated Marketing Ltd
| Allied Van Lines Limited
| [[Edmonton Oilers]]
|-
| Tux
| [[Air New Zealand]]
| Penmans Canada
| [[Wynn's]]
|-
| NZ Forest Products
| Team McMillan Ford
| Maple Leaf Mills
| [[Loblaws]] Companies Limited
|-
| [[Europa (New Zealand)|Europa]]
| [[Stewart Wrightson Ltd]]
| Kaufman Footwear
| Lepage
|-
| [[Hallmark]]
| [[Pizza Hut]]
| Dynamic Funds
| Teleglobe Canada
|-
| [[The Hertz Corporation|Hertz]]
| Kiwi Bacon
| [[Fraser Institute]]<ref>{{citation|url=http://books.google.com/books?id=4Tp0OdOkbmgC|page=198|title=Do think tanks matter?|author=Donald E. Abelson}}</ref>
| [[Cheerios]]
|-
| [[IBM]]
| [[Dulux]]
| Midland Bank Canada
| Caldwell Luxury Towels
|-
| [[Imperial Chemical Industries|ICI]]
| Marac
| [[Kraft Foods|Kraft]]
| Golden
|-
| [[NZIG]]
| [[Mitre 10]]
| [[Delta Hotels]]
| Actualite Newsmagazine
|-
| [[Watties]]
| Heylen Research Centre
| [[Neilson Dairy|Neilson]]
| Texmode Fashion Sheets
|-
| [[Whitcoulls]]
| [[Choysa]]
| [[Dow Chemical]] Canada
| Scott
|-
| Reidrubber
| [[Amco]]
|
| Victor
|-
| Donaghys
| Hylin Laundry Services
|
| CP Air
|-
| Lucas Service
| Ralta
|
| Ikea
|-
| Winstone
| Atlantic and Pacific travel
|
| Esso
|-
|
| Network consultants
|
| David Ingram's CENTRA
|-
|
| GSI
|
|
|-
|
| Northern United Building Society
|
|
|-
|
| [[NZSE]]
|
|
|-
|
| Heylen Research Centre
|
|
|-
|
| New Zealand Times
|
|
|-
|
|
|
|
|}
==References==
<div class="references-small" style="column-count:2;-moz-column-count:2;">
<references/>
</div>
==External links==
* [http://web.archive.org/web/20110717103425/http://poleconomy.tripod.com/id11.html Poleconomy Rules]
* [http://www.ldcss.on.ca/Minnesma/Economics/Poleconomy%20Game/Poleconomy%202006%20pics/pages/sshow001.html Slideshow of people playing Canadian Poleconomy]
[[Category:Economic simulation board games]]
tkjhijh07gbmzmyy5h5bheswm7euoik
Power Grid
0
2055
3938
2009-09-13T22:45:10Z
Im>Michael.poplawski
0
/* Funkenschlag EnBW Edition (Baden-Württemberg, Germany) */
3938
wikitext
text/x-wiki
{{about|the [[board game]]|information on electrical infrastructure|electric power transmission}}
{{Infobox_Game
|subject_name=Power Grid
|image_link=[[Image:PGbox cover cropped.jpg|150px|Box Cover of ''Power Grid'' by Friedemann Friese]]
|image_caption=In ''Power Grid'', players compete to build up electrical networks from scratch and be the player to power the most cities at game end
|players=2 to 6
|designer=[[Friedemann Friese]]
|publisher=[[Rio Grande Games]]
|ages=12 and up
|setup_time=10-15 minutes
|playing_time=120+ minutes
|complexity=Medium-heavy
|strategy=High
|random_chance=Medium
|skills=[[Auction]], [[Resource Management]]
|bggid=2651
|bggxrefs=t
|footnotes =
}}
'''''Power Grid''''' is a multiplayer [[German-style board game]] designed by [[Friedemann Friese]] and published by [[Rio Grande Games]]. It is also well-known in its earlier version, '''''Funkenschlag''''', published in [[Germany]] by [[2F-Spiele]].
In the game, each player represents a [[company (law)|company]] that owns [[power plants]] and tries to supply [[electricity]] to [[cities]]. Over the course of the game, the players will bid on [[power plants]] and buy [[natural resource|resources]] to produce [[electricity]] to provide power to the growing [[number]] of [[cities]] in their expanding [[electrical network|network]].
==Components==
*'''1 board''' (map, scoring track, resource market) on both sides (Germany and U.S.A.)
*'''132 wooden houses''' (22 each in green, yellow, red, blue, lilac, and natural)
*'''84 wooden tokens''' (24 coal (brown), 24 oil (black), 24 garbage (yellow), 12 uranium (red))
*'''money''' (in Elektro)
*'''5 summary cards''': order of play/payments
*'''43 power plant cards''' (42 power plant cards and 1 "Step 3" card)
==Rules==
The game comes with a double-sided board with a map of the [[United States of America]] and [[Germany]] on either side. After a map is chosen and placed in the middle of the table, each player selects one area. There are six areas, each of a different color: red, green, brown, yellow, purple, and blue. The players collectively choose the areas, the only restriction being that the areas must be adjacent. (The players may begin building their networks on the first turn in ''any'' of the colored areas.)
The players each choose a color and take the wooden houses in that color. Each player places one on the Scoring Track (which relates to how many cities this player has connected) and one on the Playing Order track. The Resource Market is then prepared based on a grid found on the back of the booklet, adding the wooden tokens representative of four fuel sources: [[coal]], [[Petroleum|oil]], [[garbage]], and [[uranium]]. The number of tokens placed on the Market depend on the number of players in the game. Players also receive $50 in Elektro (the game's currency) to start with.
The Power Plant Market is then laid out. Power Plants are depicted on 3[[Inch|"]]×3" cards and are numbered 03 to 50. Each Power Plant card indicates the initial cost, the type of fuel it needs to run, the amount of fuel it can store, and how many cities it can power. Eight cards (03 through 10) are laid out for the Power Plant Market in a two-by-four grid to start the game.
The game is then played over a number of rounds. In each round, five phases are followed:
[[Image:PG Germany.jpg|right|thumb|The Germany side of the board]]
[[Image:PG USA.jpg|right|thumb|The USA side of the board]]
# Determine the Player Order
# Auction Power Plants
# Buying Resources
# Building
# Bureaucracy
===Phase 1: Determine the Player Order===
The colored player tokens on the Playing Order track are rearranged based on the number of cities that player has connected. The player with the most connected cities is placed on the first spot, and the remaining player token are placed in descending order of connected cities. Ties are resolved by the player with the higher-numbered power plant going first. (On the first turn, the player order is determined by drawing a random power plant card. Each player draws one and the first player is the one with the bigger number.)
===Phase 2: Auction Power Plants===
During the first turn, every player is required to buy a power plant. During other turns, purchasing a power plant is optional. However, each player is limited to owning a maximum of three power plants at any one time. If a player already owns three power plants and purchases another, one of the power plants must then be discarded. During the first round after power plants are purchased, the player order is redetermined according to the normal rules.
The leading player starts the auction phase, selecting a power plant for the auction and making the opening bid. The opening bid must be at least the number listed on the Power Plant card. In clockwise order, each player who hasn't bought a power plant this turn has an opportunity to bid or pass. If he elects to pass, he is out of the bidding for that Plant. Once the Plant is purchased (everyone else has passed), then the cost of the highest bid is paid to the bank, and the player places the Plant in front of him. The highest remaining player who hasn't bought a power plant this turn opens the bidding for the next plant, and so on, until everyone has purchased one plant or passed on buying this turn. If, when it is a player's turn to choose a power plant to bid on, he may pass but he is then not allowed to purchase a power plant during that turn.
As power plants are purchased, they are replaced from the draw pile. During Steps 1 and 2 of the game, only the lowest-numbered four power plants (of the eight displayed) are available for purchase. During Step 3 of the game, only six power plants are displayed but they are all available for purchase.
===Phase 3: Buying Resources===
Starting with the player in LAST place on the Playing Order track, and working backwards, players purchase the resources that their Power Plants can use or store. Players pay the cheapest going rate on the Resource Market. Because of the reverse player order in this round, players that are behind (have the fewest connected cities) pay less for resources. As the resources are purchased, players place them on their Power Plants. They can buy as many as the icons on the Power Plant card indicate, times two. That is, a Power Plant can store an extra set of resources.
===Phase 4: Building===
During this phase, a player seeks to expand his power network. This phase is also played in reverse player order, thus, players that are behind have better choices for purchasing connections to cities. Each city is divided into three sections and labeled "10", "15", or "20". At the beginning of the game, players will place their wooden buildings on the "10" section of a given city. This costs 10 Elektros. The player can branch out into another city, paying the connection cost (the number on the pipe connecting the two cities) plus the 10 Elektros for setting up in that city. Later in the game, the sections marked "15" and "20" can be used as part of a player's network (Steps 2 & 3 respectively), but in the initial Step 1, only one player may occupy any given city.
[[Image:PG payments.jpg|left|thumb|The payout schedule leads to geometrical increase in network growth and a rapid transition from early to late game]]
If at any time, a player has equal or more cities than the lowest-numbered power plant displayed (available for purchase), then the lowest-numbered power plant is removed from those available for purchase and is placed in the discard pile. The power plant is replaced with the card from the top of the draw pile, then the available power plants are sorted from lowest to highest.
===Phase 5: Bureaucracy===
Every player "fires" their power plants, consuming the resources that were purchased and earning the player money. The player's plants produce the electricity for the number of cities that it can support, assuming the player has that many connected cities in his network. For example, the #10 Power Plant card can power two cities with two coal. The resources used are removed, and the player is paid in Elektros based on a provided scale. The more connected cities that are powered, the more money the player earns.
During Steps 1 and 2, the highest-numbered power plant is removed from those displayed and placed at the bottom of the draw pile. During Step 3, the lower-numbered power plant is removed from those displayed and is put in the discard pile. The removed power plant is replaced from the top of the draw pile and the power plants available are resorted, lowest to highest.
===Game steps===
These phases are repeated until certain "steps" are reached. These are as follows:
* '''Step 1:''' Play as detailed above, only one player can occupy a given city.
* '''Step 2:''' After a player has connected his 7th city during the Building Phase, Step 2 begins. The lowest Power Plant in the market is removed from the game and replaced by a new one from the draw pile. Players can build in to the "15" spaces in cities.
* '''Step 3:''' When the "Step 3" card appears in the Power Plant draw pile, Step 3 begins and the game enters the final stretch. Players can build in the "20" spaces in cities, and new rules governing the selection and availability of Power Plants are enacted.
===End game===
The game ends after the bureaucracy phase once one player connects a minimum of:
*21 cities for a 2-player game
*17 cities for a 3 or 4-player game
*15 cities for a 5-player game
*14 cities for a 6-player game
The winner is the player who can supply electricity to the most cities with his network. Tie breakers first look at who has the most money, then the most cities.
==Differences in editions==
[[Image:PG 29.jpg|left|thumb|The corrected "29" plant]]
The "29" plant in the 1<sup>st</sup> edition was printed with a capacity to power 3 cities. [[Friedemann Friese]] has made it clear that he intended this plant to have a capacity to power 4 cities. 2<sup>nd</sup> edition copies of Power Grid have this correction incorporated. If you play with a 1<sup>st</sup> edition copy, you should agree before play whether you will play the "29" plant as printed, or with the corrected capacity.
==France/Italy==
The ''[[France]] & [[Italy]] Expansion'' for ''Power Grid'' was published in 2005. The expansion requires the original game to play. As with the original, the board has a different map on each side: France and Italy. Along with the maps are small rule changes to reflect the power culture in these two countries. France, a land that has embraced nuclear power, has an earlier start with atomic plants and more uranium available. Italy has fewer coal and oil resources, but more garbage (called "waste" in the expansion rules), making Plant 06 a viable first plant.
==Benelux/Central Europe==
The ''[[Benelux]] & [[Central Europe]] Expansion'' for ''Power Grid'' was published in 2006. The expansion requires the original game to play. As with the original, the board has a different map on each side: Benelux and Central Europe. Along with the maps are small rule changes to reflect the power culture in these two regions. Benelux (Economic union of [[Belgium]], the [[Netherlands]] and [[Luxembourg]]) has more ecological power plants and more availability of oil. Central Europe has rules changes in Steps 2 and 3, and limits on what type of power plant may be used to power cities in different regions (countries) of the map.
==Power Plant Deck 2==
The ''Power Plant Deck 2 Expansion'' for ''Power Grid'' was published in 2007. It was released at [[Spiel]] (the annual game fair in [[Essen]]) in 2007.
==Funkenschlag EnBW Edition (Baden-Württemberg, Germany)==
This edition was published in 2007 as a promotional tie-in with [[EnBW]], a power company in the German state of Baden-Württemberg. The German map differs from the one in the original edition in that the city of Karlsruhe appears rather than the city of Mannheim. The second map included in the game is of the state of [[Baden-Württemberg]]. A rule difference between this edition and the original is that determining player order is done after the power plant auction. A difference in the included power plant deck: with 41 plants rather than 42 in the original game, the deck does not include plant #29.
==China/Korea==
''The [[China]] & [[Korea]] Expansion'' for ''Power Grid'' was published in 2008. The expansion requires the original game to play. As with the original, the board has a different map on each side: China and Korea. Along with the maps are small rule changes to reflect the power culture in these two regions. On the Korean side, players are confronted first with richly varying geographical challenges, making building expensive. In addition, because of the [[Division of Korea|political division between North and South]], there are two resource markets; in each turn a player must choose only one market to buy resources from, with [[Economy of North Korea|fewer resources]] and [[Timeline of North Korea nuclear program|no uranium]] available in the North. On the Chinese side the market is structured as a [[planned economy]]. In this version of the game, there are no surprises -- the power plants on the power plant market are offered in ascending order during the two first steps of the game. (If the game reaches its final stage, then the power plant market becomes more like that in the original game, to reflect the beginnings of [[Economic reform in the People's Republic of China|economic reform in modern China]].) Additionally, the resource table is designed such that resources are likely to be in short supply as the game proceeds. Players must plan their resource needs very carefully or find their grid dark and their incomes reduced.
==Awards==
'''2005'''
* ''[[Games Magazine]]'' '''Games 100'''
* [[Spiel des Jahres]] '''Recommended'''
'''2004'''
* [[International Gamers Awards]] '''Best Strategy Game Nominee'''
* [[Meeples' Choice Award]] '''Top 3 of 2004'''
==External links==
* Rio Grande Games' [http://www.riograndegames.com/games.html?id=5 ''Power Grid'' webpage]
* 2F-Spiele's [http://www.2f-spiele.de/spiele/funken.htm ''Funkenschlag'' webpage] {{de icon}}
* {{bgg title|2651|''Power Grid''|12166|''Funkenschlag''}}
* {{bgg title|19319|''Italy/France Expansion''|25031|''Benelux/Central Europe Expansion''|29416|''Plant Deck Expansion''|37397|''Korea/China''}}
* [http://www.thegamesjournal.com/reviews/PowerGrid.shtml ''PowerGrid'' review] at ''The Games Journal''
[[Category:Economic simulation board games]]
[[Category:Multiplayer games]]
[[Category:Rio Grande Games games]]
[[cs:Vysoké napětí (desková hra)]]
[[da:Power Grid]]
[[de:Funkenschlag (Spiel)]]
[[fr:Funkenschlag]]
[[no:Power Grid]]
[[pl:Wysokie napięcie (gra)]]
[[fi:Power Grid]]
[[zh:發電廠 (桌上遊戲)]]
sbslzhqq5lrt5rp1gtpovc32vihn71c
3939
3938
2009-12-09T23:29:55Z
Kingstonlee
1735031
1 revision
3939
wikitext
text/x-wiki
{{about|the [[board game]]|information on electrical infrastructure|electric power transmission}}
{{Infobox_Game
|subject_name=Power Grid
|image_link=[[Image:PGbox cover cropped.jpg|150px|Box Cover of ''Power Grid'' by Friedemann Friese]]
|image_caption=In ''Power Grid'', players compete to build up electrical networks from scratch and be the player to power the most cities at game end
|players=2 to 6
|designer=[[Friedemann Friese]]
|publisher=[[Rio Grande Games]]
|ages=12 and up
|setup_time=10-15 minutes
|playing_time=120+ minutes
|complexity=Medium-heavy
|strategy=High
|random_chance=Medium
|skills=[[Auction]], [[Resource Management]]
|bggid=2651
|bggxrefs=t
|footnotes =
}}
'''''Power Grid''''' is a multiplayer [[German-style board game]] designed by [[Friedemann Friese]] and published by [[Rio Grande Games]]. It is also well-known in its earlier version, '''''Funkenschlag''''', published in [[Germany]] by [[2F-Spiele]].
In the game, each player represents a [[company (law)|company]] that owns [[power plants]] and tries to supply [[electricity]] to [[cities]]. Over the course of the game, the players will bid on [[power plants]] and buy [[natural resource|resources]] to produce [[electricity]] to provide power to the growing [[number]] of [[cities]] in their expanding [[electrical network|network]].
==Components==
*'''1 board''' (map, scoring track, resource market) on both sides (Germany and U.S.A.)
*'''132 wooden houses''' (22 each in green, yellow, red, blue, lilac, and natural)
*'''84 wooden tokens''' (24 coal (brown), 24 oil (black), 24 garbage (yellow), 12 uranium (red))
*'''money''' (in Elektro)
*'''5 summary cards''': order of play/payments
*'''43 power plant cards''' (42 power plant cards and 1 "Step 3" card)
==Rules==
The game comes with a double-sided board with a map of the [[United States of America]] and [[Germany]] on either side. After a map is chosen and placed in the middle of the table, each player selects one area. There are six areas, each of a different color: red, green, brown, yellow, purple, and blue. The players collectively choose the areas, the only restriction being that the areas must be adjacent. (The players may begin building their networks on the first turn in ''any'' of the colored areas.)
The players each choose a color and take the wooden houses in that color. Each player places one on the Scoring Track (which relates to how many cities this player has connected) and one on the Playing Order track. The Resource Market is then prepared based on a grid found on the back of the booklet, adding the wooden tokens representative of four fuel sources: [[coal]], [[Petroleum|oil]], [[garbage]], and [[uranium]]. The number of tokens placed on the Market depend on the number of players in the game. Players also receive $50 in Elektro (the game's currency) to start with.
The Power Plant Market is then laid out. Power Plants are depicted on 3[[Inch|"]]×3" cards and are numbered 03 to 50. Each Power Plant card indicates the initial cost, the type of fuel it needs to run, the amount of fuel it can store, and how many cities it can power. Eight cards (03 through 10) are laid out for the Power Plant Market in a two-by-four grid to start the game.
The game is then played over a number of rounds. In each round, five phases are followed:
[[Image:PG Germany.jpg|right|thumb|The Germany side of the board]]
[[Image:PG USA.jpg|right|thumb|The USA side of the board]]
# Determine the Player Order
# Auction Power Plants
# Buying Resources
# Building
# Bureaucracy
===Phase 1: Determine the Player Order===
The colored player tokens on the Playing Order track are rearranged based on the number of cities that player has connected. The player with the most connected cities is placed on the first spot, and the remaining player token are placed in descending order of connected cities. Ties are resolved by the player with the higher-numbered power plant going first. (On the first turn, the player order is determined by drawing a random power plant card. Each player draws one and the first player is the one with the bigger number.)
===Phase 2: Auction Power Plants===
During the first turn, every player is required to buy a power plant. During other turns, purchasing a power plant is optional. However, each player is limited to owning a maximum of three power plants at any one time. If a player already owns three power plants and purchases another, one of the power plants must then be discarded. During the first round after power plants are purchased, the player order is redetermined according to the normal rules.
The leading player starts the auction phase, selecting a power plant for the auction and making the opening bid. The opening bid must be at least the number listed on the Power Plant card. In clockwise order, each player who hasn't bought a power plant this turn has an opportunity to bid or pass. If he elects to pass, he is out of the bidding for that Plant. Once the Plant is purchased (everyone else has passed), then the cost of the highest bid is paid to the bank, and the player places the Plant in front of him. The highest remaining player who hasn't bought a power plant this turn opens the bidding for the next plant, and so on, until everyone has purchased one plant or passed on buying this turn. If, when it is a player's turn to choose a power plant to bid on, he may pass but he is then not allowed to purchase a power plant during that turn.
As power plants are purchased, they are replaced from the draw pile. During Steps 1 and 2 of the game, only the lowest-numbered four power plants (of the eight displayed) are available for purchase. During Step 3 of the game, only six power plants are displayed but they are all available for purchase.
===Phase 3: Buying Resources===
Starting with the player in LAST place on the Playing Order track, and working backwards, players purchase the resources that their Power Plants can use or store. Players pay the cheapest going rate on the Resource Market. Because of the reverse player order in this round, players that are behind (have the fewest connected cities) pay less for resources. As the resources are purchased, players place them on their Power Plants. They can buy as many as the icons on the Power Plant card indicate, times two. That is, a Power Plant can store an extra set of resources.
===Phase 4: Building===
During this phase, a player seeks to expand his power network. This phase is also played in reverse player order, thus, players that are behind have better choices for purchasing connections to cities. Each city is divided into three sections and labeled "10", "15", or "20". At the beginning of the game, players will place their wooden buildings on the "10" section of a given city. This costs 10 Elektros. The player can branch out into another city, paying the connection cost (the number on the pipe connecting the two cities) plus the 10 Elektros for setting up in that city. Later in the game, the sections marked "15" and "20" can be used as part of a player's network (Steps 2 & 3 respectively), but in the initial Step 1, only one player may occupy any given city.
[[Image:PG payments.jpg|left|thumb|The payout schedule leads to geometrical increase in network growth and a rapid transition from early to late game]]
If at any time, a player has equal or more cities than the lowest-numbered power plant displayed (available for purchase), then the lowest-numbered power plant is removed from those available for purchase and is placed in the discard pile. The power plant is replaced with the card from the top of the draw pile, then the available power plants are sorted from lowest to highest.
===Phase 5: Bureaucracy===
Every player "fires" their power plants, consuming the resources that were purchased and earning the player money. The player's plants produce the electricity for the number of cities that it can support, assuming the player has that many connected cities in his network. For example, the #10 Power Plant card can power two cities with two coal. The resources used are removed, and the player is paid in Elektros based on a provided scale. The more connected cities that are powered, the more money the player earns.
During Steps 1 and 2, the highest-numbered power plant is removed from those displayed and placed at the bottom of the draw pile. During Step 3, the lower-numbered power plant is removed from those displayed and is put in the discard pile. The removed power plant is replaced from the top of the draw pile and the power plants available are resorted, lowest to highest.
===Game steps===
These phases are repeated until certain "steps" are reached. These are as follows:
* '''Step 1:''' Play as detailed above, only one player can occupy a given city.
* '''Step 2:''' After a player has connected his 7th city during the Building Phase, Step 2 begins. The lowest Power Plant in the market is removed from the game and replaced by a new one from the draw pile. Players can build in to the "15" spaces in cities.
* '''Step 3:''' When the "Step 3" card appears in the Power Plant draw pile, Step 3 begins and the game enters the final stretch. Players can build in the "20" spaces in cities, and new rules governing the selection and availability of Power Plants are enacted.
===End game===
The game ends after the bureaucracy phase once one player connects a minimum of:
*21 cities for a 2-player game
*17 cities for a 3 or 4-player game
*15 cities for a 5-player game
*14 cities for a 6-player game
The winner is the player who can supply electricity to the most cities with his network. Tie breakers first look at who has the most money, then the most cities.
==Differences in editions==
[[Image:PG 29.jpg|left|thumb|The corrected "29" plant]]
The "29" plant in the 1<sup>st</sup> edition was printed with a capacity to power 3 cities. [[Friedemann Friese]] has made it clear that he intended this plant to have a capacity to power 4 cities. 2<sup>nd</sup> edition copies of Power Grid have this correction incorporated. If you play with a 1<sup>st</sup> edition copy, you should agree before play whether you will play the "29" plant as printed, or with the corrected capacity.
==France/Italy==
The ''[[France]] & [[Italy]] Expansion'' for ''Power Grid'' was published in 2005. The expansion requires the original game to play. As with the original, the board has a different map on each side: France and Italy. Along with the maps are small rule changes to reflect the power culture in these two countries. France, a land that has embraced nuclear power, has an earlier start with atomic plants and more uranium available. Italy has fewer coal and oil resources, but more garbage (called "waste" in the expansion rules), making Plant 06 a viable first plant.
==Benelux/Central Europe==
The ''[[Benelux]] & [[Central Europe]] Expansion'' for ''Power Grid'' was published in 2006. The expansion requires the original game to play. As with the original, the board has a different map on each side: Benelux and Central Europe. Along with the maps are small rule changes to reflect the power culture in these two regions. Benelux (Economic union of [[Belgium]], the [[Netherlands]] and [[Luxembourg]]) has more ecological power plants and more availability of oil. Central Europe has rules changes in Steps 2 and 3, and limits on what type of power plant may be used to power cities in different regions (countries) of the map.
==Power Plant Deck 2==
The ''Power Plant Deck 2 Expansion'' for ''Power Grid'' was published in 2007. It was released at [[Spiel]] (the annual game fair in [[Essen]]) in 2007.
==Funkenschlag EnBW Edition (Baden-Württemberg, Germany)==
This edition was published in 2007 as a promotional tie-in with [[EnBW]], a power company in the German state of Baden-Württemberg. The German map differs from the one in the original edition in that the city of Karlsruhe appears rather than the city of Mannheim. The second map included in the game is of the state of [[Baden-Württemberg]]. A rule difference between this edition and the original is that determining player order is done after the power plant auction. A difference in the included power plant deck: with 41 plants rather than 42 in the original game, the deck does not include plant #29.
==China/Korea==
''The [[China]] & [[Korea]] Expansion'' for ''Power Grid'' was published in 2008. The expansion requires the original game to play. As with the original, the board has a different map on each side: China and Korea. Along with the maps are small rule changes to reflect the power culture in these two regions. On the Korean side, players are confronted first with richly varying geographical challenges, making building expensive. In addition, because of the [[Division of Korea|political division between North and South]], there are two resource markets; in each turn a player must choose only one market to buy resources from, with [[Economy of North Korea|fewer resources]] and [[Timeline of North Korea nuclear program|no uranium]] available in the North. On the Chinese side the market is structured as a [[planned economy]]. In this version of the game, there are no surprises -- the power plants on the power plant market are offered in ascending order during the two first steps of the game. (If the game reaches its final stage, then the power plant market becomes more like that in the original game, to reflect the beginnings of [[Economic reform in the People's Republic of China|economic reform in modern China]].) Additionally, the resource table is designed such that resources are likely to be in short supply as the game proceeds. Players must plan their resource needs very carefully or find their grid dark and their incomes reduced.
==Awards==
'''2005'''
* ''[[Games Magazine]]'' '''Games 100'''
* [[Spiel des Jahres]] '''Recommended'''
'''2004'''
* [[International Gamers Awards]] '''Best Strategy Game Nominee'''
* [[Meeples' Choice Award]] '''Top 3 of 2004'''
==External links==
* Rio Grande Games' [http://www.riograndegames.com/games.html?id=5 ''Power Grid'' webpage]
* 2F-Spiele's [http://www.2f-spiele.de/spiele/funken.htm ''Funkenschlag'' webpage] {{de icon}}
* {{bgg title|2651|''Power Grid''|12166|''Funkenschlag''}}
* {{bgg title|19319|''Italy/France Expansion''|25031|''Benelux/Central Europe Expansion''|29416|''Plant Deck Expansion''|37397|''Korea/China''}}
* [http://www.thegamesjournal.com/reviews/PowerGrid.shtml ''PowerGrid'' review] at ''The Games Journal''
[[Category:Economic simulation board games]]
[[Category:Multiplayer games]]
[[Category:Rio Grande Games games]]
[[cs:Vysoké napětí (desková hra)]]
[[da:Power Grid]]
[[de:Funkenschlag (Spiel)]]
[[fr:Funkenschlag]]
[[no:Power Grid]]
[[pl:Wysokie napięcie (gra)]]
[[fi:Power Grid]]
[[zh:發電廠 (桌上遊戲)]]
sbslzhqq5lrt5rp1gtpovc32vihn71c
Pyramid (card game)
0
2257
4348
2009-09-27T22:41:08Z
Im>Miyagawa
0
Added wikilink.
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text/x-wiki
{{Unreferenced|date=December 2008}}
{{for|the solitaire card game|Pyramid (solitaire)}}
'''''Pyramid''''' is a [[Dedicated deck card game|dedicated-deck card game]], based on a similar game played in the original ''[[Battlestar Galactica (1978 TV series)|Battlestar Galactica]]'' series.
In the reimagined ''[[Battlestar Galactica (2004 TV series)|Battlestar Galactica]]'' series it is referred to as '''''Triad''''' while the term "Pyramid" is now used to refer to the close-quarters, full-contact sport originally referred to as [[Triad (Battlestar Galactica)|Triad]].
The card game version has been compared to poker and is the primary off-duty leisure activity portrayed in both ''Battlestar Galactica'' television series.
The rules of the game and details of the cards are never explicitly defined in either series, and have been expanded by card game manufacturers.
==The cards==
* A ''Pyramid'' deck consists of 55 total cards, comprising nine third-level cards of each of three colors, six second-level cards in each color, three first-level cards in each color, and ONE capstone card.
* Each card is in the shape of a regular [[hexagon]].
* The [[obverse|reverse]] of each card shows the card's color (suit) and level (rank). The edges of each card's reverse have a series of [[triangle]]s in the card's color to indicate the card's rank.
* The [[obverse]] of each card is marked with a dual-triangle design.
===Card colors (suits)===
A deck of Pyramid cards contains four colors. Three of these are card colors — purple, green, and orange — and a single card, the Capstone, is in black. The color of a Pyramid is only a determining factor when tying pyramids are "Perfect Pyramids" only. Otherwise, color does not factor into ranking of hands. Purple cards are ranked higher than green, which are in turn higher than orange.
===Card levels (ranks)===
Cards are classified into three levels or ranks. Potentially winning hands require specific combinations of these card levels. Unlike in [[poker]], Pyramid does not have such a smorgasbord of possible winning hands. Though this may, ''[[prima facie]]'', seem to make Pyramid an easier game, Pyramid is not as simple as it may appear and requires foresight, [[strategy]] and balancing [[risk]] with caution.
* '''First Level Cards''' are essentially blank on the inside with a trio of small equilateral triangles along each of the six edges. There are nine of these cards in each color in a standard Pyramid deck.
* '''Second Level Cards''' have an outline of an equilateral triangle centered on the card with two small equilateral triangles along each of the six edges. There are six of these cards in each color in a standard Pyramid deck.
* '''Third Level Cards''' have a solid equilateral triangle centered on the card with one small equilateral triangle along each of the six edges; on these cards, the triangles on the edges are twice as large as the small triangles on the first and second -level cards. There are three of these cards in each color in a standard Pyramid deck.
* The '''Capstone Card''' appears identical to third level cards, except its color is black. The capstone is a wildcard and may be used in the formation of any level and color of pyramid. It is intrinsic to the ultimate Pyramid hand, the ''Capstone Pyramid''.
==Game play==
{{Unreferenced|date=October 2006}}
===Order of play===
====Preparation====
* As in most card games, the cards are shuffled thoroughly and cut before play. Cards are dealt from the dealer's immediate left and around the table, ending with the dealer. Each player is dealt six cards face-down. In the television series, hexagonal tables are used.
* Play begins with the person to the dealer's immediate left and continues to the left around the table. The dealer is the last person to play.
====Discard====
* After all players are dealt their cards, players may pick up their cards. They may move them around, place them on the table, or otherwise organize them so long as all cards are within view at all times. (Condensing the cards together is permissible, even though only one card is directly viewable.)
* Players may discard up to four of their cards, but are not required to discard any cards if they wish to do so.
====Draw====
* After all players have chosen their discards, they place them — in dealing order — on the discard pile and announce how many cards they are discarding. The dealer will then deal the same number of cards to the player so that each player, in turn, will again have six total cards. When all players have discarded and received replacement cards, the dealer will then draw.
====Best Pyramid====
* Upon receiving the replacement cards, players construct their best possible Pyramids. Around the table in the same order as the deal, players announce their hands and lay them out in the correct positioning. A player may elect to "fold" their hand at any time and forfeit any possibility of winning the hand; a folded hand is not required to be shown to other players.
===Betting===
* Bets are taken after the first deal and after the second deal. The first round of betting is done before any discards are announced and the second round is done before any player announces their hand. Betting begins with the player to the dealer's left and continues in the same order as the deal.
* Some games may impose limits on bets, such as a maximum bet or maximum raise, or disallowing bets which cannot be matched by all players.
* Betting on a hand ends when the same bet is reached around the table, as in [[poker]].
===Winning===
The Ranking of Hands
Ranks of Hands
A pyramid is made up of at least three cards.
1. First level pyramid consist of 2 third level, and 1 second level card.
2. Second level pyramid consist of 3 third level, and 2 second level card.
3. Third level pyramid consist of 3 third level, 2 second level cards, and 1 first level card.
4. Any of the above may be considered "perfect" when all of the cards used are of the same color. ("Perfect" pyramids rank higher than non-perfect pyramids.)
5. If two or more perfect pyramids are the same level, then the highest suit would win. (NOTE: Only perfect pyramids can be ranked by suit; non-perfect pyramids are considered to have no suit.)
6. If two or more pyramids are still equal, then the persons play another hand to decide the winner.
Found on below link
* The winner in a hand of Pyramid is determined by the size of their Pyramids. There are three levels of Pyramids (first, second, and third), two types of pyramids (perfect and non-perfect), and one special pyramid (the Capstone Pyramid).
* Non-perfect pyramids are not ranked by color. When two non-perfect pyramids are shown at the same level and no other player can best them, the two with the tying pyramids show their best remaining card (first level is best, third level is worst) to determine the winner. If still a tie, repeat the process to the exhaustion of remaining cards in one's hand. If still tied (not particularly likely), the tying players play a second hand alone to determine a winner.
* When two perfect pyramids are played on the same hand, the one in the greater color wins. In the case of color-matched perfect pyramids, the high card not part of the pyramid determines the winner.
==Strategy==
* One of the most commonly-encountered risk decisions surfaces when initially dealt a hand consisting of one third level card, two second level cards, one first level card and two other second or first level cards. In this instance, the player has basically two options:
** She may discard only the two extra cards, hoping to receive at least one third level card (to create a first level pyramid, a weak hand) or receive two third level cards to complete the third level pyramid (a strong hand).
** Alternatively, she may decide to discard both extra cards and the first level card in order to increase the odds of receiving two third level cards, which would then give a second level pyramid, a hand stronger than the first level pyramid in the first option and weaker - though much more likely - than the third level pyramid that is possible, though not likely, above.
==Variations==
Many variations of the basic Pyramid card game exist. These include variations without the discarding of cards, dealing cards face-up, discarding cards twice, and dealing more than six cards (usually eight cards, but not always).
==With a standard deck==
If a deck of Pyramid cards is not available, one may be improvised using three decks of standard playing cards, using the following:
* The aces of hearts, clubs, and diamonds from all three decks. These will take the place of the First Level cards. They are easy to recognize by their usually distinctive face and large letter "A" on the top-left and bottom-right corners.
* The king and queen of hearts, clubs, and diamonds from all three decks. These will take the place of Second Level Cards. They are easy to recognize during Pyramid play as "face cards."
* The two, three, and four of hearts, clubs, and diamonds from all three decks. These will take the place of Third Level Cards. They are easy to recognize during Pyramid play because of their small number and minimal design.
* The ace of spades from only one deck. This card will take the place of the Capstone Card. This card is very easily recognizable as most Earth-based playing card manufacturers highly embellish this card.
*In this improvised deck, purple is replaced by hearts, green is replaced by clubs, and orange is replaced by diamonds for purposes of color-ranking hands.
==Other games played with a Pyramid deck==
===Kobolian Solitaire===
* A game played with a standard deck of Pyramid cards, its goal is to form perfect pyramids much in the same way as the Earth card game solitaire with some significant modifications. It is named for the planet [[Kobol]], from which the [[Lords of Kobol]] fled to form the [[Twelve Colonies]] in the television series.
===Tauron Hold-Em===
* Named for the colony Tauron in the television series, ''Tauron Hold-Em'' is a variation of Pyramid where all players share a set of cards dealt face-up at the center of the playing surface and combine them with cards dealt face-down to each individual.
===Pyramid Rummy===
* Played with a standard Pyramid deck, ''Pyramid Rummy'' is a game using the same concepts of pyramid-building as the original Pyramid game but works without the draw, betting between draws, and a single hand rarely determines a winner. It is played to a preset point total and games can last many hands. With larger groups, two or sometimes even three Pyramid card decks may be combined.
===Dead Man's Chest===
* Dead Man's Chest is a card game, played with the same cards as those used in Triad. According to Saul Tigh, it is a "cut-throat game", and was not Kara Thrace's style (Torn).
==Additional notes and trivia==
* In the re-imagined series, Pyramid is the name given to the sport [[Triad (Battlestar Galactica)|Triad]]. In the original series, Pyramid was a card game and Triad was a full-contact arena athletic contest. Producer Ronald D. Moore, says in the commentary for the fourth episode of season 2 that he confused Pyramid with Triad due to lack of familiarity with the original series, and the "new" terms entered into the new series from the mini-series. As a result, the current series continues to refer to the sport of Pyramid and the card game may be called "Triad". The highest hand in the reimagined game is called "Full Colors". In Moore's [[podcast]] commentaries, he indicates that the game's name is Triad, though this term has yet to be used on-screen for the game.
* Along with chain-smoking cigars while playing the game, the almost compulsive Pyramid playing of Starbuck is one of the most recognizable aspects of the Starbuck (played by [[Dirk Benedict]]) in the original [[Battlestar Galactica (1978 TV series)|Battlestar Galactica]] series that was retained in the new series' [[Kara Thrace|Starbuck]].
==External links==
* [http://en.battlestarwiki.org/wiki/Pyramid Pyramid article at Battlestar Wiki]
* [http://en.battlestarwiki.org/wiki/Triad_%28RDM%29 Triad article at Battlestar Wiki]
* [http://www.battlestargalactica.com/outside_docs/bg_outdoc0040.htm Pyramid rules at BattlestarGalactica.com]
* [http://scifi.com/battlestar/ Battlestar Galactica at SciFi.com]
[[Category:Battlestar Galactica culture]]
[[Category:Dedicated deck card games]]
[[Category:Fictional card games]]
hmne7lhxsi58n5ozk6r7126jph0m33l
4349
4348
2009-12-09T23:30:47Z
Kingstonlee
1735031
1 revision
4349
wikitext
text/x-wiki
{{Unreferenced|date=December 2008}}
{{for|the solitaire card game|Pyramid (solitaire)}}
'''''Pyramid''''' is a [[Dedicated deck card game|dedicated-deck card game]], based on a similar game played in the original ''[[Battlestar Galactica (1978 TV series)|Battlestar Galactica]]'' series.
In the reimagined ''[[Battlestar Galactica (2004 TV series)|Battlestar Galactica]]'' series it is referred to as '''''Triad''''' while the term "Pyramid" is now used to refer to the close-quarters, full-contact sport originally referred to as [[Triad (Battlestar Galactica)|Triad]].
The card game version has been compared to poker and is the primary off-duty leisure activity portrayed in both ''Battlestar Galactica'' television series.
The rules of the game and details of the cards are never explicitly defined in either series, and have been expanded by card game manufacturers.
==The cards==
* A ''Pyramid'' deck consists of 55 total cards, comprising nine third-level cards of each of three colors, six second-level cards in each color, three first-level cards in each color, and ONE capstone card.
* Each card is in the shape of a regular [[hexagon]].
* The [[obverse|reverse]] of each card shows the card's color (suit) and level (rank). The edges of each card's reverse have a series of [[triangle]]s in the card's color to indicate the card's rank.
* The [[obverse]] of each card is marked with a dual-triangle design.
===Card colors (suits)===
A deck of Pyramid cards contains four colors. Three of these are card colors — purple, green, and orange — and a single card, the Capstone, is in black. The color of a Pyramid is only a determining factor when tying pyramids are "Perfect Pyramids" only. Otherwise, color does not factor into ranking of hands. Purple cards are ranked higher than green, which are in turn higher than orange.
===Card levels (ranks)===
Cards are classified into three levels or ranks. Potentially winning hands require specific combinations of these card levels. Unlike in [[poker]], Pyramid does not have such a smorgasbord of possible winning hands. Though this may, ''[[prima facie]]'', seem to make Pyramid an easier game, Pyramid is not as simple as it may appear and requires foresight, [[strategy]] and balancing [[risk]] with caution.
* '''First Level Cards''' are essentially blank on the inside with a trio of small equilateral triangles along each of the six edges. There are nine of these cards in each color in a standard Pyramid deck.
* '''Second Level Cards''' have an outline of an equilateral triangle centered on the card with two small equilateral triangles along each of the six edges. There are six of these cards in each color in a standard Pyramid deck.
* '''Third Level Cards''' have a solid equilateral triangle centered on the card with one small equilateral triangle along each of the six edges; on these cards, the triangles on the edges are twice as large as the small triangles on the first and second -level cards. There are three of these cards in each color in a standard Pyramid deck.
* The '''Capstone Card''' appears identical to third level cards, except its color is black. The capstone is a wildcard and may be used in the formation of any level and color of pyramid. It is intrinsic to the ultimate Pyramid hand, the ''Capstone Pyramid''.
==Game play==
{{Unreferenced|date=October 2006}}
===Order of play===
====Preparation====
* As in most card games, the cards are shuffled thoroughly and cut before play. Cards are dealt from the dealer's immediate left and around the table, ending with the dealer. Each player is dealt six cards face-down. In the television series, hexagonal tables are used.
* Play begins with the person to the dealer's immediate left and continues to the left around the table. The dealer is the last person to play.
====Discard====
* After all players are dealt their cards, players may pick up their cards. They may move them around, place them on the table, or otherwise organize them so long as all cards are within view at all times. (Condensing the cards together is permissible, even though only one card is directly viewable.)
* Players may discard up to four of their cards, but are not required to discard any cards if they wish to do so.
====Draw====
* After all players have chosen their discards, they place them — in dealing order — on the discard pile and announce how many cards they are discarding. The dealer will then deal the same number of cards to the player so that each player, in turn, will again have six total cards. When all players have discarded and received replacement cards, the dealer will then draw.
====Best Pyramid====
* Upon receiving the replacement cards, players construct their best possible Pyramids. Around the table in the same order as the deal, players announce their hands and lay them out in the correct positioning. A player may elect to "fold" their hand at any time and forfeit any possibility of winning the hand; a folded hand is not required to be shown to other players.
===Betting===
* Bets are taken after the first deal and after the second deal. The first round of betting is done before any discards are announced and the second round is done before any player announces their hand. Betting begins with the player to the dealer's left and continues in the same order as the deal.
* Some games may impose limits on bets, such as a maximum bet or maximum raise, or disallowing bets which cannot be matched by all players.
* Betting on a hand ends when the same bet is reached around the table, as in [[poker]].
===Winning===
The Ranking of Hands
Ranks of Hands
A pyramid is made up of at least three cards.
1. First level pyramid consist of 2 third level, and 1 second level card.
2. Second level pyramid consist of 3 third level, and 2 second level card.
3. Third level pyramid consist of 3 third level, 2 second level cards, and 1 first level card.
4. Any of the above may be considered "perfect" when all of the cards used are of the same color. ("Perfect" pyramids rank higher than non-perfect pyramids.)
5. If two or more perfect pyramids are the same level, then the highest suit would win. (NOTE: Only perfect pyramids can be ranked by suit; non-perfect pyramids are considered to have no suit.)
6. If two or more pyramids are still equal, then the persons play another hand to decide the winner.
Found on below link
* The winner in a hand of Pyramid is determined by the size of their Pyramids. There are three levels of Pyramids (first, second, and third), two types of pyramids (perfect and non-perfect), and one special pyramid (the Capstone Pyramid).
* Non-perfect pyramids are not ranked by color. When two non-perfect pyramids are shown at the same level and no other player can best them, the two with the tying pyramids show their best remaining card (first level is best, third level is worst) to determine the winner. If still a tie, repeat the process to the exhaustion of remaining cards in one's hand. If still tied (not particularly likely), the tying players play a second hand alone to determine a winner.
* When two perfect pyramids are played on the same hand, the one in the greater color wins. In the case of color-matched perfect pyramids, the high card not part of the pyramid determines the winner.
==Strategy==
* One of the most commonly-encountered risk decisions surfaces when initially dealt a hand consisting of one third level card, two second level cards, one first level card and two other second or first level cards. In this instance, the player has basically two options:
** She may discard only the two extra cards, hoping to receive at least one third level card (to create a first level pyramid, a weak hand) or receive two third level cards to complete the third level pyramid (a strong hand).
** Alternatively, she may decide to discard both extra cards and the first level card in order to increase the odds of receiving two third level cards, which would then give a second level pyramid, a hand stronger than the first level pyramid in the first option and weaker - though much more likely - than the third level pyramid that is possible, though not likely, above.
==Variations==
Many variations of the basic Pyramid card game exist. These include variations without the discarding of cards, dealing cards face-up, discarding cards twice, and dealing more than six cards (usually eight cards, but not always).
==With a standard deck==
If a deck of Pyramid cards is not available, one may be improvised using three decks of standard playing cards, using the following:
* The aces of hearts, clubs, and diamonds from all three decks. These will take the place of the First Level cards. They are easy to recognize by their usually distinctive face and large letter "A" on the top-left and bottom-right corners.
* The king and queen of hearts, clubs, and diamonds from all three decks. These will take the place of Second Level Cards. They are easy to recognize during Pyramid play as "face cards."
* The two, three, and four of hearts, clubs, and diamonds from all three decks. These will take the place of Third Level Cards. They are easy to recognize during Pyramid play because of their small number and minimal design.
* The ace of spades from only one deck. This card will take the place of the Capstone Card. This card is very easily recognizable as most Earth-based playing card manufacturers highly embellish this card.
*In this improvised deck, purple is replaced by hearts, green is replaced by clubs, and orange is replaced by diamonds for purposes of color-ranking hands.
==Other games played with a Pyramid deck==
===Kobolian Solitaire===
* A game played with a standard deck of Pyramid cards, its goal is to form perfect pyramids much in the same way as the Earth card game solitaire with some significant modifications. It is named for the planet [[Kobol]], from which the [[Lords of Kobol]] fled to form the [[Twelve Colonies]] in the television series.
===Tauron Hold-Em===
* Named for the colony Tauron in the television series, ''Tauron Hold-Em'' is a variation of Pyramid where all players share a set of cards dealt face-up at the center of the playing surface and combine them with cards dealt face-down to each individual.
===Pyramid Rummy===
* Played with a standard Pyramid deck, ''Pyramid Rummy'' is a game using the same concepts of pyramid-building as the original Pyramid game but works without the draw, betting between draws, and a single hand rarely determines a winner. It is played to a preset point total and games can last many hands. With larger groups, two or sometimes even three Pyramid card decks may be combined.
===Dead Man's Chest===
* Dead Man's Chest is a card game, played with the same cards as those used in Triad. According to Saul Tigh, it is a "cut-throat game", and was not Kara Thrace's style (Torn).
==Additional notes and trivia==
* In the re-imagined series, Pyramid is the name given to the sport [[Triad (Battlestar Galactica)|Triad]]. In the original series, Pyramid was a card game and Triad was a full-contact arena athletic contest. Producer Ronald D. Moore, says in the commentary for the fourth episode of season 2 that he confused Pyramid with Triad due to lack of familiarity with the original series, and the "new" terms entered into the new series from the mini-series. As a result, the current series continues to refer to the sport of Pyramid and the card game may be called "Triad". The highest hand in the reimagined game is called "Full Colors". In Moore's [[podcast]] commentaries, he indicates that the game's name is Triad, though this term has yet to be used on-screen for the game.
* Along with chain-smoking cigars while playing the game, the almost compulsive Pyramid playing of Starbuck is one of the most recognizable aspects of the Starbuck (played by [[Dirk Benedict]]) in the original [[Battlestar Galactica (1978 TV series)|Battlestar Galactica]] series that was retained in the new series' [[Kara Thrace|Starbuck]].
==External links==
* [http://en.battlestarwiki.org/wiki/Pyramid Pyramid article at Battlestar Wiki]
* [http://en.battlestarwiki.org/wiki/Triad_%28RDM%29 Triad article at Battlestar Wiki]
* [http://www.battlestargalactica.com/outside_docs/bg_outdoc0040.htm Pyramid rules at BattlestarGalactica.com]
* [http://scifi.com/battlestar/ Battlestar Galactica at SciFi.com]
[[Category:Battlestar Galactica culture]]
[[Category:Dedicated deck card games]]
[[Category:Fictional card games]]
hmne7lhxsi58n5ozk6r7126jph0m33l
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71.20.77.86
/* The cards */
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wikitext
text/x-wiki
{{Unreferenced|date=December 2008}}
{{for|the solitaire card game|Pyramid (solitaire)}}
'''''Pyramid''''' is a [[Dedicated deck card game|dedicated-deck card game]], based on a similar game played in the original ''[[Battlestar Galactica (1978 TV series)|Battlestar Galactica]]'' series.
In the reimagined ''[[Battlestar Galactica (2004 TV series)|Battlestar Galactica]]'' series it is referred to as '''''Triad''''' while the term "Pyramid" is now used to refer to the close-quarters, full-contact sport originally referred to as [[Triad (Battlestar Galactica)|Triad]].
The card game version has been compared to poker and is the primary off-duty leisure activity portrayed in both ''Battlestar Galactica'' television series.
The rules of the game and details of the cards are never explicitly defined in either series, and have been expanded by card game manufacturers.
==The Pyramid Card Game==
* Copyrighted 1980 see [http://www.PyramidCardGame.com www.PyramidCardGame.com]
* A ''Pyramid'' deck consists of 55 total cards, comprising nine third-level cards of each of three colors, six second-level cards in each color, three first-level cards in each color, and ONE capstone card.
* Each card is in the shape of a regular [[hexagon]].
* The [[obverse|reverse]] of each card shows the card's color (suit) and level (rank). The edges of each card's reverse have a series of [[triangle]]s in the card's color to indicate the card's rank.
* The [[obverse]] of each card is marked with a dual-triangle design.
===Card colors (suits)===
A deck of Pyramid cards contains four colors. Three of these are card colors — purple, green, and orange — and a single card, the Capstone, is in black. The color of a Pyramid is only a determining factor when tying pyramids are "Perfect Pyramids" only. Otherwise, color does not factor into ranking of hands. Purple cards are ranked higher than green, which are in turn higher than orange.
===Card levels (ranks)===
Cards are classified into three levels or ranks. Potentially winning hands require specific combinations of these card levels. Unlike in [[poker]], Pyramid does not have such a smorgasbord of possible winning hands. Though this may, ''[[prima facie]]'', seem to make Pyramid an easier game, Pyramid is not as simple as it may appear and requires foresight, [[strategy]] and balancing [[risk]] with caution.
* '''First Level Cards''' are essentially blank on the inside with a trio of small equilateral triangles along each of the six edges. There are nine of these cards in each color in a standard Pyramid deck.
* '''Second Level Cards''' have an outline of an equilateral triangle centered on the card with two small equilateral triangles along each of the six edges. There are six of these cards in each color in a standard Pyramid deck.
* '''Third Level Cards''' have a solid equilateral triangle centered on the card with one small equilateral triangle along each of the six edges; on these cards, the triangles on the edges are twice as large as the small triangles on the first and second -level cards. There are three of these cards in each color in a standard Pyramid deck.
* The '''Capstone Card''' appears identical to third level cards, except its color is black. The capstone is a wildcard and may be used in the formation of any level and color of pyramid. It is intrinsic to the ultimate Pyramid hand, the ''Capstone Pyramid''.
==Game play==
{{Unreferenced|date=October 2006}}
===Order of play===
====Preparation====
* As in most card games, the cards are shuffled thoroughly and cut before play. Cards are dealt from the dealer's immediate left and around the table, ending with the dealer. Each player is dealt six cards face-down. In the television series, hexagonal tables are used.
* Play begins with the person to the dealer's immediate left and continues to the left around the table. The dealer is the last person to play.
====Discard====
* After all players are dealt their cards, players may pick up their cards. They may move them around, place them on the table, or otherwise organize them so long as all cards are within view at all times. (Condensing the cards together is permissible, even though only one card is directly viewable.)
* Players may discard up to four of their cards, but are not required to discard any cards if they wish to do so.
====Draw====
* After all players have chosen their discards, they place them — in dealing order — on the discard pile and announce how many cards they are discarding. The dealer will then deal the same number of cards to the player so that each player, in turn, will again have six total cards. When all players have discarded and received replacement cards, the dealer will then draw.
====Best Pyramid====
* Upon receiving the replacement cards, players construct their best possible Pyramids. Around the table in the same order as the deal, players announce their hands and lay them out in the correct positioning. A player may elect to "fold" their hand at any time and forfeit any possibility of winning the hand; a folded hand is not required to be shown to other players.
===Betting===
* Bets are taken after the first deal and after the second deal. The first round of betting is done before any discards are announced and the second round is done before any player announces their hand. Betting begins with the player to the dealer's left and continues in the same order as the deal.
* Some games may impose limits on bets, such as a maximum bet or maximum raise, or disallowing bets which cannot be matched by all players.
* Betting on a hand ends when the same bet is reached around the table, as in [[poker]].
===Winning===
The Ranking of Hands
Ranks of Hands
A pyramid is made up of at least three cards.
1. First level pyramid consist of 2 third level, and 1 second level card.
2. Second level pyramid consist of 3 third level, and 2 second level card.
3. Third level pyramid consist of 3 third level, 2 second level cards, and 1 first level card.
4. Any of the above may be considered "perfect" when all of the cards used are of the same color. ("Perfect" pyramids rank higher than non-perfect pyramids.)
5. If two or more perfect pyramids are the same level, then the highest suit would win. (NOTE: Only perfect pyramids can be ranked by suit; non-perfect pyramids are considered to have no suit.)
6. If two or more pyramids are still equal, then the persons play another hand to decide the winner.
Found on below link
* The winner in a hand of Pyramid is determined by the size of their Pyramids. There are three levels of Pyramids (first, second, and third), two types of pyramids (perfect and non-perfect), and one special pyramid (the Capstone Pyramid).
* Non-perfect pyramids are not ranked by color. When two non-perfect pyramids are shown at the same level and no other player can best them, the two with the tying pyramids show their best remaining card (first level is best, third level is worst) to determine the winner. If still a tie, repeat the process to the exhaustion of remaining cards in one's hand. If still tied (not particularly likely), the tying players play a second hand alone to determine a winner.
* When two perfect pyramids are played on the same hand, the one in the greater color wins. In the case of color-matched perfect pyramids, the high card not part of the pyramid determines the winner.
==Strategy==
* One of the most commonly-encountered risk decisions surfaces when initially dealt a hand consisting of one third level card, two second level cards, one first level card and two other second or first level cards. In this instance, the player has basically two options:
** She may discard only the two extra cards, hoping to receive at least one third level card (to create a first level pyramid, a weak hand) or receive two third level cards to complete the third level pyramid (a strong hand).
** Alternatively, she may decide to discard both extra cards and the first level card in order to increase the odds of receiving two third level cards, which would then give a second level pyramid, a hand stronger than the first level pyramid in the first option and weaker - though much more likely - than the third level pyramid that is possible, though not likely, above.
==Variations==
Many variations of the basic Pyramid card game exist. These include variations without the discarding of cards, dealing cards face-up, discarding cards twice, and dealing more than six cards (usually eight cards, but not always).
==With a standard deck==
If a deck of Pyramid cards is not available, one may be improvised using three decks of standard playing cards, using the following:
* The aces of hearts, clubs, and diamonds from all three decks. These will take the place of the First Level cards. They are easy to recognize by their usually distinctive face and large letter "A" on the top-left and bottom-right corners.
* The king and queen of hearts, clubs, and diamonds from all three decks. These will take the place of Second Level Cards. They are easy to recognize during Pyramid play as "face cards."
* The two, three, and four of hearts, clubs, and diamonds from all three decks. These will take the place of Third Level Cards. They are easy to recognize during Pyramid play because of their small number and minimal design.
* The ace of spades from only one deck. This card will take the place of the Capstone Card. This card is very easily recognizable as most Earth-based playing card manufacturers highly embellish this card.
*In this improvised deck, purple is replaced by hearts, green is replaced by clubs, and orange is replaced by diamonds for purposes of color-ranking hands.
==Other games played with a Pyramid deck==
===Kobolian Solitaire===
* A game played with a standard deck of Pyramid cards, its goal is to form perfect pyramids much in the same way as the Earth card game solitaire with some significant modifications. It is named for the planet [[Kobol]], from which the [[Lords of Kobol]] fled to form the [[Twelve Colonies]] in the television series.
===Tauron Hold-Em===
* Named for the colony Tauron in the television series, ''Tauron Hold-Em'' is a variation of Pyramid where all players share a set of cards dealt face-up at the center of the playing surface and combine them with cards dealt face-down to each individual.
===Pyramid Rummy===
* Played with a standard Pyramid deck, ''Pyramid Rummy'' is a game using the same concepts of pyramid-building as the original Pyramid game but works without the draw, betting between draws, and a single hand rarely determines a winner. It is played to a preset point total and games can last many hands. With larger groups, two or sometimes even three Pyramid card decks may be combined.
===Dead Man's Chest===
* Dead Man's Chest is a card game, played with the same cards as those used in Triad. According to Saul Tigh, it is a "cut-throat game", and was not Kara Thrace's style (Torn).
==Additional notes and trivia==
* In the re-imagined series, Pyramid is the name given to the sport [[Triad (Battlestar Galactica)|Triad]]. In the original series, Pyramid was a card game and Triad was a full-contact arena athletic contest. Producer Ronald D. Moore, says in the commentary for the fourth episode of season 2 that he confused Pyramid with Triad due to lack of familiarity with the original series, and the "new" terms entered into the new series from the mini-series. As a result, the current series continues to refer to the sport of Pyramid and the card game may be called "Triad". The highest hand in the reimagined game is called "Full Colors". In Moore's [[podcast]] commentaries, he indicates that the game's name is Triad, though this term has yet to be used on-screen for the game.
* Along with chain-smoking cigars while playing the game, the almost compulsive Pyramid playing of Starbuck is one of the most recognizable aspects of the Starbuck (played by [[Dirk Benedict]]) in the original [[Battlestar Galactica (1978 TV series)|Battlestar Galactica]] series that was retained in the new series' [[Kara Thrace|Starbuck]].
==External links==
* [http://en.battlestarwiki.org/wiki/Pyramid Pyramid article at Battlestar Wiki]
* [http://en.battlestarwiki.org/wiki/Triad_%28RDM%29 Triad article at Battlestar Wiki]
* [http://www.battlestargalactica.com/outside_docs/bg_outdoc0040.htm Pyramid rules at BattlestarGalactica.com]
* [http://scifi.com/battlestar/ Battlestar Galactica at SciFi.com]
[[Category:Battlestar Galactica culture]]
[[Category:Dedicated deck card games]]
[[Category:Fictional card games]]
32sxzqy20gxg6qujro8yzr90iorixs5
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/* External links */
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text/x-wiki
{{Unreferenced|date=December 2008}}
{{for|the solitaire card game|Pyramid (solitaire)}}
'''''Pyramid''''' is a [[Dedicated deck card game|dedicated-deck card game]], based on a similar game played in the original ''[[Battlestar Galactica (1978 TV series)|Battlestar Galactica]]'' series.
In the reimagined ''[[Battlestar Galactica (2004 TV series)|Battlestar Galactica]]'' series it is referred to as '''''Triad''''' while the term "Pyramid" is now used to refer to the close-quarters, full-contact sport originally referred to as [[Triad (Battlestar Galactica)|Triad]].
The card game version has been compared to poker and is the primary off-duty leisure activity portrayed in both ''Battlestar Galactica'' television series.
The rules of the game and details of the cards are never explicitly defined in either series, and have been expanded by card game manufacturers.
==The Pyramid Card Game==
* Copyrighted 1980 see [http://www.PyramidCardGame.com www.PyramidCardGame.com]
* A ''Pyramid'' deck consists of 55 total cards, comprising nine third-level cards of each of three colors, six second-level cards in each color, three first-level cards in each color, and ONE capstone card.
* Each card is in the shape of a regular [[hexagon]].
* The [[obverse|reverse]] of each card shows the card's color (suit) and level (rank). The edges of each card's reverse have a series of [[triangle]]s in the card's color to indicate the card's rank.
* The [[obverse]] of each card is marked with a dual-triangle design.
===Card colors (suits)===
A deck of Pyramid cards contains four colors. Three of these are card colors — purple, green, and orange — and a single card, the Capstone, is in black. The color of a Pyramid is only a determining factor when tying pyramids are "Perfect Pyramids" only. Otherwise, color does not factor into ranking of hands. Purple cards are ranked higher than green, which are in turn higher than orange.
===Card levels (ranks)===
Cards are classified into three levels or ranks. Potentially winning hands require specific combinations of these card levels. Unlike in [[poker]], Pyramid does not have such a smorgasbord of possible winning hands. Though this may, ''[[prima facie]]'', seem to make Pyramid an easier game, Pyramid is not as simple as it may appear and requires foresight, [[strategy]] and balancing [[risk]] with caution.
* '''First Level Cards''' are essentially blank on the inside with a trio of small equilateral triangles along each of the six edges. There are nine of these cards in each color in a standard Pyramid deck.
* '''Second Level Cards''' have an outline of an equilateral triangle centered on the card with two small equilateral triangles along each of the six edges. There are six of these cards in each color in a standard Pyramid deck.
* '''Third Level Cards''' have a solid equilateral triangle centered on the card with one small equilateral triangle along each of the six edges; on these cards, the triangles on the edges are twice as large as the small triangles on the first and second -level cards. There are three of these cards in each color in a standard Pyramid deck.
* The '''Capstone Card''' appears identical to third level cards, except its color is black. The capstone is a wildcard and may be used in the formation of any level and color of pyramid. It is intrinsic to the ultimate Pyramid hand, the ''Capstone Pyramid''.
==Game play==
{{Unreferenced|date=October 2006}}
===Order of play===
====Preparation====
* As in most card games, the cards are shuffled thoroughly and cut before play. Cards are dealt from the dealer's immediate left and around the table, ending with the dealer. Each player is dealt six cards face-down. In the television series, hexagonal tables are used.
* Play begins with the person to the dealer's immediate left and continues to the left around the table. The dealer is the last person to play.
====Discard====
* After all players are dealt their cards, players may pick up their cards. They may move them around, place them on the table, or otherwise organize them so long as all cards are within view at all times. (Condensing the cards together is permissible, even though only one card is directly viewable.)
* Players may discard up to four of their cards, but are not required to discard any cards if they wish to do so.
====Draw====
* After all players have chosen their discards, they place them — in dealing order — on the discard pile and announce how many cards they are discarding. The dealer will then deal the same number of cards to the player so that each player, in turn, will again have six total cards. When all players have discarded and received replacement cards, the dealer will then draw.
====Best Pyramid====
* Upon receiving the replacement cards, players construct their best possible Pyramids. Around the table in the same order as the deal, players announce their hands and lay them out in the correct positioning. A player may elect to "fold" their hand at any time and forfeit any possibility of winning the hand; a folded hand is not required to be shown to other players.
===Betting===
* Bets are taken after the first deal and after the second deal. The first round of betting is done before any discards are announced and the second round is done before any player announces their hand. Betting begins with the player to the dealer's left and continues in the same order as the deal.
* Some games may impose limits on bets, such as a maximum bet or maximum raise, or disallowing bets which cannot be matched by all players.
* Betting on a hand ends when the same bet is reached around the table, as in [[poker]].
===Winning===
The Ranking of Hands
Ranks of Hands
A pyramid is made up of at least three cards.
1. First level pyramid consist of 2 third level, and 1 second level card.
2. Second level pyramid consist of 3 third level, and 2 second level card.
3. Third level pyramid consist of 3 third level, 2 second level cards, and 1 first level card.
4. Any of the above may be considered "perfect" when all of the cards used are of the same color. ("Perfect" pyramids rank higher than non-perfect pyramids.)
5. If two or more perfect pyramids are the same level, then the highest suit would win. (NOTE: Only perfect pyramids can be ranked by suit; non-perfect pyramids are considered to have no suit.)
6. If two or more pyramids are still equal, then the persons play another hand to decide the winner.
Found on below link
* The winner in a hand of Pyramid is determined by the size of their Pyramids. There are three levels of Pyramids (first, second, and third), two types of pyramids (perfect and non-perfect), and one special pyramid (the Capstone Pyramid).
* Non-perfect pyramids are not ranked by color. When two non-perfect pyramids are shown at the same level and no other player can best them, the two with the tying pyramids show their best remaining card (first level is best, third level is worst) to determine the winner. If still a tie, repeat the process to the exhaustion of remaining cards in one's hand. If still tied (not particularly likely), the tying players play a second hand alone to determine a winner.
* When two perfect pyramids are played on the same hand, the one in the greater color wins. In the case of color-matched perfect pyramids, the high card not part of the pyramid determines the winner.
==Strategy==
* One of the most commonly-encountered risk decisions surfaces when initially dealt a hand consisting of one third level card, two second level cards, one first level card and two other second or first level cards. In this instance, the player has basically two options:
** She may discard only the two extra cards, hoping to receive at least one third level card (to create a first level pyramid, a weak hand) or receive two third level cards to complete the third level pyramid (a strong hand).
** Alternatively, she may decide to discard both extra cards and the first level card in order to increase the odds of receiving two third level cards, which would then give a second level pyramid, a hand stronger than the first level pyramid in the first option and weaker - though much more likely - than the third level pyramid that is possible, though not likely, above.
==Variations==
Many variations of the basic Pyramid card game exist. These include variations without the discarding of cards, dealing cards face-up, discarding cards twice, and dealing more than six cards (usually eight cards, but not always).
==With a standard deck==
If a deck of Pyramid cards is not available, one may be improvised using three decks of standard playing cards, using the following:
* The aces of hearts, clubs, and diamonds from all three decks. These will take the place of the First Level cards. They are easy to recognize by their usually distinctive face and large letter "A" on the top-left and bottom-right corners.
* The king and queen of hearts, clubs, and diamonds from all three decks. These will take the place of Second Level Cards. They are easy to recognize during Pyramid play as "face cards."
* The two, three, and four of hearts, clubs, and diamonds from all three decks. These will take the place of Third Level Cards. They are easy to recognize during Pyramid play because of their small number and minimal design.
* The ace of spades from only one deck. This card will take the place of the Capstone Card. This card is very easily recognizable as most Earth-based playing card manufacturers highly embellish this card.
*In this improvised deck, purple is replaced by hearts, green is replaced by clubs, and orange is replaced by diamonds for purposes of color-ranking hands.
==Other games played with a Pyramid deck==
===Kobolian Solitaire===
* A game played with a standard deck of Pyramid cards, its goal is to form perfect pyramids much in the same way as the Earth card game solitaire with some significant modifications. It is named for the planet [[Kobol]], from which the [[Lords of Kobol]] fled to form the [[Twelve Colonies]] in the television series.
===Tauron Hold-Em===
* Named for the colony Tauron in the television series, ''Tauron Hold-Em'' is a variation of Pyramid where all players share a set of cards dealt face-up at the center of the playing surface and combine them with cards dealt face-down to each individual.
===Pyramid Rummy===
* Played with a standard Pyramid deck, ''Pyramid Rummy'' is a game using the same concepts of pyramid-building as the original Pyramid game but works without the draw, betting between draws, and a single hand rarely determines a winner. It is played to a preset point total and games can last many hands. With larger groups, two or sometimes even three Pyramid card decks may be combined.
===Dead Man's Chest===
* Dead Man's Chest is a card game, played with the same cards as those used in Triad. According to Saul Tigh, it is a "cut-throat game", and was not Kara Thrace's style (Torn).
==Additional notes and trivia==
* In the re-imagined series, Pyramid is the name given to the sport [[Triad (Battlestar Galactica)|Triad]]. In the original series, Pyramid was a card game and Triad was a full-contact arena athletic contest. Producer Ronald D. Moore, says in the commentary for the fourth episode of season 2 that he confused Pyramid with Triad due to lack of familiarity with the original series, and the "new" terms entered into the new series from the mini-series. As a result, the current series continues to refer to the sport of Pyramid and the card game may be called "Triad". The highest hand in the reimagined game is called "Full Colors". In Moore's [[podcast]] commentaries, he indicates that the game's name is Triad, though this term has yet to be used on-screen for the game.
* Along with chain-smoking cigars while playing the game, the almost compulsive Pyramid playing of Starbuck is one of the most recognizable aspects of the Starbuck (played by [[Dirk Benedict]]) in the original [[Battlestar Galactica (1978 TV series)|Battlestar Galactica]] series that was retained in the new series' [[Kara Thrace|Starbuck]].
==External links==
* [http://www.PyramidCardGame.com www.PyramidCardGame.com]
* [http://en.battlestarwiki.org/wiki/Pyramid Pyramid article at Battlestar Wiki]
* [http://en.battlestarwiki.org/wiki/Triad_%28RDM%29 Triad article at Battlestar Wiki]
* [http://www.battlestargalactica.com/outside_docs/bg_outdoc0040.htm Pyramid rules at BattlestarGalactica.com]
* [http://scifi.com/battlestar/ Battlestar Galactica at SciFi.com]
[[Category:Battlestar Galactica culture]]
[[Category:Dedicated deck card games]]
[[Category:Fictional card games]]
4kgy0l8eymu5nkfzdx8ngr6njayxu1u
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71.20.77.86
4484
wikitext
text/x-wiki
{{Unreferenced|date=December 2008}}
{{for|the solitaire card game|Pyramid (solitaire)}}
'''''Pyramid''''' copyrighted 1980 by ICL ([http://www.PyramidCardGame.com www.PyramidCardGame.com]) is a [[Dedicated deck card game|dedicated-deck card game]], not based on a similar game played in the original ''[[Battlestar Galactica (1978 TV series)|Battlestar Galactica]]'' series.
In the reimagined ''[[Battlestar Galactica (2004 TV series)|Battlestar Galactica]]'' series it is referred to as '''''Triad''''' while the term "Pyramid" is now used to refer to the close-quarters, full-contact sport originally referred to as [[Triad (Battlestar Galactica)|Triad]].
The triad card game version has been compared to poker and is the primary off-duty leisure activity portrayed in both ''Battlestar Galactica'' television series.
The rules of the game and details of the cards are never explicitly defined in either series, and have been expanded by card game manufacturers ICL.
==The Pyramid Card Game==
* Copyrighted 1980 see [http://www.PyramidCardGame.com www.PyramidCardGame.com]
* A ''Pyramid'' deck consists of 55 total cards, comprising nine third-level cards of each of three colors, six second-level cards in each color, three first-level cards in each color, and ONE capstone card.
* Each card is in the shape of a regular [[hexagon]].
* The [[obverse|reverse]] of each card shows the card's color (suit) and level (rank). The edges of each card's reverse have a series of [[triangle]]s in the card's color to indicate the card's rank.
* The [[obverse]] of each card is marked with a dual-triangle design.
===Card colors (suits)===
A deck of Pyramid cards contains four colors. Three of these are card colors — purple, green, and orange — and a single card, the Capstone, is in black. The color of a Pyramid is only a determining factor when tying pyramids are "Perfect Pyramids" only. Otherwise, color does not factor into ranking of hands. Purple cards are ranked higher than green, which are in turn higher than orange.
===Card levels (ranks)===
Cards are classified into three levels or ranks. Potentially winning hands require specific combinations of these card levels. Unlike in [[poker]], Pyramid does not have such a smorgasbord of possible winning hands. Though this may, ''[[prima facie]]'', seem to make Pyramid an easier game, Pyramid is not as simple as it may appear and requires foresight, [[strategy]] and balancing [[risk]] with caution.
* '''First Level Cards''' are essentially blank on the inside with a trio of small equilateral triangles along each of the six edges. There are nine of these cards in each color in a standard Pyramid deck.
* '''Second Level Cards''' have an outline of an equilateral triangle centered on the card with two small equilateral triangles along each of the six edges. There are six of these cards in each color in a standard Pyramid deck.
* '''Third Level Cards''' have a solid equilateral triangle centered on the card with one small equilateral triangle along each of the six edges; on these cards, the triangles on the edges are twice as large as the small triangles on the first and second -level cards. There are three of these cards in each color in a standard Pyramid deck.
* The '''Capstone Card''' appears identical to third level cards, except its color is black. The capstone is a wildcard and may be used in the formation of any level and color of pyramid. It is intrinsic to the ultimate Pyramid hand, the ''Capstone Pyramid''.
==Game play==
{{Unreferenced|date=October 2006}}
===Order of play===
====Preparation====
* As in most card games, the cards are shuffled thoroughly and cut before play. Cards are dealt from the dealer's immediate left and around the table, ending with the dealer. Each player is dealt six cards face-down. In the television series, hexagonal tables are used.
* Play begins with the person to the dealer's immediate left and continues to the left around the table. The dealer is the last person to play.
====Discard====
* After all players are dealt their cards, players may pick up their cards. They may move them around, place them on the table, or otherwise organize them so long as all cards are within view at all times. (Condensing the cards together is permissible, even though only one card is directly viewable.)
* Players may discard up to four of their cards, but are not required to discard any cards if they wish to do so.
====Draw====
* After all players have chosen their discards, they place them — in dealing order — on the discard pile and announce how many cards they are discarding. The dealer will then deal the same number of cards to the player so that each player, in turn, will again have six total cards. When all players have discarded and received replacement cards, the dealer will then draw.
====Best Pyramid====
* Upon receiving the replacement cards, players construct their best possible Pyramids. Around the table in the same order as the deal, players announce their hands and lay them out in the correct positioning. A player may elect to "fold" their hand at any time and forfeit any possibility of winning the hand; a folded hand is not required to be shown to other players.
===Betting===
* Bets are taken after the first deal and after the second deal. The first round of betting is done before any discards are announced and the second round is done before any player announces their hand. Betting begins with the player to the dealer's left and continues in the same order as the deal.
* Some games may impose limits on bets, such as a maximum bet or maximum raise, or disallowing bets which cannot be matched by all players.
* Betting on a hand ends when the same bet is reached around the table, as in [[poker]].
===Winning===
The Ranking of Hands
Ranks of Hands
A pyramid is made up of at least three cards.
1. First level pyramid consist of 2 third level, and 1 second level card.
2. Second level pyramid consist of 3 third level, and 2 second level card.
3. Third level pyramid consist of 3 third level, 2 second level cards, and 1 first level card.
4. Any of the above may be considered "perfect" when all of the cards used are of the same color. ("Perfect" pyramids rank higher than non-perfect pyramids.)
5. If two or more perfect pyramids are the same level, then the highest suit would win. (NOTE: Only perfect pyramids can be ranked by suit; non-perfect pyramids are considered to have no suit.)
6. If two or more pyramids are still equal, then the persons play another hand to decide the winner.
Found on below link
* The winner in a hand of Pyramid is determined by the size of their Pyramids. There are three levels of Pyramids (first, second, and third), two types of pyramids (perfect and non-perfect), and one special pyramid (the Capstone Pyramid).
* Non-perfect pyramids are not ranked by color. When two non-perfect pyramids are shown at the same level and no other player can best them, the two with the tying pyramids show their best remaining card (first level is best, third level is worst) to determine the winner. If still a tie, repeat the process to the exhaustion of remaining cards in one's hand. If still tied (not particularly likely), the tying players play a second hand alone to determine a winner.
* When two perfect pyramids are played on the same hand, the one in the greater color wins. In the case of color-matched perfect pyramids, the high card not part of the pyramid determines the winner.
==Strategy==
* One of the most commonly-encountered risk decisions surfaces when initially dealt a hand consisting of one third level card, two second level cards, one first level card and two other second or first level cards. In this instance, the player has basically two options:
** She may discard only the two extra cards, hoping to receive at least one third level card (to create a first level pyramid, a weak hand) or receive two third level cards to complete the third level pyramid (a strong hand).
** Alternatively, she may decide to discard both extra cards and the first level card in order to increase the odds of receiving two third level cards, which would then give a second level pyramid, a hand stronger than the first level pyramid in the first option and weaker - though much more likely - than the third level pyramid that is possible, though not likely, above.
==Variations==
Many variations of the basic Pyramid card game exist. These include variations without the discarding of cards, dealing cards face-up, discarding cards twice, and dealing more than six cards (usually eight cards, but not always).
==With a standard deck==
If a deck of Pyramid cards is not available, one may be improvised using three decks of standard playing cards, using the following:
* The aces of hearts, clubs, and diamonds from all three decks. These will take the place of the First Level cards. They are easy to recognize by their usually distinctive face and large letter "A" on the top-left and bottom-right corners.
* The king and queen of hearts, clubs, and diamonds from all three decks. These will take the place of Second Level Cards. They are easy to recognize during Pyramid play as "face cards."
* The two, three, and four of hearts, clubs, and diamonds from all three decks. These will take the place of Third Level Cards. They are easy to recognize during Pyramid play because of their small number and minimal design.
* The ace of spades from only one deck. This card will take the place of the Capstone Card. This card is very easily recognizable as most Earth-based playing card manufacturers highly embellish this card.
*In this improvised deck, purple is replaced by hearts, green is replaced by clubs, and orange is replaced by diamonds for purposes of color-ranking hands.
==Other games played with a Pyramid deck==
===Kobolian Solitaire===
* A game played with a standard deck of Pyramid cards, its goal is to form perfect pyramids much in the same way as the Earth card game solitaire with some significant modifications. It is named for the planet [[Kobol]], from which the [[Lords of Kobol]] fled to form the [[Twelve Colonies]] in the television series.
===Tauron Hold-Em===
* Named for the colony Tauron in the television series, ''Tauron Hold-Em'' is a variation of Pyramid where all players share a set of cards dealt face-up at the center of the playing surface and combine them with cards dealt face-down to each individual.
===Pyramid Rummy===
* Played with a standard Pyramid deck, ''Pyramid Rummy'' is a game using the same concepts of pyramid-building as the original Pyramid game but works without the draw, betting between draws, and a single hand rarely determines a winner. It is played to a preset point total and games can last many hands. With larger groups, two or sometimes even three Pyramid card decks may be combined.
===Dead Man's Chest===
* Dead Man's Chest is a card game, played with the same cards as those used in Triad. According to Saul Tigh, it is a "cut-throat game", and was not Kara Thrace's style (Torn).
==Additional notes and trivia==
* In the re-imagined series, Pyramid is the name given to the sport [[Triad (Battlestar Galactica)|Triad]]. In the original series, Pyramid was a card game and Triad was a full-contact arena athletic contest. Producer Ronald D. Moore, says in the commentary for the fourth episode of season 2 that he confused Pyramid with Triad due to lack of familiarity with the original series, and the "new" terms entered into the new series from the mini-series. As a result, the current series continues to refer to the sport of Pyramid and the card game may be called "Triad". The highest hand in the reimagined game is called "Full Colors". In Moore's [[podcast]] commentaries, he indicates that the game's name is Triad, though this term has yet to be used on-screen for the game.
* Along with chain-smoking cigars while playing the game, the almost compulsive Pyramid playing of Starbuck is one of the most recognizable aspects of the Starbuck (played by [[Dirk Benedict]]) in the original [[Battlestar Galactica (1978 TV series)|Battlestar Galactica]] series that was retained in the new series' [[Kara Thrace|Starbuck]].
==External links==
* [http://www.PyramidCardGame.com www.PyramidCardGame.com]
* [http://en.battlestarwiki.org/wiki/Pyramid Pyramid article at Battlestar Wiki]
* [http://en.battlestarwiki.org/wiki/Triad_%28RDM%29 Triad article at Battlestar Wiki]
* [http://www.battlestargalactica.com/outside_docs/bg_outdoc0040.htm Pyramid rules at BattlestarGalactica.com]
* [http://scifi.com/battlestar/ Battlestar Galactica at SciFi.com]
[[Category:Battlestar Galactica culture]]
[[Category:Dedicated deck card games]]
[[Category:Fictional card games]]
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text/x-wiki
{{Unreferenced|date=December 2008}}
{{for|the solitaire card game|Pyramid (solitaire)}}
'''''Pyramid''''' copyrighted 1980 by ICL ([http://www.PyramidCardGame.com www.PyramidCardGame.com]) is a [[Dedicated deck card game|dedicated-deck card game]], not based on a similar game played in the original ''[[Battlestar Galactica (1978 TV series)|Battlestar Galactica]]'' series.
In the reimagined ''[[Battlestar Galactica (2004 TV series)|Battlestar Galactica]]'' series it is referred to as '''''Triad''''' while the term "Pyramid" is now used to refer to the close-quarters, full-contact sport originally referred to as [[Triad (Battlestar Galactica)|Triad]].
The triad card game version has been compared to poker and is the primary off-duty leisure activity portrayed in both ''Battlestar Galactica'' television series.
The rules of the game and details of the cards are never explicitly defined in either series, and have been expanded by card game manufacturers ICL.
==The Pyramid Card Game=
aces are 9 per suit 3 s per suit are 1st
* Copyrighted 1980 see [http://www.PyramidCardGame.com www.PyramidCardGame.com]
* A ''Pyramid'' deck consists of 55 total cards, comprising nine third-level cards of each of three colors, six second-level cards in each color, three first-level cards in each color, and ONE capstone card.
* Each card is in the shape of a regular [[hexagon]].
* The [[obverse|reverse]] of each card shows the card's color (suit) and level (rank). The edges of each card's reverse have a series of [[triangle]]s in the card's color to indicate the card's rank.
* The [[obverse]] of each card is marked with a dual-triangle design.
===Card colors (suits)===
A deck of Pyramid cards contains four colors. Three of these are card colors — purple, green, and orange — and a single card, the Capstone, is in black. The color of a Pyramid is only a determining factor when tying pyramids are "Perfect Pyramids" only. Otherwise, color does not factor into ranking of hands. Purple cards are ranked higher than green, which are in turn higher than orange.
===Card levels (ranks)===
Cards are classified into three levels or ranks. Potentially winning hands require specific combinations of these card levels. Unlike in [[poker]], Pyramid does not have such a smorgasbord of possible winning hands. Though this may, ''[[prima facie]]'', seem to make Pyramid an easier game, Pyramid is not as simple as it may appear and requires foresight, [[strategy]] and balancing [[risk]] with caution.
* '''First Level Cards''' are essentially blank on the inside with a trio of small equilateral triangles along each of the six edges. There are nine of these cards in each color in a standard Pyramid deck.
* '''Second Level Cards''' have an outline of an equilateral triangle centered on the card with two small equilateral triangles along each of the six edges. There are six of these cards in each color in a standard Pyramid deck.
* '''Third Level Cards''' have a solid equilateral triangle centered on the card with one small equilateral triangle along each of the six edges; on these cards, the triangles on the edges are twice as large as the small triangles on the first and second -level cards. There are three of these cards in each color in a standard Pyramid deck.
* The '''Capstone Card''' appears identical to third level cards, except its color is black. The capstone is a wildcard and may be used in the formation of any level and color of pyramid. It is intrinsic to the ultimate Pyramid hand, the ''Capstone Pyramid''.
==Game play==
{{Unreferenced|date=October 2006}}
===Order of play===
====Preparation====
* As in most card games, the cards are shuffled thoroughly and cut before play. Cards are dealt from the dealer's immediate left and around the table, ending with the dealer. Each player is dealt six cards face-down. In the television series, hexagonal tables are used.
* Play begins with the person to the dealer's immediate left and continues to the left around the table. The dealer is the last person to play.
====Discard====
* After all players are dealt their cards, players may pick up their cards. They may move them around, place them on the table, or otherwise organize them so long as all cards are within view at all times. (Condensing the cards together is permissible, even though only one card is directly viewable.)
* Players may discard up to four of their cards, but are not required to discard any cards if they wish to do so.
====Draw====
* After all players have chosen their discards, they place them — in dealing order — on the discard pile and announce how many cards they are discarding. The dealer will then deal the same number of cards to the player so that each player, in turn, will again have six total cards. When all players have discarded and received replacement cards, the dealer will then draw.
====Best Pyramid====
* Upon receiving the replacement cards, players construct their best possible Pyramids. Around the table in the same order as the deal, players announce their hands and lay them out in the correct positioning. A player may elect to "fold" their hand at any time and forfeit any possibility of winning the hand; a folded hand is not required to be shown to other players.
===Betting===
* Bets are taken after the first deal and after the second deal. The first round of betting is done before any discards are announced and the second round is done before any player announces their hand. Betting begins with the player to the dealer's left and continues in the same order as the deal.
* Some games may impose limits on bets, such as a maximum bet or maximum raise, or disallowing bets which cannot be matched by all players.
* Betting on a hand ends when the same bet is reached around the table, as in [[poker]].
===Winning===
The Ranking of Hands
Ranks of Hands
A pyramid is made up of at least three cards.
1. First level pyramid consist of 2 third level, and 1 second level card.
2. Second level pyramid consist of 3 third level, and 2 second level card.
3. Third level pyramid consist of 3 third level, 2 second level cards, and 1 first level card.
4. Any of the above may be considered "perfect" when all of the cards used are of the same color. ("Perfect" pyramids rank higher than non-perfect pyramids.)
5. If two or more perfect pyramids are the same level, then the highest suit would win. (NOTE: Only perfect pyramids can be ranked by suit; non-perfect pyramids are considered to have no suit.)
6. If two or more pyramids are still equal, then the persons play another hand to decide the winner.
Found on below link
* The winner in a hand of Pyramid is determined by the size of their Pyramids. There are three levels of Pyramids (first, second, and third), two types of pyramids (perfect and non-perfect), and one special pyramid (the Capstone Pyramid).
* Non-perfect pyramids are not ranked by color. When two non-perfect pyramids are shown at the same level and no other player can best them, the two with the tying pyramids show their best remaining card (first level is best, third level is worst) to determine the winner. If still a tie, repeat the process to the exhaustion of remaining cards in one's hand. If still tied (not particularly likely), the tying players play a second hand alone to determine a winner.
* When two perfect pyramids are played on the same hand, the one in the greater color wins. In the case of color-matched perfect pyramids, the high card not part of the pyramid determines the winner.
==Strategy==
* One of the most commonly-encountered risk decisions surfaces when initially dealt a hand consisting of one third level card, two second level cards, one first level card and two other second or first level cards. In this instance, the player has basically two options:
** She may discard only the two extra cards, hoping to receive at least one third level card (to create a first level pyramid, a weak hand) or receive two third level cards to complete the third level pyramid (a strong hand).
** Alternatively, she may decide to discard both extra cards and the first level card in order to increase the odds of receiving two third level cards, which would then give a second level pyramid, a hand stronger than the first level pyramid in the first option and weaker - though much more likely - than the third level pyramid that is possible, though not likely, above.
==Variations==
Many variations of the basic Pyramid card game exist. These include variations without the discarding of cards, dealing cards face-up, discarding cards twice, and dealing more than six cards (usually eight cards, but not always).
==With a standard deck==
If a deck of Pyramid cards is not available, one may be improvised using three decks of standard playing cards, using the following:
* The aces of hearts, clubs, and diamonds from all three decks. These will take the place of the First Level cards. They are easy to recognize by their usually distinctive face and large letter "A" on the top-left and bottom-right corners.
* The king and queen of hearts, clubs, and diamonds from all three decks. These will take the place of Second Level Cards. They are easy to recognize during Pyramid play as "face cards."
* The two, three, and four of hearts, clubs, and diamonds from all three decks. These will take the place of Third Level Cards. They are easy to recognize during Pyramid play because of their small number and minimal design.
* The ace of spades from only one deck. This card will take the place of the Capstone Card. This card is very easily recognizable as most Earth-based playing card manufacturers highly embellish this card.
*In this improvised deck, purple is replaced by hearts, green is replaced by clubs, and orange is replaced by diamonds for purposes of color-ranking hands.
==Other games played with a Pyramid deck==
===Kobolian Solitaire===
* A game played with a standard deck of Pyramid cards, its goal is to form perfect pyramids much in the same way as the Earth card game solitaire with some significant modifications. It is named for the planet [[Kobol]], from which the [[Lords of Kobol]] fled to form the [[Twelve Colonies]] in the television series.
===Tauron Hold-Em===
* Named for the colony Tauron in the television series, ''Tauron Hold-Em'' is a variation of Pyramid where all players share a set of cards dealt face-up at the center of the playing surface and combine them with cards dealt face-down to each individual.
===Pyramid Rummy===
* Played with a standard Pyramid deck, ''Pyramid Rummy'' is a game using the same concepts of pyramid-building as the original Pyramid game but works without the draw, betting between draws, and a single hand rarely determines a winner. It is played to a preset point total and games can last many hands. With larger groups, two or sometimes even three Pyramid card decks may be combined.
===Dead Man's Chest===
* Dead Man's Chest is a card game, played with the same cards as those used in Triad. According to Saul Tigh, it is a "cut-throat game", and was not Kara Thrace's style (Torn).
==Additional notes and trivia==
* In the re-imagined series, Pyramid is the name given to the sport [[Triad (Battlestar Galactica)|Triad]]. In the original series, Pyramid was a card game and Triad was a full-contact arena athletic contest. Producer Ronald D. Moore, says in the commentary for the fourth episode of season 2 that he confused Pyramid with Triad due to lack of familiarity with the original series, and the "new" terms entered into the new series from the mini-series. As a result, the current series continues to refer to the sport of Pyramid and the card game may be called "Triad". The highest hand in the reimagined game is called "Full Colors". In Moore's [[podcast]] commentaries, he indicates that the game's name is Triad, though this term has yet to be used on-screen for the game.
* Along with chain-smoking cigars while playing the game, the almost compulsive Pyramid playing of Starbuck is one of the most recognizable aspects of the Starbuck (played by [[Dirk Benedict]]) in the original [[Battlestar Galactica (1978 TV series)|Battlestar Galactica]] series that was retained in the new series' [[Kara Thrace|Starbuck]].
==External links==
* [http://www.PyramidCardGame.com www.PyramidCardGame.com]
* [http://en.battlestarwiki.org/wiki/Pyramid Pyramid article at Battlestar Wiki]
* [http://en.battlestarwiki.org/wiki/Triad_%28RDM%29 Triad article at Battlestar Wiki]
* [http://www.battlestargalactica.com/outside_docs/bg_outdoc0040.htm Pyramid rules at BattlestarGalactica.com]
* [http://scifi.com/battlestar/ Battlestar Galactica at SciFi.com]
[[Category:Battlestar Galactica culture]]
[[Category:Dedicated deck card games]]
[[Category:Fictional card games]]
95d2oos7y889k8m1mu2ra3twetcfp5k
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Guy.M0ntag666!
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wikitext
text/x-wiki
{{Unreferenced|date=December 2008}}
{{for|the solitaire card game|Pyramid (solitaire)}}
'''''Pyramid''''' copyrighted 1980 by ICL ([http://www.PyramidCardGame.com www.PyramidCardGame.com]) is a [[Dedicated deck card game|dedicated-deck card game]], not based on a similar game played in the original ''[[Battlestar Galactica (1978 TV series)|Battlestar Galactica]]'' series.
In the reimagined ''[[Battlestar Galactica (2004 TV series)|Battlestar Galactica]]'' series it is referred to as '''''Triad''''' while the term "Pyramid" is now used to refer to the close-quarters, full-contact sport originally referred to as [[Triad (Battlestar Galactica)|Triad]].
The triad card game version has been compared to poker and is the primary off-duty leisure activity portrayed in both ''Battlestar Galactica'' television series.
The rules of the game and details of the cards are never explicitly defined in either series, and have been expanded by card game manufacturers ICL.
==The Pyramid Card Game=
aces are 9 per suit 3 s per suit are 1st
* Copyrighted 1980 see [http://www.PyramidCardGame.com www.PyramidCardGame.com]
* A ''Pyramid'' deck consists of 55 total cards, comprising nine third-level cards of each of three colors, six second-level cards in each color, three first-level cards in each color, and ONE capstone card.
* Each card is in the shape of a regular [[hexagon]].
* The [[obverse|reverse]] of each card shows the card's color (suit) and level (rank). The edges of each card's reverse have a series of [[triangle]]s in the card's color to indicate the card's rank.
* The [[obverse]] of each card is marked with a dual-triangle design.
===Card colors (suits)===
A deck of Pyramid cards contains four colors. Three of these are card colors — purple, green, and orange — and a single card, the Capstone, is in black. The color of a Pyramid is only a determining factor when tying pyramids are "Perfect Pyramids" only. Otherwise, color does not factor into ranking of hands. Purple cards are ranked higher than green, which are in turn higher than orange.
===Card levels (ranks)===
Cards are classified into three levels or ranks. Potentially winning hands require specific combinations of these card levels. Unlike in [[poker]], Pyramid does not have such a smorgasbord of possible winning hands. Though this may, ''[[prima facie]]'', seem to make Pyramid an easier game, Pyramid is not as simple as it may appear and requires foresight, [[strategy]] and balancing [[risk]] with caution.
* '''First Level Cards''' are essentially blank on the inside with a trio of small equilateral triangles along each of the six edges. There are nine of these cards in each color in a standard Pyramid deck.
* '''Second Level Cards''' have an outline of an equilateral triangle centered on the card with two small equilateral triangles along each of the six edges. There are six of these cards in each color in a standard Pyramid deck.
* '''Third Level Cards''' have a solid equilateral triangle centered on the card with one small equilateral triangle along each of the six edges; on these cards, the triangles on the edges are twice as large as the small triangles on the first and second -level cards. There are three of these cards in each color in a standard Pyramid deck.
* The '''Capstone Card''' appears identical to third level cards, except its color is black. The capstone is a wildcard and may be used in the formation of any level and color of pyramid. It is intrinsic to the ultimate Pyramid hand, the ''Capstone Pyramid''.
==Game play==
{{Unreferenced|date=October 2006}}
===Order of play===
====Preparation====
* As in most card games, the cards are shuffled thoroughly and cut before play. Cards are dealt from the dealer's immediate left and around the table, ending with the dealer. Each player is dealt six cards face-down. In the television series, hexagonal tables are used.
* Play begins with the person to the dealer's immediate left and continues to the left around the table. The dealer is the last person to play.
====Discard====
* After all players are dealt their cards, players may pick up their cards. They may move them around, place them on the table, or otherwise organize them so long as all cards are within view at all times. (Condensing the cards together is permissible, even though only one card is directly viewable.)
* Players may discard up to four of their cards, but are not required to discard any cards if they wish to do so.
====Draw====
* After all players have chosen their discards, they place them — in dealing order — on the discard pile and announce how many cards they are discarding. The dealer will then deal the same number of cards to the player so that each player, in turn, will again have six total cards. When all players have discarded and received replacement cards, the dealer will then draw.
====Best Pyramid====
* Upon receiving the replacement cards, players construct their best possible Pyramids. Around the table in the same order as the deal, players announce their hands and lay them out in the correct positioning. A player may elect to "fold" their hand at any time and forfeit any possibility of winning the hand; a folded hand is not required to be shown to other players.
===Betting===
* Bets are taken after the first deal and after the second deal. The first round of betting is done before any discards are announced and the second round is done before any player announces their hand. Betting begins with the player to the dealer's left and continues in the same order as the deal.
* Some games may impose limits on bets, such as a maximum bet or maximum raise, or disallowing bets which cannot be matched by all players.
* Betting on a hand ends when the same bet is reached around the table, as in [[poker]].
===Winning===
The Ranking of Hands
Ranks of Hands
A pyramid is made up of at least three cards.
1. First level pyramid consist of 2 third level, and 1 second level card.
2. Second level pyramid consist of 3 third level, and 2 second level card.
3. Third level pyramid consist of 3 third level, 2 second level cards, and 1 first level card.
4. Any of the above may be considered "perfect" when all of the cards used are of the same color. ("Perfect" pyramids rank higher than non-perfect pyramids.)
5. If two or more perfect pyramids are the same level, then the highest suit would win. (NOTE: Only perfect pyramids can be ranked by suit; non-perfect pyramids are considered to have no suit.)
6. If two or more pyramids are still equal, then the persons play another hand to decide the winner.
Found on below link
* The winner in a hand of Pyramid is determined by the size of their Pyramids. There are three levels of Pyramids (first, second, and third), two types of pyramids (perfect and non-perfect), and one special pyramid (the Capstone Pyramid).
* Non-perfect pyramids are not ranked by color. When two non-perfect pyramids are shown at the same level and no other player can best them, the two with the tying pyramids show their best remaining card (first level is best, third level is worst) to determine the winner. If still a tie, repeat the process to the exhaustion of remaining cards in one's hand. If still tied (not particularly likely), the tying players play a second hand alone to determine a winner.
* When two perfect pyramids are played on the same hand, the one in the greater color wins. In the case of color-matched perfect pyramids, the high card not part of the pyramid determines the winner.
==Strategy==
* One of the most commonly-encountered risk decisions surfaces when initially dealt a hand consisting of one third level card, two second level cards, one first level card and two other second or first level cards. In this instance, the player has basically two options:
** She may discard only the two extra cards, hoping to receive at least one third level card (to create a first level pyramid, a weak hand) or receive two third level cards to complete the third level pyramid (a strong hand).
** Alternatively, she may decide to discard both extra cards and the first level card in order to increase the odds of receiving two third level cards, which would then give a second level pyramid, a hand stronger than the first level pyramid in the first option and weaker - though much more likely - than the third level pyramid that is possible, though not likely, above.
==Variations==
Many variations of the basic Pyramid card game exist. These include variations without the discarding of cards, dealing cards face-up, discarding cards twice, and dealing more than six cards (usually eight cards, but not always).
==With a standard deck==
If a deck of Pyramid cards is not available, one may be improvised using three decks of standard playing cards, using the following:
* The aces of hearts, clubs, and diamonds from all three decks. These will take the place of the First Level cards. They are easy to recognize by their usually distinctive face and large letter "A" on the top-left and bottom-right corners.
* The king and queen of hearts, clubs, and diamonds from all three decks. These will take the place of Second Level Cards. They are easy to recognize during Pyramid play as "face cards."
* The two, three, and four of hearts, clubs, and diamonds from all three decks. These will take the place of Third Level Cards. They are easy to recognize during Pyramid play because of their small number and minimal design.
* The ace of spades from only one deck. This card will take the place of the Capstone Card. This card is very easily recognizable as most Earth-based playing card manufacturers highly embellish this card.
*In this improvised deck, purple is replaced by hearts, green is replaced by clubs, and orange is replaced by diamonds for purposes of color-ranking hands.
==Other games played with a Pyramid deck==
===Kobolian Solitaire===
* A game played with a standard deck of Pyramid cards, its goal is to form perfect pyramids much in the same way as the Earth card game solitaire with some significant modifications. It is named for the planet [[Kobol]], from which the [[Lords of Kobol]] fled to form the [[Twelve Colonies]] in the television series.
===Tauron Hold-Em===
* Named for the colony Tauron in the television series, ''Tauron Hold-Em'' is a variation of Pyramid where all players share a set of cards dealt face-up at the center of the playing surface and combine them with cards dealt face-down to each individual.
===Pyramid Rummy===
* Played with a standard Pyramid deck, ''Pyramid Rummy'' is a game using the same concepts of pyramid-building as the original Pyramid game but works without the draw, betting between draws, and a single hand rarely determines a winner. It is played to a preset point total and games can last many hands. With larger groups, two or sometimes even three Pyramid card decks may be combined.
===Dead Man's Chest===
* Dead Man's Chest is a card game, played with the same cards as those used in Triad. According to Saul Tigh, it is a "cut-throat game", and was not Kara Thrace's style (Torn).
==Additional notes and trivia==
* In the re-imagined series, Pyramid is the name given to the sport [[Triad (Battlestar Galactica)|Triad]]. In the original series, Pyramid was a card game and Triad was a full-contact arena athletic contest. Producer Ronald D. Moore, says in the commentary for the fourth episode of season 2 that he confused Pyramid with Triad due to lack of familiarity with the original series, and the "new" terms entered into the new series from the mini-series. As a result, the current series continues to refer to the sport of Pyramid and the card game may be called "Triad". The highest hand in the reimagined game is called "Full Colors". In Moore's [[podcast]] commentaries, he indicates that the game's name is Triad, though this term has yet to be used on-screen for the game.
* Along with chain-smoking cigars while playing the game, the almost compulsive Pyramid playing of Starbuck is one of the most recognizable aspects of the Starbuck (played by [[Dirk Benedict]]) in the original [[Battlestar Galactica (1978 TV series)|Battlestar Galactica]] series that was retained in the new series' [[Kara Thrace|Starbuck]].
==External links==
* [http://www.PyramidCardGame.com www.PyramidCardGame.com]
* [http://en.battlestarwiki.org/wiki/Pyramid Pyramid article at Battlestar Wiki]
* [http://en.battlestarwiki.org/wiki/Triad_%28RDM%29 Triad article at Battlestar Wiki]
* [http://www.battlestargalactica.com/outside_docs/bg_outdoc0040.htm Pyramid rules at BattlestarGalactica.com]
* [http://scifi.com/battlestar/ Battlestar Galactica at SciFi.com]
* [https://www.crazygames.com/game/pyramid-solitaire-blue Pyramid at CrazyGames]
[[Category:Battlestar Galactica culture]]
[[Category:Dedicated deck card games]]
[[Category:Fictional card games]]
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{{Unreferenced|date=December 2008}}
{{for|the solitaire card game|Pyramid (solitaire)}}
'''''Pyramid''''' copyrighted 1980 by ICL ([http://www.PyramidCardGame.com www.PyramidCardGame.com]) is a [[Dedicated deck card game|dedicated-deck card game]], not based on a similar game played in the original ''[[Battlestar Galactica (1978 TV series)|Battlestar Galactica]]'' series.
In the reimagined ''[[Battlestar Galactica (2004 TV series)|Battlestar Galactica]]'' series it is referred to as '''''Triad''''' while the term "Pyramid" is now used to refer to the close-quarters, full-contact sport originally referred to as [[Triad (Battlestar Galactica)|Triad]].
The triad card game version has been compared to poker and is the primary off-duty leisure activity portrayed in both ''Battlestar Galactica'' television series.
The rules of the game and details of the cards are never explicitly defined in either series, and have been expanded by card game manufacturers ICL.
==The Pyramid Card Game=
aces are 9 per suit 3 s per suit are 1st
* Copyrighted 1980 see [http://www.PyramidCardGame.com www.PyramidCardGame.com]
* A ''Pyramid'' deck consists of 55 total cards, comprising nine third-level cards of each of three colors, six second-level cards in each color, three first-level cards in each color, and ONE capstone card.
* Each card is in the shape of a regular [[hexagon]].
* The [[obverse|reverse]] of each card shows the card's color (suit) and level (rank). The edges of each card's reverse have a series of [[triangle]]s in the card's color to indicate the card's rank.
* The [[obverse]] of each card is marked with a dual-triangle design.
===Card colors (suits)===
A deck of Pyramid cards contains four colors. Three of these are card colors — purple, green, and orange — and a single card, the Capstone, is in black. The color of a Pyramid is only a determining factor when tying pyramids are "Perfect Pyramids" only. Otherwise, color does not factor into ranking of hands. Purple cards are ranked higher than green, which are in turn higher than orange.
===Card levels (ranks)===
Cards are classified into three levels or ranks. Potentially winning hands require specific combinations of these card levels. Unlike in [[poker]], Pyramid does not have such a smorgasbord of possible winning hands. Though this may, ''[[prima facie]]'', seem to make Pyramid an easier game, Pyramid is not as simple as it may appear and requires foresight, [[strategy]] and balancing [[risk]] with caution.
* '''First Level Cards''' are essentially blank on the inside with a trio of small equilateral triangles along each of the six edges. There are nine of these cards in each color in a standard Pyramid deck.
* '''Second Level Cards''' have an outline of an equilateral triangle centered on the card with two small equilateral triangles along each of the six edges. There are six of these cards in each color in a standard Pyramid deck.
* '''Third Level Cards''' have a solid equilateral triangle centered on the card with one small equilateral triangle along each of the six edges; on these cards, the triangles on the edges are twice as large as the small triangles on the first and second -level cards. There are three of these cards in each color in a standard Pyramid deck.
* The '''Capstone Card''' appears identical to third level cards, except its color is black. The capstone is a wildcard and may be used in the formation of any level and color of pyramid. It is intrinsic to the ultimate Pyramid hand, the ''Capstone Pyramid''.
==Game play==
{{Unreferenced|date=October 2006}}
===Order of play===
====Preparation====
* As in most card games, the cards are shuffled thoroughly and cut before play. Cards are dealt from the dealer's immediate left and around the table, ending with the dealer. Each player is dealt six cards face-down. In the television series, hexagonal tables are used.
* Play begins with the person to the dealer's immediate left and continues to the left around the table. The dealer is the last person to play.
====Discard====
* After all players are dealt their cards, players may pick up their cards. They may move them around, place them on the table, or otherwise organize them so long as all cards are within view at all times. (Condensing the cards together is permissible, even though only one card is directly viewable.)
* Players may discard up to four of their cards, but are not required to discard any cards if they wish to do so.
====Draw====
* After all players have chosen their discards, they place them — in dealing order — on the discard pile and announce how many cards they are discarding. The dealer will then deal the same number of cards to the player so that each player, in turn, will again have six total cards. When all players have discarded and received replacement cards, the dealer will then draw.
====Best Pyramid====
* Upon receiving the replacement cards, players construct their best possible Pyramids. Around the table in the same order as the deal, players announce their hands and lay them out in the correct positioning. A player may elect to "fold" their hand at any time and forfeit any possibility of winning the hand; a folded hand is not required to be shown to other players.
===Betting===
* Bets are taken after the first deal and after the second deal. The first round of betting is done before any discards are announced and the second round is done before any player announces their hand. Betting begins with the player to the dealer's left and continues in the same order as the deal.
* Some games may impose limits on bets, such as a maximum bet or maximum raise, or disallowing bets which cannot be matched by all players.
* Betting on a hand ends when the same bet is reached around the table, as in [[poker]].
===Winning===
The Ranking of Hands
Ranks of Hands
A pyramid is made up of at least three cards.
1. First level pyramid consist of 2 third level, and 1 second level card.
2. Second level pyramid consist of 3 third level, and 2 second level card.
3. Third level pyramid consist of 3 third level, 2 second level cards, and 1 first level card.
4. Any of the above may be considered "perfect" when all of the cards used are of the same color. ("Perfect" pyramids rank higher than non-perfect pyramids.)
5. If two or more perfect pyramids are the same level, then the highest suit would win. (NOTE: Only perfect pyramids can be ranked by suit; non-perfect pyramids are considered to have no suit.)
6. If two or more pyramids are still equal, then the persons play another hand to decide the winner.
Found on below link
* The winner in a hand of Pyramid is determined by the size of their Pyramids. There are three levels of Pyramids (first, second, and third), two types of pyramids (perfect and non-perfect), and one special pyramid (the Capstone Pyramid).
* Non-perfect pyramids are not ranked by color. When two non-perfect pyramids are shown at the same level and no other player can best them, the two with the tying pyramids show their best remaining card (first level is best, third level is worst) to determine the winner. If still a tie, repeat the process to the exhaustion of remaining cards in one's hand. If still tied (not particularly likely), the tying players play a second hand alone to determine a winner.
* When two perfect pyramids are played on the same hand, the one in the greater color wins. In the case of color-matched perfect pyramids, the high card not part of the pyramid determines the winner.
==Strategy==
* One of the most commonly-encountered risk decisions surfaces when initially dealt a hand consisting of one third level card, two second level cards, one first level card and two other second or first level cards. In this instance, the player has basically two options:
** She may discard only the two extra cards, hoping to receive at least one third level card (to create a first level pyramid, a weak hand) or receive two third level cards to complete the third level pyramid (a strong hand).
** Alternatively, she may decide to discard both extra cards and the first level card in order to increase the odds of receiving two third level cards, which would then give a second level pyramid, a hand stronger than the first level pyramid in the first option and weaker - though much more likely - than the third level pyramid that is possible, though not likely, above.
==Variations==
Many variations of the basic Pyramid card game exist. These include variations without the discarding of cards, dealing cards face-up, discarding cards twice, and dealing more than six cards (usually eight cards, but not always).
==With a standard deck==
If a deck of Pyramid cards is not available, one may be improvised using three decks of standard playing cards, using the following:
* The aces of hearts, clubs, and diamonds from all three decks. These will take the place of the First Level cards. They are easy to recognize by their usually distinctive face and large letter "A" on the top-left and bottom-right corners.
* The king and queen of hearts, clubs, and diamonds from all three decks. These will take the place of Second Level Cards. They are easy to recognize during Pyramid play as "face cards."
* The two, three, and four of hearts, clubs, and diamonds from all three decks. These will take the place of Third Level Cards. They are easy to recognize during Pyramid play because of their small number and minimal design.
* The ace of spades from only one deck. This card will take the place of the Capstone Card. This card is very easily recognizable as most Earth-based playing card manufacturers highly embellish this card.
*In this improvised deck, purple is replaced by hearts, green is replaced by clubs, and orange is replaced by diamonds for purposes of color-ranking hands.
==Other games played with a Pyramid deck==
===Kobolian Solitaire===
* A game played with a standard deck of Pyramid cards, its goal is to form perfect pyramids much in the same way as the Earth card game solitaire with some significant modifications. It is named for the planet [[Kobol]], from which the [[Lords of Kobol]] fled to form the [[Twelve Colonies]] in the television series.
===Tauron Hold-Em===
* Named for the colony Tauron in the television series, ''Tauron Hold-Em'' is a variation of Pyramid where all players share a set of cards dealt face-up at the center of the playing surface and combine them with cards dealt face-down to each individual.
===Pyramid Rummy===
* Played with a standard Pyramid deck, ''Pyramid Rummy'' is a game using the same concepts of pyramid-building as the original Pyramid game but works without the draw, betting between draws, and a single hand rarely determines a winner. It is played to a preset point total and games can last many hands. With larger groups, two or sometimes even three Pyramid card decks may be combined.
===Dead Man's Chest===
* Dead Man's Chest is a card game, played with the same cards as those used in Triad. According to Saul Tigh, it is a "cut-throat game", and was not Kara Thrace's style (Torn).
==Additional notes and trivia==
* In the re-imagined series, Pyramid is the name given to the sport [[Triad (Battlestar Galactica)|Triad]]. In the original series, Pyramid was a card game and Triad was a full-contact arena athletic contest. Producer Ronald D. Moore, says in the commentary for the fourth episode of season 2 that he confused Pyramid with Triad due to lack of familiarity with the original series, and the "new" terms entered into the new series from the mini-series. As a result, the current series continues to refer to the sport of Pyramid and the card game may be called "Triad". The highest hand in the reimagined game is called "Full Colors". In Moore's [[podcast]] commentaries, he indicates that the game's name is Triad, though this term has yet to be used on-screen for the game.
* Along with chain-smoking cigars while playing the game, the almost compulsive Pyramid playing of Starbuck is one of the most recognizable aspects of the Starbuck (played by [[Dirk Benedict]]) in the original [[Battlestar Galactica (1978 TV series)|Battlestar Galactica]] series that was retained in the new series' [[Kara Thrace|Starbuck]].
==External links==
* [http://www.PyramidCardGame.com www.PyramidCardGame.com]
* [http://en.battlestarwiki.org/wiki/Pyramid Pyramid article at Battlestar Wiki]
* [http://en.battlestarwiki.org/wiki/Triad_%28RDM%29 Triad article at Battlestar Wiki]
* [http://www.battlestargalactica.com/outside_docs/bg_outdoc0040.htm Pyramid rules at BattlestarGalactica.com]
* [http://scifi.com/battlestar/ Battlestar Galactica at SciFi.com]
[[Category:Battlestar Galactica culture]]
[[Category:Dedicated deck card games]]
[[Category:Fictional card games]]
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Quiddler
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{{noreferences|date=June 2009}}
{{Infobox Game
|subject_name=Quiddler
|image_link=[[Image:Quiddler.jpg|200px]]
|image_caption=
|players=1–8
|ages=8 +
|setup_time= < 1 minute
|playing_time= 20–30 minutes
|complexity=Low
|strategy=Medium
|random_chance=Medium
|skills=[[Mathematics|Counting]], [[Strategy]], [[Bluffing]], [[Anagram]]ming, [[Vocabulary]], [[Spelling]]
|bggid=2453
|footnotes =
}}
'''''Quiddler''''' is a proprietary card game created by [[Set Enterprises]]. Players compete by spelling [[English language|English]] words from cards in hands of increasing size, each card worth various points. The game may be considered a mixture of ''[[Scrabble]]'' and [[gin rummy]]. The word "Quiddler" is a [[trademark]].
== Play and scoring ==
Before play begins, all the cards are shuffled. A game of ''Quiddler'' consists of eight rounds beginning with a three-card hand and ending with a ten-card hand. While there is a single-player variation, the regular game requires at least two players. In the first round, the dealer deals out three cards to each player. The remaining cards form a draw pile. The top card is turned over to start a discard pile. The player to the dealer’s left goes first. The player may choose the top card from either the draw pile or the discard pile. They player adds this card to their hand. The player ends their turn by discarding one card from their hand so that the player ends up with the same number of cards as were dealt. A player may not use a dictionary during their turn, but the other players may. Turns are taken in the same manner in a clockwise rotation among the players. The round continues until one player can go out.<ref name="setgame.com">http://www.setgame.com/quiddler/rules.htm</ref>
A player can go out if they can use all the cards in their hand to spell one or more allowable words. After a player goes out, each player then has one more turn. On their last turn, each remaining player uses as many of his cards as the player can to spell one or more allowable words. The points on the cards used to spell words are counted toward the player’s score. The points on any remaining cards are subtracted. Ten-point bonuses are added to the score of the player with the longest word and the player with the most words. (If there are only two players, they should decide between them to limit the bonus to either the longest word or the most words.)
The subsequent rounds follow in the same manner, with the hands increasing in size by one card each round. Thus, in the second round each player is dealt four cards, the third round five cards, and so forth. Points are added at the end of each round. The game continues until the end of the eighth round. Depending on the number of players, the discard pile may need to be shuffled to resupply the draw pile. The player with the most points at the end of eight rounds wins.<ref name="setgame.com"/>
== Allowable words ==
Players should decide on an English [[dictionary]] to be used during the game. An allowable word must appear as an entry in that dictionary or as one of the listed [[Inflection|inflected]] forms of an entry word. Words must also use at least two cards. The makers of Quiddler have established several restrictions on the words used in a game. No proper [[noun]]s may be used. Capitalized [[adjective]]s, such as ''Iraqi'' and ''Scottish'', may be used. [[Prefix (linguistics)|Prefixes]] and [[suffix]]es by themselves are not allowable words. Words requiring a [[hyphen]] for proper spelling, such as ''ex-wife'' and ''twenty-two'' are also not allowed. The ''Quiddler'' rules disallow [[abbreviation]]s, but do not differentiate between various forms. Players need to decide for themselves (or follow the example of the game dictionary) if they will allow such abbreviations as ''laser'' and ''NATO''. The rules contain no restrictions on English words with [[Diacritic|accented]] letters, such as née, though the deck contains no such letters. Players must also decide for themselves if they will allow shortened word forms such as ''ad'' (for ''advertisement'') and ''math''.
A player may challenge any other player if he feels that the latter has used a word that is not an allowable word. If the word is an allowable word, the challenging player must subtract from his score the number of points in the word. If it is not, the challenged player must subtract from his score the number of points in the word. The challenged player may not re-arrange his cards to form other words.
== Deck ==
The card deck consists of 118 cards with individual letters from the [[English alphabet]] or common two-letter combinations. These include QU, IN, ER, TH, and CL. Each card has a point value reflecting its use in English words. The colorful and stylistic designs on the cards are based on illuminated letters found in Celtic manuscripts written over 1000 years ago. These source inspirations include the [[Book of Kells]] and the [[Book of Durrow]].
{| class="wikitable" border="1"
|-
! Card
! Points
! Frequency<ref name="setgame.com"/>
|-
| A
| 2
| 10
|-
| B
| 8
| 2
|-
| C
| 8
| 2
|-
| D
| 5
| 4
|-
| E
| 2
| 12
|-
| F
| 6
| 2
|-
| G
| 6
| 4
|-
| H
| 7
| 2
|-
| I
| 2
| 8
|-
| J
| 13
| 2
|-
| K
| 8
| 2
|-
| L
| 3
| 4
|-
| M
| 5
| 2
|-
| N
| 5
| 6
|-
| O
| 2
| 8
|-
| P
| 6
| 2
|-
| Q
| 15
| 2
|-
| R
| 5
| 6
|-
| S
| 3
| 4
|-
| T
| 3
| 6
|-
| U
| 4
| 6
|-
| V
| 11
| 2
|-
| W
| 10
| 2
|-
| X
| 12
| 2
|-
| Y
| 4
| 4
|-
| Z
| 14
| 2
|-
| CL
| 10
| 2
|-
| ER
| 7
| 2
|-
| IN
| 7
| 2
|-
| QU
| 9
| 2
|-
| TH
| 9
| 2
|}
== Awards ==
Quiddler has won the following Best Game Awards:
*2008 Monthly Top-10 Most Wanted Card Games
*2008 TDmonthly Classic Toy Award
*2008 Creative Child’s Seal of Excellence Award
*2007 Creative Child's Seal of Excellence Award
*2005 Creative Child's Preferred Choice Award
*2004 Newsweek - Perfect Present
*2004 ASTRA Hot Toys
*2002 First Choice by The Detroit News
*2001 Educational Clearinghouse A+ Award
*2001 3 Stars by The San Francisco Chronicle
*1999 Parents' Choice Award
*1999 MENSA Select Award
*1999 Games Magazine ‘Games 100’ Award
*1999 Dr. Toy’s Best Vacation Winner
*1999 Parents’ Council Award
*1998 The Freedom Editions Award
*1998 Best American Game - Tiger Award
== Degrees of competition ==
In a similar vein to ''[[Scrabble]]'', groups can play ''Quiddler'' with varying degrees of competition. Players in highly competitive games may consider memorizing lists of two- and three-letter words. It is also a good idea to know whether the game dictionary includes colloquial and contemporary words.
==Notes==
<references/>
== External links ==
*[http://www.setgame.com/quiddler/index.html ''Quiddler'' product page] at Set Enterprises
*{{bgg|339|''Quiddler''}}
[[Category:Dedicated deck card games]]
[[Category:Mensa Select winners]]
[[Category:Word games]]
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{{noreferences|date=June 2009}}
{{Infobox Game
|subject_name=Quiddler
|image_link=[[Image:Quiddler.jpg|200px]]
|image_caption=
|players=1–8
|ages=8 +
|setup_time= < 1 minute
|playing_time= 20–30 minutes
|complexity=Low
|strategy=Medium
|random_chance=Medium
|skills=[[Mathematics|Counting]], [[Strategy]], [[Bluffing]], [[Anagram]]ming, [[Vocabulary]], [[Spelling]]
|bggid=2453
|footnotes =
}}
'''''Quiddler''''' is a proprietary card game created by [[Set Enterprises]]. Players compete by spelling [[English language|English]] words from cards in hands of increasing size, each card worth various points. The game may be considered a mixture of ''[[Scrabble]]'' and [[gin rummy]]. The word "Quiddler" is a [[trademark]].
== Play and scoring ==
Before play begins, all the cards are shuffled. A game of ''Quiddler'' consists of eight rounds beginning with a three-card hand and ending with a ten-card hand. While there is a single-player variation, the regular game requires at least two players. In the first round, the dealer deals out three cards to each player. The remaining cards form a draw pile. The top card is turned over to start a discard pile. The player to the dealer’s left goes first. The player may choose the top card from either the draw pile or the discard pile. They player adds this card to their hand. The player ends their turn by discarding one card from their hand so that the player ends up with the same number of cards as were dealt. A player may not use a dictionary during their turn, but the other players may. Turns are taken in the same manner in a clockwise rotation among the players. The round continues until one player can go out.<ref name="setgame.com">http://www.setgame.com/quiddler/rules.htm</ref>
A player can go out if they can use all the cards in their hand to spell one or more allowable words. After a player goes out, each player then has one more turn. On their last turn, each remaining player uses as many of his cards as the player can to spell one or more allowable words. The points on the cards used to spell words are counted toward the player’s score. The points on any remaining cards are subtracted. Ten-point bonuses are added to the score of the player with the longest word and the player with the most words. (If there are only two players, they should decide between them to limit the bonus to either the longest word or the most words.)
The subsequent rounds follow in the same manner, with the hands increasing in size by one card each round. Thus, in the second round each player is dealt four cards, the third round five cards, and so forth. Points are added at the end of each round. The game continues until the end of the eighth round. Depending on the number of players, the discard pile may need to be shuffled to resupply the draw pile. The player with the most points at the end of eight rounds wins.<ref name="setgame.com"/>
== Allowable words ==
Players should decide on an English [[dictionary]] to be used during the game. An allowable word must appear as an entry in that dictionary or as one of the listed [[Inflection|inflected]] forms of an entry word. Words must also use at least two cards. The makers of Quiddler have established several restrictions on the words used in a game. No proper [[noun]]s may be used. Capitalized [[adjective]]s, such as ''Iraqi'' and ''Scottish'', may be used. [[Prefix (linguistics)|Prefixes]] and [[suffix]]es by themselves are not allowable words. Words requiring a [[hyphen]] for proper spelling, such as ''ex-wife'' and ''twenty-two'' are also not allowed. The ''Quiddler'' rules disallow [[abbreviation]]s, but do not differentiate between various forms. Players need to decide for themselves (or follow the example of the game dictionary) if they will allow such abbreviations as ''laser'' and ''NATO''. The rules contain no restrictions on English words with [[Diacritic|accented]] letters, such as née, though the deck contains no such letters. Players must also decide for themselves if they will allow shortened word forms such as ''ad'' (for ''advertisement'') and ''math''.
A player may challenge any other player if he feels that the latter has used a word that is not an allowable word. If the word is an allowable word, the challenging player must subtract from his score the number of points in the word. If it is not, the challenged player must subtract from his score the number of points in the word. The challenged player may not re-arrange his cards to form other words.
== Deck ==
The card deck consists of 118 cards with individual letters from the [[English alphabet]] or common two-letter combinations. These include QU, IN, ER, TH, and CL. Each card has a point value reflecting its use in English words. The colorful and stylistic designs on the cards are based on illuminated letters found in Celtic manuscripts written over 1000 years ago. These source inspirations include the [[Book of Kells]] and the [[Book of Durrow]].
{| class="wikitable" border="1"
|-
! Card
! Points
! Frequency<ref name="setgame.com"/>
|-
| A
| 2
| 10
|-
| B
| 8
| 2
|-
| C
| 8
| 2
|-
| D
| 5
| 4
|-
| E
| 2
| 12
|-
| F
| 6
| 2
|-
| G
| 6
| 4
|-
| H
| 7
| 2
|-
| I
| 2
| 8
|-
| J
| 13
| 2
|-
| K
| 8
| 2
|-
| L
| 3
| 4
|-
| M
| 5
| 2
|-
| N
| 5
| 6
|-
| O
| 2
| 8
|-
| P
| 6
| 2
|-
| Q
| 15
| 2
|-
| R
| 5
| 6
|-
| S
| 3
| 4
|-
| T
| 3
| 6
|-
| U
| 4
| 6
|-
| V
| 11
| 2
|-
| W
| 10
| 2
|-
| X
| 12
| 2
|-
| Y
| 4
| 4
|-
| Z
| 14
| 2
|-
| CL
| 10
| 2
|-
| ER
| 7
| 2
|-
| IN
| 7
| 2
|-
| QU
| 9
| 2
|-
| TH
| 9
| 2
|}
== Awards ==
Quiddler has won the following Best Game Awards:
*2008 Monthly Top-10 Most Wanted Card Games
*2008 TDmonthly Classic Toy Award
*2008 Creative Child’s Seal of Excellence Award
*2007 Creative Child's Seal of Excellence Award
*2005 Creative Child's Preferred Choice Award
*2004 Newsweek - Perfect Present
*2004 ASTRA Hot Toys
*2002 First Choice by The Detroit News
*2001 Educational Clearinghouse A+ Award
*2001 3 Stars by The San Francisco Chronicle
*1999 Parents' Choice Award
*1999 MENSA Select Award
*1999 Games Magazine ‘Games 100’ Award
*1999 Dr. Toy’s Best Vacation Winner
*1999 Parents’ Council Award
*1998 The Freedom Editions Award
*1998 Best American Game - Tiger Award
== Degrees of competition ==
In a similar vein to ''[[Scrabble]]'', groups can play ''Quiddler'' with varying degrees of competition. Players in highly competitive games may consider memorizing lists of two- and three-letter words. It is also a good idea to know whether the game dictionary includes colloquial and contemporary words.
==Notes==
<references/>
== External links ==
*[http://www.setgame.com/quiddler/index.html ''Quiddler'' product page] at Set Enterprises
*{{bgg|339|''Quiddler''}}
[[Category:Dedicated deck card games]]
[[Category:Mensa Select winners]]
[[Category:Word games]]
qzr86lbuxsz8qt9nafeecsiijgjqms8
Race for the Galaxy
0
2276
4386
2009-11-15T22:41:15Z
Im>Taed
0
/* External links */ Added RftG AI project program.
4386
wikitext
text/x-wiki
{{Infobox_Game|
subject_name=Race for the Galaxy|
designer=[[Thomas Lehmann]]|
players=2 to 4|
ages=12 and up|
setup_time=2 minutes|
playing_time= 30–60 minutes |
complexity=Medium |
strategy=High |
random_chance=Medium |
skills=[[Economics|Economic management]], [[Strategy|Strategic thought]]|
bggid=18602 |
footnotes= |
}}
'''''Race for the Galaxy''''' (RftG or R4TG) is a [[card game]] designed by [[Thomas Lehmann]] that was released in [[2007 in games|2007]] by [[Rio Grande Games]]. Its theme is the [[colonisation]] of [[planet]]s. It accommodates 2-4 players; more players are possible through expansion packs. The game uses iconography in place of language. While appreciated by experienced players for being concise, some new players may find the icons difficult to learn and decipher.<ref>{{citation|url=http://www.sfgate.com/cgi-bin/article.cgi?file=/c/a/2007/12/09/PKRLTKGO9.DTL&type=printable|publisher=San Francisco Chronicle|title==Ranking the new board games for the holidays|author=Joshua Kosman|date=December 9, 2007}}</ref>
The game won ''[[Boardgamegeek]]'s'' Golden Geek Award for best card game,<ref>{{cite news |title=Weitere Auszeichnung für Agricola |url=http://www.spielbox.de/php/aktuell.php4?anz_id=1895 |work=Spielbox |date=26 November 2008 |accessdate=2008-12-07 }}</ref> Fairplay Magazine’s ''À la carte'' award for best card game of 2008,<ref>{{citation|url=http://www.boardgamenews.com/index.php/boardgamenews/comments/race_for_the_galaxy_wins_fairplays_card_game_award/|title=Race for the Galaxy Wins Fairplay’s Card Game Award|publisher=Boardgame News|date=October 18, 2008|author=W. Eric Martin}}</ref> and was described by the magazine ''Tric Trac'' as "''LE jeu de cartes de cette année 2008''" (THE card game of the year 2008).<ref>{{cite news |title=Jouez à Race for the Galaxy sur votre ordi |url=http://www.trictrac.net/index.php3?id=jeux&rub=actualite&inf=detail&ref=6832 |work=Tric Trac |date=19 October 2008 |accessdate=2008-12-07 }}</ref>
== Gameplay ==
The play style of the game is similar to that of another Rio Grande game, ''[[San Juan (card game)|San Juan]]''<ref>{{cite web | url= http://www.boardgamegeek.com/boardgame/28143 | title= ''Race for the Galaxy'' |work=[[Board Game Geek]]}}</ref>, which is the card game version of the board game ''[[Puerto Rico (board game)|Puerto Rico]].'' Lehmann, ''Race'''s designer, developed his own card game version of ''Puerto Rico'' at the request of the publisher. Some of its ideas were incorporated in ''San Juan''. Later, Lehmann used those ideas to create a different game, one of space exploration and conquest rather than colonial development in the Caribbean.<ref>Statement by game's creator: http://www.boardgamenews.com/index.php/boardgamenews/comments/game_preview_race_for_the_galaxy_designer_preview_1/</ref>
Each player builds an interstellar civilization that starts with only its home world in play and a hand of cards. Players strive to have the most victory points at game end; points are gained by settling new worlds, by developing new useful attributes for their civilization, and by consuming goods produced by their civilization's worlds. Each card serves multiple purposes: cards represent the worlds and civilization "developments", cards are used as payment for playing a world or development (by sacrificing cards from a player's hand); finally face-down cards are used as tokens to represent the goods that worlds produce.
At the start of each round, all players simultaneously and secretly choose one of five ''phases'': Explore, Develop, Settle, Consume, or Produce; phase selections are revealed simultaneously.
In the main part of the round, all players may perform a specific activity related to each of the phases that at least one player has chosen, in the order above (Explore, then Develop, then Settle, etc.). When performing the activity for a phase, a player who actually chose that phase gains a bonus (looking at extra cards during Explore, paying fewer cards to Develop, getting a bonus card after Settling, etc.). The Explore phase adds cards to a player's hand; the Develop and Settle actions let players play cards from their hand onto the table (a player's ''tableau''); the Consume action can result in players drawing cards and taking victory point markers from a common pool; and the Produce phase creates goods that can be Consumed in a later round. Cards in one's tableau typically provide bonuses to various activities, in addition to providing victory points.
After all activities are complete, players discard down to a hand limit of 10 cards.
Play continues until, at the end of a round, either at least one player has 12 or more cards in their tableau, or the entire starting pool of victory point tokens has been claimed by the players. At that point, the player with the highest total of victory points from tokens and from cards in their tableau is the winner.
The principal difference in the playing sequence between ''Race'' and ''Puerto Rico/San Juan'' is that in the latter games, a given phase can only be chosen by one player each round, and the order of activities is based on player order and the phases each player picks in succession; in ''Race'', multiple players may choose the same phase, and the order of activity execution is fixed.
== Expansions ==
The original plan called for two expansions, to add more variety to gameplay, shore up certain strategies, and to accommodate more players. {{Fact|date=June 2009}} The game's success has prompted the publisher to request a third expansion, currently in the planning stages and titled "The Brink of War,"<ref>Statement by game's creator: http://www.boardgamegeek.com/article/3692801#3692801</ref> as well as an entirely new series of expansions (not requiring the original trio). {{Fact|date=June 2009}}
===Gathering Storm===
The first expansion adds components for a fifth player, additional cards, ''goals'' (opportunities to gain extra victory points chosen at random at game start), and rules and components for solo play (against a "robot" player).<ref>[http://www.boardgamenews.com/index.php/boardgamenews/comments/game_preview_race_for_the_galaxy_the_gathering_storm/ "Game Preview: Race for the Galaxy: The Gathering Storm"], By [[Tom Lehmann]], September 26, 2008, Boardgame News.</ref>
===Rebel vs Imperium===
The second expansion adds components for a sixth player, still more cards, and (limited) direct interaction between players (in the form of military conquest of certain worlds belonging to other players' civilizations; players who refrain from playing certain cards are immune to conquest).<ref>{{cite web | url= http://www.boardgamenews.com/index.php/boardgamenews/comments/game_preview_race_for_the_galaxy_rebel_vs_imperium/ | title= ''Rebel vs Imperium Designer Preview'' |author=Tom Lehmann |date=June 8 2009|work=Boardgame news}}</ref>
== Online Play ==
Currently http://genie.game-host.org/ hosts a free web-based server that provides
* Base set
* Gathering Storm expansion (with or without goals)
* Solo play
The game is browser-based and tracks player ratings.
==References==
{{reflist}}
==External links==
* [http://www.riograndegames.com/games.html?id=240 Rio Grande Race for the Galaxy Home Page]
* {{bgg|28143|''Race for the Galaxy''}}
* {{bgg|34499|''Race for the Galaxy: The Gathering Storm''|40210|''Race for the Galaxy: Rebel vs Imperium''}}
* [http://premiojota.blogspot.com/2009/10/race-for-galaxycarta-pra-voce.html Race for The Galaxy at Prêmio JoTa - JOGOS DE TABULEIRO (Portuguese)]
* [http://www.keldon.net/rftg/ Race for the Galaxy AI] is a Windows and Macintosh stand-alone program to play Race for the Galaxy against one or more AI opponents.
[[Category:Dedicated deck card games]]
[[Category:Rio Grande Games games]]
{{card-game-stub}}
[[fr:Race for the Galaxy]]
[[hu:Race for the Galaxy]]
7gp6347t8w2yajowrjwo0hlgkhqsioy
4387
4386
2009-12-09T23:30:52Z
Kingstonlee
1735031
1 revision
4387
wikitext
text/x-wiki
{{Infobox_Game|
subject_name=Race for the Galaxy|
designer=[[Thomas Lehmann]]|
players=2 to 4|
ages=12 and up|
setup_time=2 minutes|
playing_time= 30–60 minutes |
complexity=Medium |
strategy=High |
random_chance=Medium |
skills=[[Economics|Economic management]], [[Strategy|Strategic thought]]|
bggid=18602 |
footnotes= |
}}
'''''Race for the Galaxy''''' (RftG or R4TG) is a [[card game]] designed by [[Thomas Lehmann]] that was released in [[2007 in games|2007]] by [[Rio Grande Games]]. Its theme is the [[colonisation]] of [[planet]]s. It accommodates 2-4 players; more players are possible through expansion packs. The game uses iconography in place of language. While appreciated by experienced players for being concise, some new players may find the icons difficult to learn and decipher.<ref>{{citation|url=http://www.sfgate.com/cgi-bin/article.cgi?file=/c/a/2007/12/09/PKRLTKGO9.DTL&type=printable|publisher=San Francisco Chronicle|title==Ranking the new board games for the holidays|author=Joshua Kosman|date=December 9, 2007}}</ref>
The game won ''[[Boardgamegeek]]'s'' Golden Geek Award for best card game,<ref>{{cite news |title=Weitere Auszeichnung für Agricola |url=http://www.spielbox.de/php/aktuell.php4?anz_id=1895 |work=Spielbox |date=26 November 2008 |accessdate=2008-12-07 }}</ref> Fairplay Magazine’s ''À la carte'' award for best card game of 2008,<ref>{{citation|url=http://www.boardgamenews.com/index.php/boardgamenews/comments/race_for_the_galaxy_wins_fairplays_card_game_award/|title=Race for the Galaxy Wins Fairplay’s Card Game Award|publisher=Boardgame News|date=October 18, 2008|author=W. Eric Martin}}</ref> and was described by the magazine ''Tric Trac'' as "''LE jeu de cartes de cette année 2008''" (THE card game of the year 2008).<ref>{{cite news |title=Jouez à Race for the Galaxy sur votre ordi |url=http://www.trictrac.net/index.php3?id=jeux&rub=actualite&inf=detail&ref=6832 |work=Tric Trac |date=19 October 2008 |accessdate=2008-12-07 }}</ref>
== Gameplay ==
The play style of the game is similar to that of another Rio Grande game, ''[[San Juan (card game)|San Juan]]''<ref>{{cite web | url= http://www.boardgamegeek.com/boardgame/28143 | title= ''Race for the Galaxy'' |work=[[Board Game Geek]]}}</ref>, which is the card game version of the board game ''[[Puerto Rico (board game)|Puerto Rico]].'' Lehmann, ''Race'''s designer, developed his own card game version of ''Puerto Rico'' at the request of the publisher. Some of its ideas were incorporated in ''San Juan''. Later, Lehmann used those ideas to create a different game, one of space exploration and conquest rather than colonial development in the Caribbean.<ref>Statement by game's creator: http://www.boardgamenews.com/index.php/boardgamenews/comments/game_preview_race_for_the_galaxy_designer_preview_1/</ref>
Each player builds an interstellar civilization that starts with only its home world in play and a hand of cards. Players strive to have the most victory points at game end; points are gained by settling new worlds, by developing new useful attributes for their civilization, and by consuming goods produced by their civilization's worlds. Each card serves multiple purposes: cards represent the worlds and civilization "developments", cards are used as payment for playing a world or development (by sacrificing cards from a player's hand); finally face-down cards are used as tokens to represent the goods that worlds produce.
At the start of each round, all players simultaneously and secretly choose one of five ''phases'': Explore, Develop, Settle, Consume, or Produce; phase selections are revealed simultaneously.
In the main part of the round, all players may perform a specific activity related to each of the phases that at least one player has chosen, in the order above (Explore, then Develop, then Settle, etc.). When performing the activity for a phase, a player who actually chose that phase gains a bonus (looking at extra cards during Explore, paying fewer cards to Develop, getting a bonus card after Settling, etc.). The Explore phase adds cards to a player's hand; the Develop and Settle actions let players play cards from their hand onto the table (a player's ''tableau''); the Consume action can result in players drawing cards and taking victory point markers from a common pool; and the Produce phase creates goods that can be Consumed in a later round. Cards in one's tableau typically provide bonuses to various activities, in addition to providing victory points.
After all activities are complete, players discard down to a hand limit of 10 cards.
Play continues until, at the end of a round, either at least one player has 12 or more cards in their tableau, or the entire starting pool of victory point tokens has been claimed by the players. At that point, the player with the highest total of victory points from tokens and from cards in their tableau is the winner.
The principal difference in the playing sequence between ''Race'' and ''Puerto Rico/San Juan'' is that in the latter games, a given phase can only be chosen by one player each round, and the order of activities is based on player order and the phases each player picks in succession; in ''Race'', multiple players may choose the same phase, and the order of activity execution is fixed.
== Expansions ==
The original plan called for two expansions, to add more variety to gameplay, shore up certain strategies, and to accommodate more players. {{Fact|date=June 2009}} The game's success has prompted the publisher to request a third expansion, currently in the planning stages and titled "The Brink of War,"<ref>Statement by game's creator: http://www.boardgamegeek.com/article/3692801#3692801</ref> as well as an entirely new series of expansions (not requiring the original trio). {{Fact|date=June 2009}}
===Gathering Storm===
The first expansion adds components for a fifth player, additional cards, ''goals'' (opportunities to gain extra victory points chosen at random at game start), and rules and components for solo play (against a "robot" player).<ref>[http://www.boardgamenews.com/index.php/boardgamenews/comments/game_preview_race_for_the_galaxy_the_gathering_storm/ "Game Preview: Race for the Galaxy: The Gathering Storm"], By [[Tom Lehmann]], September 26, 2008, Boardgame News.</ref>
===Rebel vs Imperium===
The second expansion adds components for a sixth player, still more cards, and (limited) direct interaction between players (in the form of military conquest of certain worlds belonging to other players' civilizations; players who refrain from playing certain cards are immune to conquest).<ref>{{cite web | url= http://www.boardgamenews.com/index.php/boardgamenews/comments/game_preview_race_for_the_galaxy_rebel_vs_imperium/ | title= ''Rebel vs Imperium Designer Preview'' |author=Tom Lehmann |date=June 8 2009|work=Boardgame news}}</ref>
== Online Play ==
Currently http://genie.game-host.org/ hosts a free web-based server that provides
* Base set
* Gathering Storm expansion (with or without goals)
* Solo play
The game is browser-based and tracks player ratings.
==References==
{{reflist}}
==External links==
* [http://www.riograndegames.com/games.html?id=240 Rio Grande Race for the Galaxy Home Page]
* {{bgg|28143|''Race for the Galaxy''}}
* {{bgg|34499|''Race for the Galaxy: The Gathering Storm''|40210|''Race for the Galaxy: Rebel vs Imperium''}}
* [http://premiojota.blogspot.com/2009/10/race-for-galaxycarta-pra-voce.html Race for The Galaxy at Prêmio JoTa - JOGOS DE TABULEIRO (Portuguese)]
* [http://www.keldon.net/rftg/ Race for the Galaxy AI] is a Windows and Macintosh stand-alone program to play Race for the Galaxy against one or more AI opponents.
[[Category:Dedicated deck card games]]
[[Category:Rio Grande Games games]]
{{card-game-stub}}
[[fr:Race for the Galaxy]]
[[hu:Race for the Galaxy]]
7gp6347t8w2yajowrjwo0hlgkhqsioy
Racko!
0
2201
4236
2009-11-16T20:11:09Z
71.68.59.35
/* Point System */
4236
wikitext
text/x-wiki
'''Rack-O''' is a [[Milton Bradley]] [[card game]] with the objective of obtaining 10 numbers, in numerical order, in one's hand. Score may be kept on a separate piece of paper, based upon either a custom system or the system provided in the rule book. Rack-O allows between 2-4 players, and is recommended for players age 8 and up. Rack-O celebrated its 50-year anniversary in 2006.<ref>[http://www.hasbro.com/media/default.cfm?page=release&release=433 Racko! 50]</ref>
==Gameplay==
The deck consists of 60 cards, each containing a number from 1 to 60. Depending on how many people are playing, the deck may be reduced in size. If two people are playing, only the cards from 1 to 40 are used; if three people are playing, the cards from 1 to 50 are used; and if four people are playing, the entire deck is used.
A dealer will shuffle the cards and then deal to each player, dealing 10 random cards to every player. The players will take one card at a time, without looking at what number is on the card, and place it in the first available place until the rack is full. For example, on space 10, you might have a 3, on space 9, you might have a 23, on space 8, you might have a 59.
Each player's goal is to replace cards that are not in numerical order with cards that are in numerical order. The cards need to be in order from lowest to highest, but they do not need to be consecutive. For example, if a 58 appears in slot 1, you know you have to replace it with a smaller number. This is where the strategic thinking comes in, as you must decide what numbers to discard and what numbers to keep. A player may not switch the numbers within their own racks; only numbers drawn from the deck can be used.
It is not necessary for numbers to be a certain size or in a certain order, as long as they are in numerical order. You are considered a winner if you get this order: 1, 27, 31, 39, 43, 46, 50, 56, 59, 60, even though the jump from 1 to 27 is dramatic.
'''The play''': Each player, when it is his turn, will either draw a card from the remainder of the deck, or will take the card discarded by the previous player. He will then put that card into one of his own 10 slots, and will then discard the card which he has replaced in that slot.
To win, you must yell "RACK-O!" as soon as your cards are in numerical order.
===Point System===
While it is very easy to play with a custom point system, or no point system at all, the game does have a built-in point system in the rule book.
Every time a player calls RACK-O!, he or she is awarded 75 points. Bonus points may be distributed for a sequence of three or more numbers on the rack that appear in EXACT numerical order, meaning if your rack looks like this: 1, 7, 8, 9, 33, 41, 47, 54, 57, 59, you may be awarded points for the matching "7,8,9". However, the players are not bound to any of these point rules.
Also, when someone calls RACK-O!, every other player scores 5 points for each card he/she has in order (low to high), starting with the first slot in the rack and ending when the sequence breaks. A player can thus score between 5 and 45 points without winning the round.
== References ==
{{reflist}}
==External links==
*[http://www.hasbro.com/default.cfm?page=browse&product_id=9632 Racko at official Hasbro website]
*[http://www.boardgames.com/racko.html Racko at boardgames.com]
[[Category:Dedicated deck card games]]
[[Category:Parker Brothers games]]
jtrpmhvrld27jlq2qprvkx4xltjlcqj
4237
4236
2009-12-09T23:30:35Z
Kingstonlee
1735031
1 revision
4237
wikitext
text/x-wiki
'''Rack-O''' is a [[Milton Bradley]] [[card game]] with the objective of obtaining 10 numbers, in numerical order, in one's hand. Score may be kept on a separate piece of paper, based upon either a custom system or the system provided in the rule book. Rack-O allows between 2-4 players, and is recommended for players age 8 and up. Rack-O celebrated its 50-year anniversary in 2006.<ref>[http://www.hasbro.com/media/default.cfm?page=release&release=433 Racko! 50]</ref>
==Gameplay==
The deck consists of 60 cards, each containing a number from 1 to 60. Depending on how many people are playing, the deck may be reduced in size. If two people are playing, only the cards from 1 to 40 are used; if three people are playing, the cards from 1 to 50 are used; and if four people are playing, the entire deck is used.
A dealer will shuffle the cards and then deal to each player, dealing 10 random cards to every player. The players will take one card at a time, without looking at what number is on the card, and place it in the first available place until the rack is full. For example, on space 10, you might have a 3, on space 9, you might have a 23, on space 8, you might have a 59.
Each player's goal is to replace cards that are not in numerical order with cards that are in numerical order. The cards need to be in order from lowest to highest, but they do not need to be consecutive. For example, if a 58 appears in slot 1, you know you have to replace it with a smaller number. This is where the strategic thinking comes in, as you must decide what numbers to discard and what numbers to keep. A player may not switch the numbers within their own racks; only numbers drawn from the deck can be used.
It is not necessary for numbers to be a certain size or in a certain order, as long as they are in numerical order. You are considered a winner if you get this order: 1, 27, 31, 39, 43, 46, 50, 56, 59, 60, even though the jump from 1 to 27 is dramatic.
'''The play''': Each player, when it is his turn, will either draw a card from the remainder of the deck, or will take the card discarded by the previous player. He will then put that card into one of his own 10 slots, and will then discard the card which he has replaced in that slot.
To win, you must yell "RACK-O!" as soon as your cards are in numerical order.
===Point System===
While it is very easy to play with a custom point system, or no point system at all, the game does have a built-in point system in the rule book.
Every time a player calls RACK-O!, he or she is awarded 75 points. Bonus points may be distributed for a sequence of three or more numbers on the rack that appear in EXACT numerical order, meaning if your rack looks like this: 1, 7, 8, 9, 33, 41, 47, 54, 57, 59, you may be awarded points for the matching "7,8,9". However, the players are not bound to any of these point rules.
Also, when someone calls RACK-O!, every other player scores 5 points for each card he/she has in order (low to high), starting with the first slot in the rack and ending when the sequence breaks. A player can thus score between 5 and 45 points without winning the round.
== References ==
{{reflist}}
==External links==
*[http://www.hasbro.com/default.cfm?page=browse&product_id=9632 Racko at official Hasbro website]
*[http://www.boardgames.com/racko.html Racko at boardgames.com]
[[Category:Dedicated deck card games]]
[[Category:Parker Brothers games]]
jtrpmhvrld27jlq2qprvkx4xltjlcqj
4593
4237
2024-07-31T15:56:16Z
Tab Four
39995581
4593
wikitext
text/x-wiki
'''Rack-O''' is a [[Milton Bradley]] [[card game]] with the objective of obtaining 10 numbers, in numerical order, in one's hand. Score may be kept on a separate piece of paper, based upon either a custom system or the system provided in the rule book. Rack-O allows between 2-4 players, and is recommended for players age 8 and up. Rack-O celebrated its 50-year anniversary in 2006.<ref>[http://www.hasbro.com/media/default.cfm?page=release&release=433 Racko! 50]</ref>
==Gameplay==
The deck consists of 60 cards, each containing a number from 1 to 60. Depending on how many people are playing, the deck may be reduced in size. If two people are playing, only the cards from 1 to 40 are used; if three people are playing, the cards from 1 to 50 are used; and if four people are playing, the entire deck is used.
A dealer will shuffle the cards and then deal to each player, dealing 10 random cards to every player. The players will take one card at a time, without looking at what number is on the card, and place it in the first available place until the rack is full. For example, on space 10, you might have a 3, on space 9, you might have a 23, on space 8, you might have a 59.
Each player's goal is to replace cards that are not in numerical order with cards that are in numerical order. The cards need to be in order from lowest to highest, but they do not need to be consecutive. For example, if a 58 appears in slot 1, you know you have to replace it with a smaller number. This is where the strategic thinking comes in, as you must decide what numbers to discard and what numbers to keep. A player may not switch the numbers within their own racks; only numbers drawn from the deck can be used.
It is not necessary for numbers to be a certain size or in a certain order, as long as they are in numerical order. You are considered a winner if you get this order: 1, 27, 31, 39, 43, 46, 50, 56, 59, 60, even though the jump from 1 to 27 is dramatic.
'''The play''': Each player, when it is his turn, will either draw a card from the remainder of the deck, or will take the card discarded by the previous player. He will then put that card into one of his own 10 slots, and will then discard the card which he has replaced in that slot.
To win, you must yell "RACK-O!" as soon as your cards are in numerical order.
===Point System===
While it is very easy to play with a custom point system, or no point system at all, the game does have a built-in point system in the rule book.
Every time a player calls RACK-O!, he or she is awarded 75 points. Bonus points may be distributed for a sequence of three or more numbers on the rack that appear in EXACT numerical order, meaning if your rack looks like this: 1, 7, 8, 9, 33, 41, 47, 54, 57, 59, you may be awarded points for the matching "7,8,9". However, the players are not bound to any of these point rules.
Also, when someone calls RACK-O!, every other player scores 5 points for each card he/she has in order (low to high), starting with the first slot in the rack and ending when the sequence breaks. A player can thus score between 5 and 45 points without winning the round.
== Trivia ==
* The 2006 and 50th anniversary editions include 60 number facts on each card. Such examples include:
** 2: ''Two is the only even prime number.''
** 3: ''Racing legend Dale Earnhardt drove the number 3 car.''
** 5: ''New York City has five boroughs: Manhattan, the Bronx, Brooklyn, Staten Island, and Queens.''
** 7: ''There are seven days in a week, continents, deadly sins, wanders of the ancient world, and castaways on Gilligan's island.''
== References ==
{{reflist}}
==External links==
*[http://www.hasbro.com/default.cfm?page=browse&product_id=9632 Racko at official Hasbro website]
*[http://www.boardgames.com/racko.html Racko at boardgames.com]
[[Category:Dedicated deck card games]]
[[Category:Parker Brothers games]]
2eig5bt44uu3pk3pq78p2truwy7l1wk
Rage (card game)
0
2295
4426
2009-09-17T09:14:35Z
Im>Jhattara
0
more specific category
4426
wikitext
text/x-wiki
''Rage is also the name of a collectible card game. See [[Rage (collectible card game)]].''
{{Infobox CardGame
| title = Rage
| subtitle = A commercial trick-taking game for 2-6 players
| image_link =
| image_caption =
| alt_names =
| type = trick-taking
| players = 2-6
| play = Clockwise
| card_rank = 15 - 0, trump decided at random
| ages = 7+
| num_cards = 52-card (51 or 54 for 3 or 6 players, 50 for 5)
| deck = proprietary 6-suit 16-value
| origin = [[Whist]]
| related = [[Oh Hell]]
| playing_time = ~8 minutes per hand
| random_chance = Moderate
| skills = [[tactic (method)|Tactics]]
| footnotes =
}}
'''Rage''' is a [[trick-taking game|trick-taking]] [[card game]] marketed by [[Fundex Games]] that is based on the game [[Oh Hell]]. Players bid to take a particular number of tricks, and are awarded bonus points for doing so. The commercial game differs significantly from the traditional version in the use of a proprietary deck with 6 colored [[suits]] and the addition of 6 types of special cards that change gameplay.
==The Deck==
Rage uses a deck comprised of the following:
* 96 number cards, divided among 6 colored [[suits]] (red, orange, yellow, green, blue, and purple) each with 16 values (0-15).
* 2 Wild Rage cards
* 2 Bonus Rage cards
* 2 Mad Rage cards
* 4 Change Rage cards
* 4 Out Rage cards
There are thus a total of 110 cards in the deck. Fundex states there are 16 Rage cards (though its itemized list adds up to only the 14 listed here) and so some editions of the game may have additional Rage cards.
==Setup==
The game can be played by 2 to 6 players. One player is the scorekeeper and uses either the special scoresheet printed in the instructions (it can be photocopied freely) or a piece of plain paper to keep score. The entire deck of cards is shuffled and cut.
==Deal==
In the first round, 10 cards are dealt to each player. In each subsequent round one fewer card is dealt, until by the tenth and final round, each player receives only one card. Cards are dealt clockwise. The pile of remaining cards is placed face-down in the middle of the table, and its top card is turned over. The color of this card is the [[trump card|trump]] suit; a card of this color played to a trick will beat any other card played except a higher trump. If this top card is a Rage card, it is discarded and another card is turned over, until a color card is shown.
==Bidding==
After viewing and organizing their hands, starting to the dealer's left, players bid in turn on the number of tricks they think they can take in the hand. Bidding is non-auction; a player's first and only bid is binding. Bids are recorded by the scorekeeper. Four players can play in partnerships, while 6 players can play in pairs or teams of 3. In such cases, bids are summed to form a team bid.
==Play==
After bidding is finished, the player on the dealer's left selects and plays a single card from their hand. Each player in turn then does the same, with the caveat that they must "follow suit" by playing a card of the same color if they have one. If the lead card was a Rage card other than Wild Rage (such cards have no intrinsic color), the color of the second card played determines the lead color that others must follow. If a player does not have any card of that color, they may play any card from their hand, including a trump card (if trump was not led) or a Rage card. The player playing the highest trump card, or if trump was not played the highest card of the led suit, takes the trick and leads the subsequent trick.
===Rage Cards===
The 14 Rage cards in the deck have black borders and, with the exception of the Wild Rage card, do not count as being of any suit and therefore cannot win a trick. Their effects are as follows:
* Change Rage - When played, the current trump color is replaced by a new one, by turning over the next card from the trump pile. That color becomes trump effective immediately for this and future tricks until another Change Rage or an Out Rage card is played, or the round ends.
* Out Rage - When played, the current trump color is discarded, but not replaced. The face-up card of the trump pile is turned face-down and discarded, and the current and any future tricks in the round are played without a trump suit. A Change Rage card played later in the current trick or in any subsequent trick cancels this effect by choosing a new trump color.
* Bonus Rage - When played, the person who takes the current trick adds an extra 5 points to their score.
* Mad Rage - When played, the person who takes this trick subtracts 5 points from their score.
* Wild Rage - This card is unique in that it is the only Rage card that can win a trick. When played, the player announces a specific color. This color can be the trump color. The Wild Rage card then becomes equivalent to a 16 of that color, beating any other card of that color. If both Wild Rage cards are played in a single trick, the card played first outranks the second.
==Scoring==
After a round is complete (all players' hands have been exhausted of cards), players count the number of tricks they have taken, and score as follows:
* +1 point for each trick
* +10 for taking exactly the number of tricks bid
** ''only +5 are awarded if the player bid and took zero tricks.''
To this, the Bonus Rage and Mad Rage points are added or subtracted (+5 for Bonus Rage, -5 for Mad Rage). Bonuses and penalties stack, so if a player takes two Bonus Rage cards they earn 10 extra points; if a player takes a Bonus Rage and a Mad Rage card, the bonus and penalty net to zero.
==Winning==
The player who has the highest score after the tenth round (in which a single card is dealt) is the winner.
==Variations==
The game lends itself to many variations. Among the variants listed in the instructions packaged with the game are:
* A player may play a Rage card even if they could follow suit.
* Bids are made in secret, written on a piece of paper kept by the player and only revealed after the round is over.
* Except in the last round where only one trick is taken, a player who takes every trick in the round (whether they bid to do so or not) earns 2 points per trick instead of only 1.
Additionally, unofficial variants can easily be added. The number of rounds and number of cards dealt in each round can be varied widely, such as starting with a single card and increasing to 10, dealing 10 rounds of 10 cards each (no reduction in hand size in subsequent rounds), etc. The Rage cards' effects can also be altered; players may be able to choose a specific trump color when playing a Change Rage card, for instance.
==General References==
* Fundex Games (2006). RAGE Game Instructions booklet (PDF), http://www.fundexgames.com/instructions/pdf/8280.pdf
[[Category:Trick-taking card games]]
[[Category:Dedicated deck card games]]
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''Rage is also the name of a collectible card game. See [[Rage (collectible card game)]].''
{{Infobox CardGame
| title = Rage
| subtitle = A commercial trick-taking game for 2-6 players
| image_link =
| image_caption =
| alt_names =
| type = trick-taking
| players = 2-6
| play = Clockwise
| card_rank = 15 - 0, trump decided at random
| ages = 7+
| num_cards = 52-card (51 or 54 for 3 or 6 players, 50 for 5)
| deck = proprietary 6-suit 16-value
| origin = [[Whist]]
| related = [[Oh Hell]]
| playing_time = ~8 minutes per hand
| random_chance = Moderate
| skills = [[tactic (method)|Tactics]]
| footnotes =
}}
'''Rage''' is a [[trick-taking game|trick-taking]] [[card game]] marketed by [[Fundex Games]] that is based on the game [[Oh Hell]]. Players bid to take a particular number of tricks, and are awarded bonus points for doing so. The commercial game differs significantly from the traditional version in the use of a proprietary deck with 6 colored [[suits]] and the addition of 6 types of special cards that change gameplay.
==The Deck==
Rage uses a deck comprised of the following:
* 96 number cards, divided among 6 colored [[suits]] (red, orange, yellow, green, blue, and purple) each with 16 values (0-15).
* 2 Wild Rage cards
* 2 Bonus Rage cards
* 2 Mad Rage cards
* 4 Change Rage cards
* 4 Out Rage cards
There are thus a total of 110 cards in the deck. Fundex states there are 16 Rage cards (though its itemized list adds up to only the 14 listed here) and so some editions of the game may have additional Rage cards.
==Setup==
The game can be played by 2 to 6 players. One player is the scorekeeper and uses either the special scoresheet printed in the instructions (it can be photocopied freely) or a piece of plain paper to keep score. The entire deck of cards is shuffled and cut.
==Deal==
In the first round, 10 cards are dealt to each player. In each subsequent round one fewer card is dealt, until by the tenth and final round, each player receives only one card. Cards are dealt clockwise. The pile of remaining cards is placed face-down in the middle of the table, and its top card is turned over. The color of this card is the [[trump card|trump]] suit; a card of this color played to a trick will beat any other card played except a higher trump. If this top card is a Rage card, it is discarded and another card is turned over, until a color card is shown.
==Bidding==
After viewing and organizing their hands, starting to the dealer's left, players bid in turn on the number of tricks they think they can take in the hand. Bidding is non-auction; a player's first and only bid is binding. Bids are recorded by the scorekeeper. Four players can play in partnerships, while 6 players can play in pairs or teams of 3. In such cases, bids are summed to form a team bid.
==Play==
After bidding is finished, the player on the dealer's left selects and plays a single card from their hand. Each player in turn then does the same, with the caveat that they must "follow suit" by playing a card of the same color if they have one. If the lead card was a Rage card other than Wild Rage (such cards have no intrinsic color), the color of the second card played determines the lead color that others must follow. If a player does not have any card of that color, they may play any card from their hand, including a trump card (if trump was not led) or a Rage card. The player playing the highest trump card, or if trump was not played the highest card of the led suit, takes the trick and leads the subsequent trick.
===Rage Cards===
The 14 Rage cards in the deck have black borders and, with the exception of the Wild Rage card, do not count as being of any suit and therefore cannot win a trick. Their effects are as follows:
* Change Rage - When played, the current trump color is replaced by a new one, by turning over the next card from the trump pile. That color becomes trump effective immediately for this and future tricks until another Change Rage or an Out Rage card is played, or the round ends.
* Out Rage - When played, the current trump color is discarded, but not replaced. The face-up card of the trump pile is turned face-down and discarded, and the current and any future tricks in the round are played without a trump suit. A Change Rage card played later in the current trick or in any subsequent trick cancels this effect by choosing a new trump color.
* Bonus Rage - When played, the person who takes the current trick adds an extra 5 points to their score.
* Mad Rage - When played, the person who takes this trick subtracts 5 points from their score.
* Wild Rage - This card is unique in that it is the only Rage card that can win a trick. When played, the player announces a specific color. This color can be the trump color. The Wild Rage card then becomes equivalent to a 16 of that color, beating any other card of that color. If both Wild Rage cards are played in a single trick, the card played first outranks the second.
==Scoring==
After a round is complete (all players' hands have been exhausted of cards), players count the number of tricks they have taken, and score as follows:
* +1 point for each trick
* +10 for taking exactly the number of tricks bid
** ''only +5 are awarded if the player bid and took zero tricks.''
To this, the Bonus Rage and Mad Rage points are added or subtracted (+5 for Bonus Rage, -5 for Mad Rage). Bonuses and penalties stack, so if a player takes two Bonus Rage cards they earn 10 extra points; if a player takes a Bonus Rage and a Mad Rage card, the bonus and penalty net to zero.
==Winning==
The player who has the highest score after the tenth round (in which a single card is dealt) is the winner.
==Variations==
The game lends itself to many variations. Among the variants listed in the instructions packaged with the game are:
* A player may play a Rage card even if they could follow suit.
* Bids are made in secret, written on a piece of paper kept by the player and only revealed after the round is over.
* Except in the last round where only one trick is taken, a player who takes every trick in the round (whether they bid to do so or not) earns 2 points per trick instead of only 1.
Additionally, unofficial variants can easily be added. The number of rounds and number of cards dealt in each round can be varied widely, such as starting with a single card and increasing to 10, dealing 10 rounds of 10 cards each (no reduction in hand size in subsequent rounds), etc. The Rage cards' effects can also be altered; players may be able to choose a specific trump color when playing a Change Rage card, for instance.
==General References==
* Fundex Games (2006). RAGE Game Instructions booklet (PDF), http://www.fundexgames.com/instructions/pdf/8280.pdf
[[Category:Trick-taking card games]]
[[Category:Dedicated deck card games]]
g5lit9c6dvgv6z5666ezlvl5kw9pbcf
Raise the Roof (card game)
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Craw-daddy
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tidy
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{{otheruses|Raise the Roof}}
'''''Raise the Roof''''' is a construction strategy card game for 2 to 4 players.
The game is played by drawing cards in turn and playing them to build your house. Room cards used to build your house range in value from 100 to 400. You can stop other players from building their house, take parts from their house, and even take cards from their hands. The game ends when a house is completed. All players must then add up the value of their respective houses and subtract the value of the cards in their hands (with the exception of the player who has a completed house). The player with the highest score wins.
''Raise the Roof'' was created by Henard Industries in [[1982 in games|1982]] and was discontinued after only a few years of print.
==External links==
*{{bgg|4097|''Raise the Roof''}}
[[Category:Dedicated deck card games]]
{{card-game-stub}}
azct78q97r3k6ilc5upebv5ku5nzrxk
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Kingstonlee
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{{otheruses|Raise the Roof}}
'''''Raise the Roof''''' is a construction strategy card game for 2 to 4 players.
The game is played by drawing cards in turn and playing them to build your house. Room cards used to build your house range in value from 100 to 400. You can stop other players from building their house, take parts from their house, and even take cards from their hands. The game ends when a house is completed. All players must then add up the value of their respective houses and subtract the value of the cards in their hands (with the exception of the player who has a completed house). The player with the highest score wins.
''Raise the Roof'' was created by Henard Industries in [[1982 in games|1982]] and was discontinued after only a few years of print.
==External links==
*{{bgg|4097|''Raise the Roof''}}
[[Category:Dedicated deck card games]]
{{card-game-stub}}
azct78q97r3k6ilc5upebv5ku5nzrxk
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2023-04-27T04:37:09Z
76.129.89.111
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wikitext
text/x-wiki
{{otheruses|Raise the Roof}}
'''''Raise the Roof''''' is a construction strategy card game for 2 to 4 players.
The game is played by drawing cards in turn and playing them to build your house. Room cards used to build your house range in value from 100 to 400. You can stop other players from building their house, take parts from their house, and even take cards from their hands. The game ends when a house is completed. All players must then add up the value of their respective houses and subtract the value of the cards in their hands (with the exception of the player who has a completed house). The player with the highest score wins.
''Raise the Roof'' was created by Henard Industries in [[1982 in games|1982]] and was discontinued after only a few years of print.
In 2023, the game's original creator and copyright holder began collaborating with Cobble Knoll Games to [http://cobbleknollgames.com reintroduce] ''Raise the Roof.'' The release is anticipated for late 2023 or early 2024.
==External links==
*{{bgg|4097|''Raise the Roof''}}
[[Category:Dedicated deck card games]]
{{card-game-stub}}
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Rat-a-Tat Cat
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'''''Rat-a-Tat Cat''''' is a memory game created by [[Gamewright]], and it won a [[List of Mensa Select recipients|Mensa Select]] award in 1996.
==Cards==
*Four of each number card that says 0-9
*Power cards
**3 "Draw 2"s
**3 "Peek"s
**3 "Swap"s
==Rules==
===Setup===
Each player is dealt four cards that are placed, face down, in a row in front of him/her. Everyone is allowed to look at their two outermost cards at the beginning of the game. Players may not look at any cards during the game except through the use of a [[#Peek|Peek]] card; even at the beginning of the game, they may not look at their middle two cards, nor may they look at their opponents' cards. The remaining cards form a draw pile, and the top one is turned over to form a discard pile (if this card is a power card, it is placed in the middle of the draw pile and a new one is drawn).
===Objective===
The objective is to have the fewest points at the end of the game. The points are the total of all cards that the person has at the end of the round. Therefore, players try to get rid of high cards like 9's and gain low cards like 0's. Since cards are left face down, memory is a very important part of this game.
===Game Play===
On a player's turn, he/she takes a card. This can either be the top card of the discard pile (but not if it is a "power card"), or the top card of the draw pile. Anyone who takes a card from the discard pile uses it to replace one of his/her face down cards, and puts that card on the discard pile. The other choice is to take a card from the draw pile. If this is a number card, the person may either use it to replace one of the face down cards, or place the drawn card directly in the discard pile.
If the draw pile is exhausted, the discard pile is reshuffled and placed face down.
===Power Cards===
Power cards may only be used if they are drawn from the draw pile. They may not be taken from the discard pile, and are useless if found in the hand. After use, they are placed in the discard pile. If a power card is taken from the draw pile, it has the following effect:
====Peek====
If a "Peek" card is drawn, the player may immediately look at ONE of his/her face down cards.
====Swap====
If a "Swap" is drawn, the player may switch one of his cards with one of another players' cards. However, the player may not look at either card until receiving a peek card. If the player does not want to swap, he/she does not have to.
====Draw 2====
A player drawing a "Draw 2" card then draws another card from the pile, and may use this card as if it were a normal turn. However, if it is a number card and is discarded, or if it is a power card and the player decides not to use it, the player then picks another card from the pile, and plays that as if it were a normal turn.
===The End of the Round===
At the end of a player's turn, he may choose to end the round. All other players get one more turn. After that, everyone counts up his/her points. Any power cards are placed at the bottom of the deck and replaced with the top card.
===The End of the Game===
At the beginning of the game, the players decide how to win. There are three possibilities:
#Play for a specific length of time, and the person with the fewest points at the end is the winner.
#Play a specific number of rounds, and the person with the fewest points at the end is the winner.
#A player with a certain number of points is kicked out of the game, and the last one still in is the winner.
==External links==
*[http://www.gamewright.com/gamewright/index.php?section=games&page=game&show=61 ''Rat-a-Tat Cat''] at Gamewright
*{{bgg|3837|''Rat-a-Tat Cat''}}
[[Category:Dedicated deck card games]]
[[Category:Mensa Select winners]]
[[he:חתחתול (משחק)]]
When someone says "rat-a-tat-cat" everyone has to stop
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'''''Rat-a-Tat Cat''''' is a memory game created by [[Gamewright]], and it won a [[List of Mensa Select recipients|Mensa Select]] award in 1996.
==Cards==
*Four of each number card that says 0-9
*Power cards
**3 "Draw 2"s
**3 "Peek"s
**3 "Swap"s
==Rules==
===Setup===
Each player is dealt four cards that are placed, face down, in a row in front of him/her. Everyone is allowed to look at their two outermost cards at the beginning of the game. Players may not look at any cards during the game except through the use of a [[#Peek|Peek]] card; even at the beginning of the game, they may not look at their middle two cards, nor may they look at their opponents' cards. The remaining cards form a draw pile, and the top one is turned over to form a discard pile (if this card is a power card, it is placed in the middle of the draw pile and a new one is drawn).
===Objective===
The objective is to have the fewest points at the end of the game. The points are the total of all cards that the person has at the end of the round. Therefore, players try to get rid of high cards like 9's and gain low cards like 0's. Since cards are left face down, memory is a very important part of this game.
===Game Play===
On a player's turn, he/she takes a card. This can either be the top card of the discard pile (but not if it is a "power card"), or the top card of the draw pile. Anyone who takes a card from the discard pile uses it to replace one of his/her face down cards, and puts that card on the discard pile. The other choice is to take a card from the draw pile. If this is a number card, the person may either use it to replace one of the face down cards, or place the drawn card directly in the discard pile.
If the draw pile is exhausted, the discard pile is reshuffled and placed face down.
===Power Cards===
Power cards may only be used if they are drawn from the draw pile. They may not be taken from the discard pile, and are useless if found in the hand. After use, they are placed in the discard pile. If a power card is taken from the draw pile, it has the following effect:
====Peek====
If a "Peek" card is drawn, the player may immediately look at ONE of his/her face down cards.
====Swap====
If a "Swap" is drawn, the player may switch one of his cards with one of another players' cards. However, the player may not look at either card until receiving a peek card. If the player does not want to swap, he/she does not have to.
====Draw 2====
A player drawing a "Draw 2" card then draws another card from the pile, and may use this card as if it were a normal turn. However, if it is a number card and is discarded, or if it is a power card and the player decides not to use it, the player then picks another card from the pile, and plays that as if it were a normal turn.
===The End of the Round===
At the end of a player's turn, he may choose to end the round. All other players get one more turn. After that, everyone counts up his/her points. Any power cards are placed at the bottom of the deck and replaced with the top card.
===The End of the Game===
At the beginning of the game, the players decide how to win. There are three possibilities:
#Play for a specific length of time, and the person with the fewest points at the end is the winner.
#Play a specific number of rounds, and the person with the fewest points at the end is the winner.
#A player with a certain number of points is kicked out of the game, and the last one still in is the winner.
==External links==
*[http://www.gamewright.com/gamewright/index.php?section=games&page=game&show=61 ''Rat-a-Tat Cat''] at Gamewright
*{{bgg|3837|''Rat-a-Tat Cat''}}
[[Category:Dedicated deck card games]]
[[Category:Mensa Select winners]]
[[he:חתחתול (משחק)]]
When someone says "rat-a-tat-cat" everyone has to stop
bpw1yslouckqk41mk04qlt0a00tgikf
Rave (board game)
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62.79.78.154
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'''''Rave''''' is a [[board game]] that was created by WOW Enterprises in [[1991 in games|1991]]. The game is based on the subcultural dance movement of the early 1990s.
The game was created by Patrick Treloar (MD of Wow Enterprises) and designed by The Style Bandits (amongst others). It contains a section designed by [[Jamie Hewlett]] of [[Gorillaz]] and ''[[Tank Girl]]'' fame. It went on to sell over 20,000 copies until it was withdrawn from the shelves by [[WH Smith]] when the store was made aware of its overtly adult content.{{Fact|date=September 2007}}
The idea of the game was to drive around looking for fliers and energi [sic] tablets. Once the player had accumulated enough energi tablets, they could then proceed to their rave and dance, until they collected all three sections of the WOW Tryptich.
WOW Enterprises are now engaged in the design and creation of an MMORPG based around the game.{{Fact|date=September 2007}}
== See also ==
* [[Rave]]
* [[Church of the subgenius]]
* [[Dance Music]]
== External links ==
* [http://ftp.hyperreal.org/raves/database/ravegame/ Images of the game] at [[hyperreal]]
* [http://www.fantazia.org.uk/Scene/ravegame.htm ''Rave'' details and pictures] at [[Fantazia]]
* [http://www.algroup.co.uk/wpb/people/patrick.htm Patrick Treloar's] Home Page and information
* {{bgg|12645|''Rave''}}
[[Category:Roll-and-move board games]]
{{Board-game-stub}}
tk750j3fr9mapsh3sm42obbqpad7bhu
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4034
2009-12-09T23:30:06Z
Kingstonlee
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1 revision
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wikitext
text/x-wiki
'''''Rave''''' is a [[board game]] that was created by WOW Enterprises in [[1991 in games|1991]]. The game is based on the subcultural dance movement of the early 1990s.
The game was created by Patrick Treloar (MD of Wow Enterprises) and designed by The Style Bandits (amongst others). It contains a section designed by [[Jamie Hewlett]] of [[Gorillaz]] and ''[[Tank Girl]]'' fame. It went on to sell over 20,000 copies until it was withdrawn from the shelves by [[WH Smith]] when the store was made aware of its overtly adult content.{{Fact|date=September 2007}}
The idea of the game was to drive around looking for fliers and energi [sic] tablets. Once the player had accumulated enough energi tablets, they could then proceed to their rave and dance, until they collected all three sections of the WOW Tryptich.
WOW Enterprises are now engaged in the design and creation of an MMORPG based around the game.{{Fact|date=September 2007}}
== See also ==
* [[Rave]]
* [[Church of the subgenius]]
* [[Dance Music]]
== External links ==
* [http://ftp.hyperreal.org/raves/database/ravegame/ Images of the game] at [[hyperreal]]
* [http://www.fantazia.org.uk/Scene/ravegame.htm ''Rave'' details and pictures] at [[Fantazia]]
* [http://www.algroup.co.uk/wpb/people/patrick.htm Patrick Treloar's] Home Page and information
* {{bgg|12645|''Rave''}}
[[Category:Roll-and-move board games]]
{{Board-game-stub}}
tk750j3fr9mapsh3sm42obbqpad7bhu
Reels & Deals: The Movie-Making Card Game
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Im>Ala737
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{{orphan|date=February 2009}}
{{Infobox_Game
| subject_name = Reels & Deals: The Movie-Making Card Game
| image_link = [[Image:Reels&Deals front.jpg|250px]]
| designer = Asha Agnish & Eric Kesselman
| publisher = Agman Games
| players = 2–5
| ages = 10 and up
| setup_time = 2 minutes
| playing_time = 45 minutes on average
| bggid = 36666
}}
'''''Reels & Deals: The Movie-Making Card Game''''' is a [[card game]], designed by Asha Agnish and Eric Kesselman, illustrated by Erica Missey, and published in 2008 by Agman Games.
The game parodies the American movie industry through illustrations, character names, and [[game mechanics]]. Additionally, it includes a card based on [[Jon Finkel]], [[Magic: The Gathering]] Hall-of-Famer.
The game was awarded the 2008 Seal of Excellence by [http://www.thetoymanonline.com The Toy Man]<ref>[http://www.thetoymanonline.com/product_review3.html?p=Reels%20&%20Deals%20-%20The%20Movie-Making%20Card%20Game The Toy Man: Product Evaluation Summary 7/19/08]</ref> and the 2008 Preferred Choice Award by [http://www.creativechild.com Creative Child Magazine]. It was also named to the [[GAMES 100]] for 2009 in the category of Best Family Card Game.<ref>[http://www.funagain.com/control/productaward?award_year=2009&award_type=GMMAG&fromrd=14914 The Games 100 2009]</ref> It was also named to About.com's Top 10 Card Games of 2008. <ref>[http://boardgames.about.com/od/toppicksbyyear/tp/2008_card_games.htm Top 10 Card Games of 2008]</ref>
== Playing the Game ==
'''''Reels & Deals''''' is played by 2-5 Players with a unique deck of 142 cards. The object of the game is to make money and score points by releasing Films. Players acquire Scripts and hire Actors, Actresses, and Directors to fulfill the requirements of their Scripts. The Player with the highest Score at the end of the game wins.
Each Player starts with six cards and pen & paper to keep track of Budget (start with $12 each) and Score (start with 0 points each). Players take turns in a clockwise rotation.
[[Image:Reels&Dealsgameplay.jpg|thumb|right|A 2-player game of Reels & Deals in progress.]]
Each Player has three Actions per turn. An Action can be spent to do any of the following:
* Play a Producer card
* Play an Enhancer card
* Acquire a Script from the Script Pile (limited to once per turn)
* Hire an Actor, Actress, or Director
* Sell an Actor, Actress, or Director to the Talent Agency
* Start a Bidding War for a card in the Talent Agency
* Discard any number of cards from one’s hand for $1 each
If a Player has any unspent Actions at the END of her turn, she must draw a card for each remaining Action.
If a Player has more than seven cards in hand at the END of her turn, she must discard down to seven cards.
Additionally, a Player may spend her entire turn to release a Film for which she has fulfilled all the requirements of the Script.
== Card Types ==
* '''Producer''': A Producer card has a one time bonus or effect. After it is played, it is placed in the Discard Pile.
* '''Enhancer''': An Enhancer card is attached to a Talent or Script card at the time it is played. It usually provides bonus points at the release of a Film.
* '''Script''': There are three genres of Scripts: Action, Drama, and Comedy. The genre is listed under the Script’s title. Players may use only one Director on a Script. Every Script lists its ''minimum'' required Actors and/or Actresses. Unless the Script says otherwise, Players may cast any number of Actors and Actresses.
* '''Actor and Actress''': Actor and Actress cards list a Score for each Script genre. For example, if an Actor shows:
Drama = 10
Action = 15
Comedy = 5
he would score 10 points in a completed Drama Script, 15 points in a completed Action Script, or 5 points in a completed Comedy Script.
Some Actors and Actresses are designated as ''Stars''. These cards may fulfill a requirement for an Actor or Actress, but Actors and Actresses cannot fulfill a requirement for a Star Actor or Star Actress.
* '''Director''': Director cards work exactly like Actors and Actresses. Similar to ''Stars'', some Directors are ''Mega-Directors''. Unless otherwise specified, Mega-Directors may be used on any Script. However, some Scripts require a Mega-Director.
== References ==
<references/>
== External links ==
* Reels & Deals at [http://www.agmangames.com/rdhome.htm Agman Games]
* [http://www.boardgamegeek.com/boardgame/36666 Reels & Deals] at [[BoardGameGeek]]
* Eric Kesselman interviewed by [[Brian David-Marshall]] and Matthew Wang at [http://www.top8magic.com/Audio/2008/Reelsanddealstop8magic0508.mp3 Top8Magic]
[[Category:Dedicated deck card games]]
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{{orphan|date=February 2009}}
{{Infobox_Game
| subject_name = Reels & Deals: The Movie-Making Card Game
| image_link = [[Image:Reels&Deals front.jpg|250px]]
| designer = Asha Agnish & Eric Kesselman
| publisher = Agman Games
| players = 2–5
| ages = 10 and up
| setup_time = 2 minutes
| playing_time = 45 minutes on average
| bggid = 36666
}}
'''''Reels & Deals: The Movie-Making Card Game''''' is a [[card game]], designed by Asha Agnish and Eric Kesselman, illustrated by Erica Missey, and published in 2008 by Agman Games.
The game parodies the American movie industry through illustrations, character names, and [[game mechanics]]. Additionally, it includes a card based on [[Jon Finkel]], [[Magic: The Gathering]] Hall-of-Famer.
The game was awarded the 2008 Seal of Excellence by [http://www.thetoymanonline.com The Toy Man]<ref>[http://www.thetoymanonline.com/product_review3.html?p=Reels%20&%20Deals%20-%20The%20Movie-Making%20Card%20Game The Toy Man: Product Evaluation Summary 7/19/08]</ref> and the 2008 Preferred Choice Award by [http://www.creativechild.com Creative Child Magazine]. It was also named to the [[GAMES 100]] for 2009 in the category of Best Family Card Game.<ref>[http://www.funagain.com/control/productaward?award_year=2009&award_type=GMMAG&fromrd=14914 The Games 100 2009]</ref> It was also named to About.com's Top 10 Card Games of 2008. <ref>[http://boardgames.about.com/od/toppicksbyyear/tp/2008_card_games.htm Top 10 Card Games of 2008]</ref>
== Playing the Game ==
'''''Reels & Deals''''' is played by 2-5 Players with a unique deck of 142 cards. The object of the game is to make money and score points by releasing Films. Players acquire Scripts and hire Actors, Actresses, and Directors to fulfill the requirements of their Scripts. The Player with the highest Score at the end of the game wins.
Each Player starts with six cards and pen & paper to keep track of Budget (start with $12 each) and Score (start with 0 points each). Players take turns in a clockwise rotation.
[[Image:Reels&Dealsgameplay.jpg|thumb|right|A 2-player game of Reels & Deals in progress.]]
Each Player has three Actions per turn. An Action can be spent to do any of the following:
* Play a Producer card
* Play an Enhancer card
* Acquire a Script from the Script Pile (limited to once per turn)
* Hire an Actor, Actress, or Director
* Sell an Actor, Actress, or Director to the Talent Agency
* Start a Bidding War for a card in the Talent Agency
* Discard any number of cards from one’s hand for $1 each
If a Player has any unspent Actions at the END of her turn, she must draw a card for each remaining Action.
If a Player has more than seven cards in hand at the END of her turn, she must discard down to seven cards.
Additionally, a Player may spend her entire turn to release a Film for which she has fulfilled all the requirements of the Script.
== Card Types ==
* '''Producer''': A Producer card has a one time bonus or effect. After it is played, it is placed in the Discard Pile.
* '''Enhancer''': An Enhancer card is attached to a Talent or Script card at the time it is played. It usually provides bonus points at the release of a Film.
* '''Script''': There are three genres of Scripts: Action, Drama, and Comedy. The genre is listed under the Script’s title. Players may use only one Director on a Script. Every Script lists its ''minimum'' required Actors and/or Actresses. Unless the Script says otherwise, Players may cast any number of Actors and Actresses.
* '''Actor and Actress''': Actor and Actress cards list a Score for each Script genre. For example, if an Actor shows:
Drama = 10
Action = 15
Comedy = 5
he would score 10 points in a completed Drama Script, 15 points in a completed Action Script, or 5 points in a completed Comedy Script.
Some Actors and Actresses are designated as ''Stars''. These cards may fulfill a requirement for an Actor or Actress, but Actors and Actresses cannot fulfill a requirement for a Star Actor or Star Actress.
* '''Director''': Director cards work exactly like Actors and Actresses. Similar to ''Stars'', some Directors are ''Mega-Directors''. Unless otherwise specified, Mega-Directors may be used on any Script. However, some Scripts require a Mega-Director.
== References ==
<references/>
== External links ==
* Reels & Deals at [http://www.agmangames.com/rdhome.htm Agman Games]
* [http://www.boardgamegeek.com/boardgame/36666 Reels & Deals] at [[BoardGameGeek]]
* Eric Kesselman interviewed by [[Brian David-Marshall]] and Matthew Wang at [http://www.top8magic.com/Audio/2008/Reelsanddealstop8magic0508.mp3 Top8Magic]
[[Category:Dedicated deck card games]]
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[[File:Placeholder|thumb|300px]]
Replace this text by writing your article here!
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Rook (card game)
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'''Rook''' is a [[trick-taking game]], usually played with a specialized [[deck (cards)|deck]] of cards. Sometimes referred to as "[[Christian]] cards" or "missionary poker", '''Rook playing cards''' were introduced by [[Parker Brothers]] in 1906 to provide an alternative to [[Anglo-American playing card|standard playing cards]] for those in the Puritan tradition who considered the face cards in a regular deck inappropriate because of their association with [[gambling]] and [[cartomancy]].
A blaze of lighting. A wind turned cold. Beware the power of the Rook. The eerie black bird can make all the difference.
== History ==
Parker Brothers created Rook in the early 1900s and released the game in [[1906]].
== Rook playing cards ==
The Rook deck consists of 57 cards: a blue [[rook (bird)|Rook Bird]] card, similar to a [[joker (playing card)|joker]], and 56 cards divided into four [[suit (cards)|suits]], or colors. Each suit—black, red, yellow, and green—is made up of cards numbered 1 through 14. This 14-card, 4-suit system is derived from the [[French tarot]] deck; removing the 21 ''atouts'', or trumps, from that deck while keeping the Fool card yields the 57-card French-suited deck that was re-faced to create the Rook deck. Though the culture-neutral deck was developed for the game Rook, many other games have evolved or existed previously that use the 56-card deck with or without the Rook, or — by removing the 14s and the Rook — one can use the deck like a deck of standard playing cards.
== Official rules for Tournament Rook (Kentucky Discard) ==
Kentucky Discard is the version of Rook played at most Rook tournaments and clubs, and is a partnership game for four players. The players are organized into two teams of two players each, sitting opposite each other. Players must keep their hands secret from all other players, including their teammate. The object of the game is to be the first team to reach 300 points by capturing tricks that contain cards with point values. If both teams have over 300 points at the end of a round, the team with the higher point total wins.
Only certain cards, known as ''counters'', have point value. Each 5 is worth 5 points, each 10 and 14 is worth 10 points, and the Rook Bird card is worth 20 points.
=== The deal ===
The Rook Bird card is included, while the 1s, 2s, 3s, and 4s are removed from the deck, for a total of 41 cards<ref>McLeod, John. [http://www.pagat.com/kt5/rook.html "Kentucky Rook"], 2007-6-27. Retrieved on 2009-4-09.</ref>.
The dealer [[shuffling playing cards|shuffles]] and [[cut (playing cards)|cuts]] the deck, then deals all of the cards, one at a time. After every player has received his or her first card, the dealer places one card in the center of the table. This is repeated until there are five cards—the ''nest of rook''—in the middle of the table. The remaining cards are dealt normally to the four players, giving each a hand of 9 cards.
=== Bidding ===
After the deal, players bid in increments of 5 points for the privilege of using the cards in the nest and naming the [[Suit (cards)#Trumps|trump]] suit. Bidding starts with the player to the left of the dealer and passes clockwise. The minimum bid is 70 points, and the maximum is 120 points (the sum of the point values of all of the counters). If a player chooses not to increase the bid, he or she may pass to the next player. A player that has passed may not bid for the remainder of the round. Once all players but one have passed, the high bidder adds the five cards in the nest to his or her hand, and then puts any five cards back into the nest. He or she then names the trump suit.
=== Play ===
After the trump suit has been named, the player to the left of the dealer leads with any card, placing it face-up on the center of the table. Play proceeds clockwise, with each player playing one card face-up in turn. A player must either ''follow suit'' (play a card of the same suit as the card that was led) or play the Rook Bird card. If a player has no cards of the leading suit, he or she may play any other card, including the Rook Bird card or a card of the trump suit.
After each player has played, the player who played the highest trump card, or, if no trump card was played, the highest card of the leading suit takes all four cards, or ''takes the [[Trick-taking game#Essential building-block: the trick|trick]]'', and places it face-down in front of him or her. Tricks taken may not be reviewed by any player until the end of the round. The person who takes the trick leads in the next trick.
If a player ''reneges'', or fails to follow suit when he or she could have, the error may be corrected before the next trick is taken. If it is not discovered until later, the round ends, and the team that made the error loses a number of points equal to the bid, regardless of which team made the bid. The opposing team scores all the counters they captured before the error was discovered.
The player that takes the last trick in a round captures the nest and scores any counters in it.
=== The Rook Bird card ===
The [[Rook_(bird)|Rook Bird]] card is the highest trump card in the game. As such, it takes any trick in which it is played; leading it is treated the same as leading a card of the trump suit; and if trump suit is led and the player holding it has no other trump, he or she must follow suit by playing the Rook Bird card. However, the Rook Bird card may be played at any time, even if the player holding it is able to follow suit. It is the only card that may be played this way.
In an alternate method of play the [[Rook_(bird)|Rook Bird]] card is the lowest trump card in the game. As such it beats all non-trump cards but is taken by any other trump. It cannot be played out of turn. This adds a different strategy to play with the bid winner actively seeking out the rook and the rook holder trying to play it at a time when it can be kept.
=== Scoring ===
When all possible tricks have been taken, each team adds the values of the counters it captured. If the bidding team failed to make the number of points bid, that team loses a number of points equal to the amount of the bid, and does not make any points for counters captured in the round. The opposing team receives points equal to the value of any counters they captured.
The first team to reach 300 points (or a predetermined amount established by the players at the game's start) is the winner.
== Variants ==
==== Adaptation for standard playing cards ====
Rook may be played with [[Playing card|standard playing cards]] by removing the 2s, 3s, and 4s from the deck, playing Aces high, and adding the [[Joker (playing card)|joker]] to be used as the Rook Bird card. When playing with such a deck scoring changes as follows: each 5 is worth 5 points, each ace and 10 is worth 10 points, and the joker is worth 20 points. Aces play high in tricks.
A common alternate form of the game (as described in ''Hoyle's Rules of Games'') uses a complete deck of standard playing cards but assigns the point cards differently (aces = 15, kings = 10, tens = 10, fives = 5), and is essentially similar to the 1-High Partnership described below.
==== Four player partnership variants ====
Since the game of Rook has been played for over a century, many local variants are in existence for the four-player partnership form of the game. Perhaps foremost is that the game can be played exactly according to the above Kentucky Discard Tournament rules, except using the entire deck, giving all players 13 cards with a 5-card nest. Other variants, including the original form of Kentucky Discard, do not include the Rook, while still others make the Rook the lowest trump or change its relative value, are played without a nest, add the 1 as a 15 point counter that is the highest card in each suit, or give a 20-point bonus for winning the majority of tricks or the last trick. Most of these variants are described in a book titled ''Rook in a Book'' published by Winning Moves, and in the official rules that come with Parker Bros editions of Rook.
The two official variants of four-player partnership Rook described by the game publishers are '''Kentucky Discard Rook (Tournament Rules)''', and '''Regular Partnership Rook''':
* '''Kentucky Discard Rook (Tournament Rules)''' is the most popular form of the game, and the rules have been described above. Officially recognized variants of Kentucky Discard Rook (Tournament Rules) include Kentucky Discard Original Rules (eliminates the Rook card), The Red 1 (adds the red 1 card as a higher 30 point trump), and Buckeye (adds 1s as 15 point counters that are the highest cards in each suit).
* '''Regular Partnership Rook''' is played with all cards 1-14, but without the Rook or a nest, and 20 points is given to the partnership that wins the majority of tricks. Officially recognized variants of Regular Partnership Rook include Dixie (which uses a nest and uses the 13 as a 10 point counter instead of the 14), Display, and Boston (both of which involve the declarer playing the partner's hand as a dummy, similar to [[Contract Bridge|Bridge]]).
''Rook in a Book'' describes other common variants, including '''1-High Partnership'''. This game is very similar to the version of the game for regular playing cards as it appears in ''Hoyle’s Rules of Games'' and many internet sources. It is played with all cards 1-14, adding the 1s as 15 point counters that are the highest cards in each suit. The Rook functions as the lowest trump and is worth 20 points, and an additional 20 points is given to the partnership that wins the majority of tricks.
==== Other variants ====
Many other forms of the game can be played with 2 to 8 players, both with and without partnerships.
== References ==
{{reflist}}
Orbanes, Philip E. (1999). ''Rook in a Book''. Winning Moves, Inc. ISBN 1-891056-25-5.
== External links ==
* [http://www.hasbro.com/common/instruct/rook.pdf PDF Rules] Tournament rules for Kentucky Discard from Hasbro
* [http://webpages.charter.net/nebsoftware/ Nate's Kentucky Rook] Play many different styles of Rook against the computer.
* [http://www.duelboard.com duelboard.com] Play Rook online (under the name Raven)
* [http://www.gameland.com gameland.com] Play Rook online (under the name Crow)
* [http://www.RookCards.com Coit Morrison's ROOK Card Collection] A collection of old and new ROOK Card sets and related items.
* [http://www.boardgamegeek.com/game/1260 BGG Rook page] boardgamegeek.com's information page with pictures and discussion about Rook
* [http://sites.google.com/site/btsoftwarehomepage/Home/Rook Partners Rook] Play partners Rook with intelligent computer players.
* [http://rookcca.org ROOK Card Collectors Association] Organization with the goal of educating and networking ROOK card collectors.
[[Category:Dedicated deck card games]]
[[Category:Trick-taking card games]]
[[Category:Parker Brothers games]]
[[Category:Winning Moves games]]
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'''Rook''' is a [[trick-taking game]], usually played with a specialized [[deck (cards)|deck]] of cards. Sometimes referred to as "[[Christian]] cards" or "missionary poker", '''Rook playing cards''' were introduced by [[Parker Brothers]] in 1906 to provide an alternative to [[Anglo-American playing card|standard playing cards]] for those in the Puritan tradition who considered the face cards in a regular deck inappropriate because of their association with [[gambling]] and [[cartomancy]].
A blaze of lighting. A wind turned cold. Beware the power of the Rook. The eerie black bird can make all the difference.
== History ==
Parker Brothers created Rook in the early 1900s and released the game in [[1906]].
== Rook playing cards ==
The Rook deck consists of 57 cards: a blue [[rook (bird)|Rook Bird]] card, similar to a [[joker (playing card)|joker]], and 56 cards divided into four [[suit (cards)|suits]], or colors. Each suit—black, red, yellow, and green—is made up of cards numbered 1 through 14. This 14-card, 4-suit system is derived from the [[French tarot]] deck; removing the 21 ''atouts'', or trumps, from that deck while keeping the Fool card yields the 57-card French-suited deck that was re-faced to create the Rook deck. Though the culture-neutral deck was developed for the game Rook, many other games have evolved or existed previously that use the 56-card deck with or without the Rook, or — by removing the 14s and the Rook — one can use the deck like a deck of standard playing cards.
== Official rules for Tournament Rook (Kentucky Discard) ==
Kentucky Discard is the version of Rook played at most Rook tournaments and clubs, and is a partnership game for four players. The players are organized into two teams of two players each, sitting opposite each other. Players must keep their hands secret from all other players, including their teammate. The object of the game is to be the first team to reach 300 points by capturing tricks that contain cards with point values. If both teams have over 300 points at the end of a round, the team with the higher point total wins.
Only certain cards, known as ''counters'', have point value. Each 5 is worth 5 points, each 10 and 14 is worth 10 points, and the Rook Bird card is worth 20 points.
=== The deal ===
The Rook Bird card is included, while the 1s, 2s, 3s, and 4s are removed from the deck, for a total of 41 cards<ref>McLeod, John. [http://www.pagat.com/kt5/rook.html "Kentucky Rook"], 2007-6-27. Retrieved on 2009-4-09.</ref>.
The dealer [[shuffling playing cards|shuffles]] and [[cut (playing cards)|cuts]] the deck, then deals all of the cards, one at a time. After every player has received his or her first card, the dealer places one card in the center of the table. This is repeated until there are five cards—the ''nest of rook''—in the middle of the table. The remaining cards are dealt normally to the four players, giving each a hand of 9 cards.
=== Bidding ===
After the deal, players bid in increments of 5 points for the privilege of using the cards in the nest and naming the [[Suit (cards)#Trumps|trump]] suit. Bidding starts with the player to the left of the dealer and passes clockwise. The minimum bid is 70 points, and the maximum is 120 points (the sum of the point values of all of the counters). If a player chooses not to increase the bid, he or she may pass to the next player. A player that has passed may not bid for the remainder of the round. Once all players but one have passed, the high bidder adds the five cards in the nest to his or her hand, and then puts any five cards back into the nest. He or she then names the trump suit.
=== Play ===
After the trump suit has been named, the player to the left of the dealer leads with any card, placing it face-up on the center of the table. Play proceeds clockwise, with each player playing one card face-up in turn. A player must either ''follow suit'' (play a card of the same suit as the card that was led) or play the Rook Bird card. If a player has no cards of the leading suit, he or she may play any other card, including the Rook Bird card or a card of the trump suit.
After each player has played, the player who played the highest trump card, or, if no trump card was played, the highest card of the leading suit takes all four cards, or ''takes the [[Trick-taking game#Essential building-block: the trick|trick]]'', and places it face-down in front of him or her. Tricks taken may not be reviewed by any player until the end of the round. The person who takes the trick leads in the next trick.
If a player ''reneges'', or fails to follow suit when he or she could have, the error may be corrected before the next trick is taken. If it is not discovered until later, the round ends, and the team that made the error loses a number of points equal to the bid, regardless of which team made the bid. The opposing team scores all the counters they captured before the error was discovered.
The player that takes the last trick in a round captures the nest and scores any counters in it.
=== The Rook Bird card ===
The [[Rook_(bird)|Rook Bird]] card is the highest trump card in the game. As such, it takes any trick in which it is played; leading it is treated the same as leading a card of the trump suit; and if trump suit is led and the player holding it has no other trump, he or she must follow suit by playing the Rook Bird card. However, the Rook Bird card may be played at any time, even if the player holding it is able to follow suit. It is the only card that may be played this way.
In an alternate method of play the [[Rook_(bird)|Rook Bird]] card is the lowest trump card in the game. As such it beats all non-trump cards but is taken by any other trump. It cannot be played out of turn. This adds a different strategy to play with the bid winner actively seeking out the rook and the rook holder trying to play it at a time when it can be kept.
=== Scoring ===
When all possible tricks have been taken, each team adds the values of the counters it captured. If the bidding team failed to make the number of points bid, that team loses a number of points equal to the amount of the bid, and does not make any points for counters captured in the round. The opposing team receives points equal to the value of any counters they captured.
The first team to reach 300 points (or a predetermined amount established by the players at the game's start) is the winner.
== Variants ==
==== Adaptation for standard playing cards ====
Rook may be played with [[Playing card|standard playing cards]] by removing the 2s, 3s, and 4s from the deck, playing Aces high, and adding the [[Joker (playing card)|joker]] to be used as the Rook Bird card. When playing with such a deck scoring changes as follows: each 5 is worth 5 points, each ace and 10 is worth 10 points, and the joker is worth 20 points. Aces play high in tricks.
A common alternate form of the game (as described in ''Hoyle's Rules of Games'') uses a complete deck of standard playing cards but assigns the point cards differently (aces = 15, kings = 10, tens = 10, fives = 5), and is essentially similar to the 1-High Partnership described below.
==== Four player partnership variants ====
Since the game of Rook has been played for over a century, many local variants are in existence for the four-player partnership form of the game. Perhaps foremost is that the game can be played exactly according to the above Kentucky Discard Tournament rules, except using the entire deck, giving all players 13 cards with a 5-card nest. Other variants, including the original form of Kentucky Discard, do not include the Rook, while still others make the Rook the lowest trump or change its relative value, are played without a nest, add the 1 as a 15 point counter that is the highest card in each suit, or give a 20-point bonus for winning the majority of tricks or the last trick. Most of these variants are described in a book titled ''Rook in a Book'' published by Winning Moves, and in the official rules that come with Parker Bros editions of Rook.
The two official variants of four-player partnership Rook described by the game publishers are '''Kentucky Discard Rook (Tournament Rules)''', and '''Regular Partnership Rook''':
* '''Kentucky Discard Rook (Tournament Rules)''' is the most popular form of the game, and the rules have been described above. Officially recognized variants of Kentucky Discard Rook (Tournament Rules) include Kentucky Discard Original Rules (eliminates the Rook card), The Red 1 (adds the red 1 card as a higher 30 point trump), and Buckeye (adds 1s as 15 point counters that are the highest cards in each suit).
* '''Regular Partnership Rook''' is played with all cards 1-14, but without the Rook or a nest, and 20 points is given to the partnership that wins the majority of tricks. Officially recognized variants of Regular Partnership Rook include Dixie (which uses a nest and uses the 13 as a 10 point counter instead of the 14), Display, and Boston (both of which involve the declarer playing the partner's hand as a dummy, similar to [[Contract Bridge|Bridge]]).
''Rook in a Book'' describes other common variants, including '''1-High Partnership'''. This game is very similar to the version of the game for regular playing cards as it appears in ''Hoyle’s Rules of Games'' and many internet sources. It is played with all cards 1-14, adding the 1s as 15 point counters that are the highest cards in each suit. The Rook functions as the lowest trump and is worth 20 points, and an additional 20 points is given to the partnership that wins the majority of tricks.
==== Other variants ====
Many other forms of the game can be played with 2 to 8 players, both with and without partnerships.
== References ==
{{reflist}}
Orbanes, Philip E. (1999). ''Rook in a Book''. Winning Moves, Inc. ISBN 1-891056-25-5.
== External links ==
* [http://www.hasbro.com/common/instruct/rook.pdf PDF Rules] Tournament rules for Kentucky Discard from Hasbro
* [http://webpages.charter.net/nebsoftware/ Nate's Kentucky Rook] Play many different styles of Rook against the computer.
* [http://www.duelboard.com duelboard.com] Play Rook online (under the name Raven)
* [http://www.gameland.com gameland.com] Play Rook online (under the name Crow)
* [http://www.RookCards.com Coit Morrison's ROOK Card Collection] A collection of old and new ROOK Card sets and related items.
* [http://www.boardgamegeek.com/game/1260 BGG Rook page] boardgamegeek.com's information page with pictures and discussion about Rook
* [http://sites.google.com/site/btsoftwarehomepage/Home/Rook Partners Rook] Play partners Rook with intelligent computer players.
* [http://rookcca.org ROOK Card Collectors Association] Organization with the goal of educating and networking ROOK card collectors.
[[Category:Dedicated deck card games]]
[[Category:Trick-taking card games]]
[[Category:Parker Brothers games]]
[[Category:Winning Moves games]]
1m4oislr1s863wftvhak3s4tf5ea4gh
4485
4253
2013-03-21T04:13:47Z
50.149.128.64
/* External links */
4485
wikitext
text/x-wiki
'''Rook''' is a [[trick-taking game]], usually played with a specialized [[deck (cards)|deck]] of cards. Sometimes referred to as "[[Christian]] cards" or "missionary poker", '''Rook playing cards''' were introduced by [[Parker Brothers]] in 1906 to provide an alternative to [[Anglo-American playing card|standard playing cards]] for those in the Puritan tradition who considered the face cards in a regular deck inappropriate because of their association with [[gambling]] and [[cartomancy]].
A blaze of lighting. A wind turned cold. Beware the power of the Rook. The eerie black bird can make all the difference.
== History ==
Parker Brothers created Rook in the early 1900s and released the game in [[1906]].
== Rook playing cards ==
The Rook deck consists of 57 cards: a blue [[rook (bird)|Rook Bird]] card, similar to a [[joker (playing card)|joker]], and 56 cards divided into four [[suit (cards)|suits]], or colors. Each suit—black, red, yellow, and green—is made up of cards numbered 1 through 14. This 14-card, 4-suit system is derived from the [[French tarot]] deck; removing the 21 ''atouts'', or trumps, from that deck while keeping the Fool card yields the 57-card French-suited deck that was re-faced to create the Rook deck. Though the culture-neutral deck was developed for the game Rook, many other games have evolved or existed previously that use the 56-card deck with or without the Rook, or — by removing the 14s and the Rook — one can use the deck like a deck of standard playing cards.
== Official rules for Tournament Rook (Kentucky Discard) ==
Kentucky Discard is the version of Rook played at most Rook tournaments and clubs, and is a partnership game for four players. The players are organized into two teams of two players each, sitting opposite each other. Players must keep their hands secret from all other players, including their teammate. The object of the game is to be the first team to reach 300 points by capturing tricks that contain cards with point values. If both teams have over 300 points at the end of a round, the team with the higher point total wins.
Only certain cards, known as ''counters'', have point value. Each 5 is worth 5 points, each 10 and 14 is worth 10 points, and the Rook Bird card is worth 20 points.
=== The deal ===
The Rook Bird card is included, while the 1s, 2s, 3s, and 4s are removed from the deck, for a total of 41 cards<ref>McLeod, John. [http://www.pagat.com/kt5/rook.html "Kentucky Rook"], 2007-6-27. Retrieved on 2009-4-09.</ref>.
The dealer [[shuffling playing cards|shuffles]] and [[cut (playing cards)|cuts]] the deck, then deals all of the cards, one at a time. After every player has received his or her first card, the dealer places one card in the center of the table. This is repeated until there are five cards—the ''nest of rook''—in the middle of the table. The remaining cards are dealt normally to the four players, giving each a hand of 9 cards.
=== Bidding ===
After the deal, players bid in increments of 5 points for the privilege of using the cards in the nest and naming the [[Suit (cards)#Trumps|trump]] suit. Bidding starts with the player to the left of the dealer and passes clockwise. The minimum bid is 70 points, and the maximum is 120 points (the sum of the point values of all of the counters). If a player chooses not to increase the bid, he or she may pass to the next player. A player that has passed may not bid for the remainder of the round. Once all players but one have passed, the high bidder adds the five cards in the nest to his or her hand, and then puts any five cards back into the nest. He or she then names the trump suit.
=== Play ===
After the trump suit has been named, the player to the left of the dealer leads with any card, placing it face-up on the center of the table. Play proceeds clockwise, with each player playing one card face-up in turn. A player must either ''follow suit'' (play a card of the same suit as the card that was led) or play the Rook Bird card. If a player has no cards of the leading suit, he or she may play any other card, including the Rook Bird card or a card of the trump suit.
After each player has played, the player who played the highest trump card, or, if no trump card was played, the highest card of the leading suit takes all four cards, or ''takes the [[Trick-taking game#Essential building-block: the trick|trick]]'', and places it face-down in front of him or her. Tricks taken may not be reviewed by any player until the end of the round. The person who takes the trick leads in the next trick.
If a player ''reneges'', or fails to follow suit when he or she could have, the error may be corrected before the next trick is taken. If it is not discovered until later, the round ends, and the team that made the error loses a number of points equal to the bid, regardless of which team made the bid. The opposing team scores all the counters they captured before the error was discovered.
The player that takes the last trick in a round captures the nest and scores any counters in it.
=== The Rook Bird card ===
The [[Rook_(bird)|Rook Bird]] card is the highest trump card in the game. As such, it takes any trick in which it is played; leading it is treated the same as leading a card of the trump suit; and if trump suit is led and the player holding it has no other trump, he or she must follow suit by playing the Rook Bird card. However, the Rook Bird card may be played at any time, even if the player holding it is able to follow suit. It is the only card that may be played this way.
In an alternate method of play the [[Rook_(bird)|Rook Bird]] card is the lowest trump card in the game. As such it beats all non-trump cards but is taken by any other trump. It cannot be played out of turn. This adds a different strategy to play with the bid winner actively seeking out the rook and the rook holder trying to play it at a time when it can be kept.
=== Scoring ===
When all possible tricks have been taken, each team adds the values of the counters it captured. If the bidding team failed to make the number of points bid, that team loses a number of points equal to the amount of the bid, and does not make any points for counters captured in the round. The opposing team receives points equal to the value of any counters they captured.
The first team to reach 300 points (or a predetermined amount established by the players at the game's start) is the winner.
== Variants ==
==== Adaptation for standard playing cards ====
Rook may be played with [[Playing card|standard playing cards]] by removing the 2s, 3s, and 4s from the deck, playing Aces high, and adding the [[Joker (playing card)|joker]] to be used as the Rook Bird card. When playing with such a deck scoring changes as follows: each 5 is worth 5 points, each ace and 10 is worth 10 points, and the joker is worth 20 points. Aces play high in tricks.
A common alternate form of the game (as described in ''Hoyle's Rules of Games'') uses a complete deck of standard playing cards but assigns the point cards differently (aces = 15, kings = 10, tens = 10, fives = 5), and is essentially similar to the 1-High Partnership described below.
==== Four player partnership variants ====
Since the game of Rook has been played for over a century, many local variants are in existence for the four-player partnership form of the game. Perhaps foremost is that the game can be played exactly according to the above Kentucky Discard Tournament rules, except using the entire deck, giving all players 13 cards with a 5-card nest. Other variants, including the original form of Kentucky Discard, do not include the Rook, while still others make the Rook the lowest trump or change its relative value, are played without a nest, add the 1 as a 15 point counter that is the highest card in each suit, or give a 20-point bonus for winning the majority of tricks or the last trick. Most of these variants are described in a book titled ''Rook in a Book'' published by Winning Moves, and in the official rules that come with Parker Bros editions of Rook.
The two official variants of four-player partnership Rook described by the game publishers are '''Kentucky Discard Rook (Tournament Rules)''', and '''Regular Partnership Rook''':
* '''Kentucky Discard Rook (Tournament Rules)''' is the most popular form of the game, and the rules have been described above. Officially recognized variants of Kentucky Discard Rook (Tournament Rules) include Kentucky Discard Original Rules (eliminates the Rook card), The Red 1 (adds the red 1 card as a higher 30 point trump), and Buckeye (adds 1s as 15 point counters that are the highest cards in each suit).
* '''Regular Partnership Rook''' is played with all cards 1-14, but without the Rook or a nest, and 20 points is given to the partnership that wins the majority of tricks. Officially recognized variants of Regular Partnership Rook include Dixie (which uses a nest and uses the 13 as a 10 point counter instead of the 14), Display, and Boston (both of which involve the declarer playing the partner's hand as a dummy, similar to [[Contract Bridge|Bridge]]).
''Rook in a Book'' describes other common variants, including '''1-High Partnership'''. This game is very similar to the version of the game for regular playing cards as it appears in ''Hoyle’s Rules of Games'' and many internet sources. It is played with all cards 1-14, adding the 1s as 15 point counters that are the highest cards in each suit. The Rook functions as the lowest trump and is worth 20 points, and an additional 20 points is given to the partnership that wins the majority of tricks.
==== Other variants ====
Many other forms of the game can be played with 2 to 8 players, both with and without partnerships.
== References ==
{{reflist}}
Orbanes, Philip E. (1999). ''Rook in a Book''. Winning Moves, Inc. ISBN 1-891056-25-5.
== External links ==
* [http://www.hasbro.com/common/instruct/rook.pdf PDF Rules] Tournament rules for Kentucky Discard from Hasbro
* [http://webpages.charter.net/nebsoftware/ Nate's Kentucky Rook] Play many different styles of Rook against the computer.
* [https://play.google.com/store/apps/details?id=com.fullensoftware.thebird&feature=md TheBird Android App ] Play Rook online (under the name TheBird)
* [http://www.duelboard.com duelboard.com] Play Rook online (under the name Raven)
* [http://www.gameland.com gameland.com] Play Rook online (under the name Crow)
* [http://www.RookCards.com Coit Morrison's ROOK Card Collection] A collection of old and new ROOK Card sets and related items.
* [http://www.boardgamegeek.com/game/1260 BGG Rook page] boardgamegeek.com's information page with pictures and discussion about Rook
* [http://sites.google.com/site/btsoftwarehomepage/Home/Rook Partners Rook] Play partners Rook with intelligent computer players.
* [http://rookcca.org ROOK Card Collectors Association] Organization with the goal of educating and networking ROOK card collectors.
[[Category:Dedicated deck card games]]
[[Category:Trick-taking card games]]
[[Category:Parker Brothers games]]
[[Category:Winning Moves games]]
[[Category:Dedicated deck card games]]
[[Category:Trick-taking card games]]
[[Category:Parker Brothers games]]
[[Category:Winning Moves games]]
2b583dxfpdz3vvo084z7mfpxdv33hfk
Running-fight
0
2106
4042
2008-12-16T00:06:58Z
Noe
188831
added [[Headache (board game)]]
4042
wikitext
text/x-wiki
'''Running-fight games''' are [[board games]] that essentially combine the ''method'' of [[race games]] (such as [[backgammon]] or [[pachisi]]) and the ''goal'' of elimination-based games such as [[chess]] or [[draughts]]. Like race games, pieces are moved along linear tracks based on the fall of [[dice]] or other lots; but like chess, the object is to capture opponent pieces. They might be most easily conceptualized as race games with two main differences: First, when a piece lands on a space or point occupied by an opponent, instead of sending it back to the beginning to start over, the opponent piece is ''[[game mechanic#Capture/Eliminate|captured]]'', permanently removed from the game. Second, there is typically no "end" to the track; pieces keep moving around their circuits, gradually capturing more and more enemy pieces. A player wins and ends the game by capturing the last of the opponent pieces.
Running-fight games are found almost exclusively in [[Islamic]]-influenced cultures, ranging from [[West Africa]] to [[India]], often bearing the names [[Tâb]], Sig, or variations thereof; in fact, the whole running-fight family is sometimes referred to as Tâb games. However, three [[Europe]]an examples exist: [[Daldøs]]/Daldøsa ([[Denmark|Danish]]/[[Norway|Norwegian]]), [[Sáhkku]] ([[Sami people|Samit]]), and Að elta stelpur ([[Iceland]]ic). Also in this group is the [[pre-Columbian]] [[Mesoamerica]]n game known variously as [[Bul (game)|Bul]], Boolik, or Puluc.
The modern [[cross and circle game]] [[Headache (board game)|Headache]] is also a running-fight game.
==References==
*Bell, R(obert) C(harles). ''Board and Table Games [1]''. Oxford University Press, 1960. rev. OUP, 1969. ''Board and Table Games 2''. OUP, 1969. rpt. in 1 vol as ''Board and Table Games of Many Civilizations''. Dover, 1979.
*Depaulis, Thierry. “Jeux de parcours du monde arabo-musulman (Afrique du Nord et Proche-Orient)” in ''Board Games Studies'' no. 4. Leiden: CNWS Publications, 2001.
*Michaelsen, Peter. “Daldøs, an almost forgotten dice board game” in ''Board Games Studies'' no. 4. Leiden: CNWS Publications, 2001.
[[Category:Board games gameplay and terms]]
[[Category:Roll-and-move board games]]
pj9r84sgvah8dfgjhn18na2oh2gkt54
4043
4042
2009-12-09T23:30:08Z
Kingstonlee
1735031
1 revision
4043
wikitext
text/x-wiki
'''Running-fight games''' are [[board games]] that essentially combine the ''method'' of [[race games]] (such as [[backgammon]] or [[pachisi]]) and the ''goal'' of elimination-based games such as [[chess]] or [[draughts]]. Like race games, pieces are moved along linear tracks based on the fall of [[dice]] or other lots; but like chess, the object is to capture opponent pieces. They might be most easily conceptualized as race games with two main differences: First, when a piece lands on a space or point occupied by an opponent, instead of sending it back to the beginning to start over, the opponent piece is ''[[game mechanic#Capture/Eliminate|captured]]'', permanently removed from the game. Second, there is typically no "end" to the track; pieces keep moving around their circuits, gradually capturing more and more enemy pieces. A player wins and ends the game by capturing the last of the opponent pieces.
Running-fight games are found almost exclusively in [[Islamic]]-influenced cultures, ranging from [[West Africa]] to [[India]], often bearing the names [[Tâb]], Sig, or variations thereof; in fact, the whole running-fight family is sometimes referred to as Tâb games. However, three [[Europe]]an examples exist: [[Daldøs]]/Daldøsa ([[Denmark|Danish]]/[[Norway|Norwegian]]), [[Sáhkku]] ([[Sami people|Samit]]), and Að elta stelpur ([[Iceland]]ic). Also in this group is the [[pre-Columbian]] [[Mesoamerica]]n game known variously as [[Bul (game)|Bul]], Boolik, or Puluc.
The modern [[cross and circle game]] [[Headache (board game)|Headache]] is also a running-fight game.
==References==
*Bell, R(obert) C(harles). ''Board and Table Games [1]''. Oxford University Press, 1960. rev. OUP, 1969. ''Board and Table Games 2''. OUP, 1969. rpt. in 1 vol as ''Board and Table Games of Many Civilizations''. Dover, 1979.
*Depaulis, Thierry. “Jeux de parcours du monde arabo-musulman (Afrique du Nord et Proche-Orient)” in ''Board Games Studies'' no. 4. Leiden: CNWS Publications, 2001.
*Michaelsen, Peter. “Daldøs, an almost forgotten dice board game” in ''Board Games Studies'' no. 4. Leiden: CNWS Publications, 2001.
[[Category:Board games gameplay and terms]]
[[Category:Roll-and-move board games]]
pj9r84sgvah8dfgjhn18na2oh2gkt54
SKIP-BO
0
2292
4420
2009-11-22T06:25:32Z
71.195.40.2
/* Discard piles */
4420
wikitext
text/x-wiki
[[Image:Skip-Bo.JPG|thumb|150px]]
'''SKIP-BO''' ({{pron-en|skɪp boʊ}}){{fix|text=where's the stress?}} is a popular card game. In 1967, Ms. Hazel Bowman of [[Brownfield, Texas]] began producing a boxed edition of the game under the name Skip-bo. [[International Games, Inc.]] purchased the game in 1980. The company was subsequently bought by [[Mattel]]. It is a commercial version of the card-game "[[Spite and Malice]]". It includes 144 [[playing cards]] that have numbers on them ranging from 1 to 12 and 18 SKIP-BO cards totaling 162 cards. Alternatively, the 162 cards could be 3 regular decks of playing cards, including the jokers, with ace to queen corresponding to 1 to 12 and the kings and jokers corresponding to the SKIP-BO cards. Two to six people can play at a time, in pairs or individually. The winner is the first to get rid of all the cards in his stock pile.
Prior to 1980, the game consisted of 3 decks of regular playing cards with 6 SKIP-BO cards replacing the standard 2 [[Joker (playing card)|jokers]] in each deck. The newer card configuration increased the difficulty of the game.
==Setup==
The game starts with each player having a stock pile of cards.
The goal of the game is to play all of the cards in your stock pile.
The rules specify that for 2 to 4 players, each player should have a stock pile of 30 cards.
For 5 or more players, each player should have a stock pile of 20 cards.
For faster games, a smaller stock of 10 or 15 cards can be used.
For a long two player game, each stock pile could have 40 cards in it.
The exact quantity is not especially important to game play, but all players should have the same amount.
Players may not hide the their flipped card from the other players, doing so results in a forfeit.
==Game play==
===Build piles===
Each build pile is started with the 1 card.
After the 1 card is played then the 2 card may be played on top; then the 3 card; then the 4 card; etc. until the 12 card is played.
At this time, the build pile is removed and a new build pile may start again.
(If the draw pile is depleted, then these used build piles are shuffled and placed on the draw pile location and become the new draw pile.)
There can be a maximum of four build piles. Once the 1 card is played by a player to start one of the build piles, any player can add to the pile on their turn. If all four build piles have been started then no more may be started until one is cleared (i.e. the 12 card is played).
===Discard piles===
If a player cannot play onto any of the build piles, or chooses not to, then he/she must place one card in one of their four '''discard piles''' face-up.Player must discard 1 card at the end of his/her turn.
In subsequent turns, the player can use the five cards in his/her hand or any of the top cards from the discard piles.
Exactly which discard pile to use or which card to discard is up to the player.
For example, most of the time it would be more helpful to have a 3 card on top of a 4 card such that if the 3 card is played then the 4 card can be played.
If all four discard piles have been started then a player may be forced to place a higher numbered card on top of a lower numbered card.
===Use of the stock pile===
At the start of the game, each player turns over the top card of their stock pile (with the remaining stock pile cards remaining face down and unknown to any player).
This top card may be used on the build cards (you do not have to use it but this pile must be finished to win the game).
After using the top-most card from the stock pile the next one is flipped face up and playing continues.
===Playing all five cards in the hand===
If a player manages to play all five cards in their hand then he/she may draw another five cards and continue playing.
Note that playing the last card onto the discard pile ends the player's turn and he/she may not draw more cards until it is their turn again.
Again, if the player draws too many cards then the excess cards go into his/her stock pile.
===SKIP-BO cards===
In the deck of 162 cards there are 18 SKIP-BO cards.
These cards are wild and can be used for any card.
A SKIP-BO card may be played on top of a numbered card, or as the 1 card to start a new build pile. You may also discard SKIP-BO's into your discard piles.
==Scoring==
If multiple games are going to be played then a point system may be used.
After a player wins a game then he/she receives 25 points for winning plus 5 points for each card in his/her opponents' stock piles.
The first player to reach 500 points wins.
Like most games, the point values can change and the end-point-total-to-win can change so long as all players agree before playing starts.
==Partnerships==
Another option for game play is to pair up players as partners.
Game play remains the same except:
* The active player can use their partner's stock and discard piles ''in addition'' to their own stock and discard piles
* The active player's partner must remain silent while their partner is playing
* To win: both stock piles of one of the partnerships must be cleared
* If a player is caught cheating (e.g., the non-active partner telling the active player what to play) then two cards from the draw pile are placed into the cheating player's stock pile
==Terminology==
<center>
{| class="wikitable"
|- bgcolor="#CCCCCC"
! width="85"| ''' Term'''
! width="400"| '''Description'''
|-
| Stock pile || The pile of 30 face-down cards each player has that must be played to win the game.
|-
| Draw pile || The pile of cards drawn from to have five cards in their hand.
|-
| Build pile || One of the four build piles used to play cards. The build pile starts with the 1 card and counts up consecutively until the 12 card is played. Then the build pile is removed and a new build pile may start with the 1 card.
|-
| Discard pile || Each player has four discard piles and each player ends his/her turn by discarding one card face-up. The top card of each discard pile may be used for play.
|-
| SKIP-BO card || The wild card that can be used in place of any number card.
|}
</center>
==External links==
*[http://www.mattelgamefinder.com/rules/skipbo(eng).pdf Rules for playing the Skip-bo game (PDF)]
*[http://www.techfak.uni-bielefeld.de/~cbecker/JapanMax_02_variable.avi An embodied Agent playing the Skip-bo game in Japan (AVI, XVID-Codec)]
[[Category:Dedicated deck card games]]
[[Category:Accumulating-type card games]]
[[Category:Mattel games]]
[[de:Skip-Bo]]
[[fi:Skip-Bo]]
[[sv:Skip-Bo]]
rg5hn02mjyjp3tpjwdazvef6z37t19w
4421
4420
2009-12-09T23:30:56Z
Kingstonlee
1735031
1 revision
4421
wikitext
text/x-wiki
[[Image:Skip-Bo.JPG|thumb|150px]]
'''SKIP-BO''' ({{pron-en|skɪp boʊ}}){{fix|text=where's the stress?}} is a popular card game. In 1967, Ms. Hazel Bowman of [[Brownfield, Texas]] began producing a boxed edition of the game under the name Skip-bo. [[International Games, Inc.]] purchased the game in 1980. The company was subsequently bought by [[Mattel]]. It is a commercial version of the card-game "[[Spite and Malice]]". It includes 144 [[playing cards]] that have numbers on them ranging from 1 to 12 and 18 SKIP-BO cards totaling 162 cards. Alternatively, the 162 cards could be 3 regular decks of playing cards, including the jokers, with ace to queen corresponding to 1 to 12 and the kings and jokers corresponding to the SKIP-BO cards. Two to six people can play at a time, in pairs or individually. The winner is the first to get rid of all the cards in his stock pile.
Prior to 1980, the game consisted of 3 decks of regular playing cards with 6 SKIP-BO cards replacing the standard 2 [[Joker (playing card)|jokers]] in each deck. The newer card configuration increased the difficulty of the game.
==Setup==
The game starts with each player having a stock pile of cards.
The goal of the game is to play all of the cards in your stock pile.
The rules specify that for 2 to 4 players, each player should have a stock pile of 30 cards.
For 5 or more players, each player should have a stock pile of 20 cards.
For faster games, a smaller stock of 10 or 15 cards can be used.
For a long two player game, each stock pile could have 40 cards in it.
The exact quantity is not especially important to game play, but all players should have the same amount.
Players may not hide the their flipped card from the other players, doing so results in a forfeit.
==Game play==
===Build piles===
Each build pile is started with the 1 card.
After the 1 card is played then the 2 card may be played on top; then the 3 card; then the 4 card; etc. until the 12 card is played.
At this time, the build pile is removed and a new build pile may start again.
(If the draw pile is depleted, then these used build piles are shuffled and placed on the draw pile location and become the new draw pile.)
There can be a maximum of four build piles. Once the 1 card is played by a player to start one of the build piles, any player can add to the pile on their turn. If all four build piles have been started then no more may be started until one is cleared (i.e. the 12 card is played).
===Discard piles===
If a player cannot play onto any of the build piles, or chooses not to, then he/she must place one card in one of their four '''discard piles''' face-up.Player must discard 1 card at the end of his/her turn.
In subsequent turns, the player can use the five cards in his/her hand or any of the top cards from the discard piles.
Exactly which discard pile to use or which card to discard is up to the player.
For example, most of the time it would be more helpful to have a 3 card on top of a 4 card such that if the 3 card is played then the 4 card can be played.
If all four discard piles have been started then a player may be forced to place a higher numbered card on top of a lower numbered card.
===Use of the stock pile===
At the start of the game, each player turns over the top card of their stock pile (with the remaining stock pile cards remaining face down and unknown to any player).
This top card may be used on the build cards (you do not have to use it but this pile must be finished to win the game).
After using the top-most card from the stock pile the next one is flipped face up and playing continues.
===Playing all five cards in the hand===
If a player manages to play all five cards in their hand then he/she may draw another five cards and continue playing.
Note that playing the last card onto the discard pile ends the player's turn and he/she may not draw more cards until it is their turn again.
Again, if the player draws too many cards then the excess cards go into his/her stock pile.
===SKIP-BO cards===
In the deck of 162 cards there are 18 SKIP-BO cards.
These cards are wild and can be used for any card.
A SKIP-BO card may be played on top of a numbered card, or as the 1 card to start a new build pile. You may also discard SKIP-BO's into your discard piles.
==Scoring==
If multiple games are going to be played then a point system may be used.
After a player wins a game then he/she receives 25 points for winning plus 5 points for each card in his/her opponents' stock piles.
The first player to reach 500 points wins.
Like most games, the point values can change and the end-point-total-to-win can change so long as all players agree before playing starts.
==Partnerships==
Another option for game play is to pair up players as partners.
Game play remains the same except:
* The active player can use their partner's stock and discard piles ''in addition'' to their own stock and discard piles
* The active player's partner must remain silent while their partner is playing
* To win: both stock piles of one of the partnerships must be cleared
* If a player is caught cheating (e.g., the non-active partner telling the active player what to play) then two cards from the draw pile are placed into the cheating player's stock pile
==Terminology==
<center>
{| class="wikitable"
|- bgcolor="#CCCCCC"
! width="85"| ''' Term'''
! width="400"| '''Description'''
|-
| Stock pile || The pile of 30 face-down cards each player has that must be played to win the game.
|-
| Draw pile || The pile of cards drawn from to have five cards in their hand.
|-
| Build pile || One of the four build piles used to play cards. The build pile starts with the 1 card and counts up consecutively until the 12 card is played. Then the build pile is removed and a new build pile may start with the 1 card.
|-
| Discard pile || Each player has four discard piles and each player ends his/her turn by discarding one card face-up. The top card of each discard pile may be used for play.
|-
| SKIP-BO card || The wild card that can be used in place of any number card.
|}
</center>
==External links==
*[http://www.mattelgamefinder.com/rules/skipbo(eng).pdf Rules for playing the Skip-bo game (PDF)]
*[http://www.techfak.uni-bielefeld.de/~cbecker/JapanMax_02_variable.avi An embodied Agent playing the Skip-bo game in Japan (AVI, XVID-Codec)]
[[Category:Dedicated deck card games]]
[[Category:Accumulating-type card games]]
[[Category:Mattel games]]
[[de:Skip-Bo]]
[[fi:Skip-Bo]]
[[sv:Skip-Bo]]
rg5hn02mjyjp3tpjwdazvef6z37t19w
Saboteur (card game)
0
2284
4402
2009-12-06T20:10:45Z
Luckas-bot
1497979
robot Adding: [[ru:Вредитель (настольная игра)]]
4402
wikitext
text/x-wiki
{{Infobox_Game
| subject_name = Saboteur
| image_link =
| image_caption =
| designer = [[Frederic Moyersoen]]
| publisher = [[Z-Man Games]]
| players = 3–10
| ages = 8 and up
| setup_time = <5 minutes
| playing_time = 30 minutes
| complexity = Easy
| strategy = Medium
| random_chance = Medium
| skills = [[Tile matching]]<br>[[Hand Management]]<br>[[Bluffing]]
| footnotes =
| bggid = 9220
}}
'''''Saboteur''''' is a [[mining]]-themed [[card game]], designed by [[Frederic Moyersoen]] and published in 2004 by [[Z-Man Games]].<ref>{{cite web
| url=http://www.zmangames.com/cardgames/saboteur.htm
| title=Saboteur web site
| publisher=Z-Man Games
| accessdate=2009-03-04}}</ref>
== Gameplay ==
Players are assigned either a "''Miner''" or a "''Saboteur''" role, and given a mixed hand of path and action cards, and take turns in succession playing one card from their hand (or discarding it) and collecting a new one from the draw pile.
Miners may play a path card in order to progress in building a tunnel from a special card which represents the mine start to one of the three special cards that represent possible gold locations (only one of which is effectively gold, but the players do not know which when the game begins as they are placed face down), while Saboteurs try to play path cards which actually hinder such progress (for example by ending paths or making them turn in opposite directions).
Either player can instead play an action card, which have varying effects such as blocking other players from building paths (breaking their tools, in the game's analogy) or unblocking themselves or other players (usually the ones they believe to share the same role of either Miner or Saboteur).
There are three rounds of play, where each round is concluded by either reaching the treasure or running out of action cards.
== Setup ==
The game should be setup where the mine entrance card is separated by seven cards from the middle treasure card, and the other two treasure cards are either above or below separated by one card each. Cards should all be placed vertically.
Each type of card should be mixed with those sharing the same back design (such as gold nugget cards with gold nugget cards and playing cards with other playing cards.
Depending on the amount of people playing, the character pile should include both miners and saboteurs. Also dependant on the number of people is the amount of cards each person should be dealt at the beginning.
== Conclusion ==
A round ends either when a path is established from the start card to the gold card (in which case the miners win) or there are no more cards in the players' hands and no successful path was established (in which case the victory is awarded to the Saboteurs). Players in the victory role are then awarded some gold nuggets.
A game is composed of three such rounds, so the majority of the players has a chance at playing both roles. At the end of the three rounds, the player with more gold nuggets wins.
== References ==
{{reflist}}
== External links ==
* {{bgg par|section1=game|id1=9220|name1=''Saboteur''}}
* [http://triominos.ru/product_info.php/products_id/689 Russian language version] of Saboteur published by [http://triominos.ru "Triominos.ru"]
[[Category:Dedicated deck card games]]
[[Category:Connection games]]
{{card-game-stub}}
[[ru:Вредитель (настольная игра)]]
1qtrkgxwqdba3x99f7j7p822ajtfq43
4403
4402
2009-12-09T23:30:53Z
Kingstonlee
1735031
1 revision
4403
wikitext
text/x-wiki
{{Infobox_Game
| subject_name = Saboteur
| image_link =
| image_caption =
| designer = [[Frederic Moyersoen]]
| publisher = [[Z-Man Games]]
| players = 3–10
| ages = 8 and up
| setup_time = <5 minutes
| playing_time = 30 minutes
| complexity = Easy
| strategy = Medium
| random_chance = Medium
| skills = [[Tile matching]]<br>[[Hand Management]]<br>[[Bluffing]]
| footnotes =
| bggid = 9220
}}
'''''Saboteur''''' is a [[mining]]-themed [[card game]], designed by [[Frederic Moyersoen]] and published in 2004 by [[Z-Man Games]].<ref>{{cite web
| url=http://www.zmangames.com/cardgames/saboteur.htm
| title=Saboteur web site
| publisher=Z-Man Games
| accessdate=2009-03-04}}</ref>
== Gameplay ==
Players are assigned either a "''Miner''" or a "''Saboteur''" role, and given a mixed hand of path and action cards, and take turns in succession playing one card from their hand (or discarding it) and collecting a new one from the draw pile.
Miners may play a path card in order to progress in building a tunnel from a special card which represents the mine start to one of the three special cards that represent possible gold locations (only one of which is effectively gold, but the players do not know which when the game begins as they are placed face down), while Saboteurs try to play path cards which actually hinder such progress (for example by ending paths or making them turn in opposite directions).
Either player can instead play an action card, which have varying effects such as blocking other players from building paths (breaking their tools, in the game's analogy) or unblocking themselves or other players (usually the ones they believe to share the same role of either Miner or Saboteur).
There are three rounds of play, where each round is concluded by either reaching the treasure or running out of action cards.
== Setup ==
The game should be setup where the mine entrance card is separated by seven cards from the middle treasure card, and the other two treasure cards are either above or below separated by one card each. Cards should all be placed vertically.
Each type of card should be mixed with those sharing the same back design (such as gold nugget cards with gold nugget cards and playing cards with other playing cards.
Depending on the amount of people playing, the character pile should include both miners and saboteurs. Also dependant on the number of people is the amount of cards each person should be dealt at the beginning.
== Conclusion ==
A round ends either when a path is established from the start card to the gold card (in which case the miners win) or there are no more cards in the players' hands and no successful path was established (in which case the victory is awarded to the Saboteurs). Players in the victory role are then awarded some gold nuggets.
A game is composed of three such rounds, so the majority of the players has a chance at playing both roles. At the end of the three rounds, the player with more gold nuggets wins.
== References ==
{{reflist}}
== External links ==
* {{bgg par|section1=game|id1=9220|name1=''Saboteur''}}
* [http://triominos.ru/product_info.php/products_id/689 Russian language version] of Saboteur published by [http://triominos.ru "Triominos.ru"]
[[Category:Dedicated deck card games]]
[[Category:Connection games]]
{{card-game-stub}}
[[ru:Вредитель (настольная игра)]]
1qtrkgxwqdba3x99f7j7p822ajtfq43
Safari Pals
0
2282
4398
2009-08-03T10:49:40Z
Xezbeth
24115679
sp
4398
wikitext
text/x-wiki
'''Safari Pals''' is a range of card games that have similarities to both [[Top Trumps]] and traditional [[Playing Cards]]. Like traditional playing cards or [[Quartets (card game)]], the cards are arranged into sets of 4. Like Top Trump packs, each card describes a particular entity with numerical data. Safari Pals games are wildlife related so in this case each card describes a different animal and the sets are normally based a characteristic of the four animals in the set, such as ''Water-wings'' or ''Furry''.
[[Image:Safari Pals Logo.png|thumb|<ol>The Safari Pals logo found on many of the packs.]]
Two pack types have been published to date, a 52 card variant called Classic, and a 32 card variant called Junior. There are also Wildcard extension packs which add an additional 5 cards to a pack. The odd number of cards this creates, means a game can be played which is similar to [[Old Maid]] where the losing player is left with the odd card at the end of the game.
== Game Play ==
The numerical data on each card and the fact that they are arranged into sets of 4 means lots of different games can be played with these packs.
'''Trump''' type games can be played where players challenge each other using the data on their cards. Two variations are played, the first is a standard game as played with [[Top Trumps]] or [[Ace Trumps]]. A second variety is similar to [[Knock-out Whist]] except that the rounds are won by the highest scoring card in the category selected by the first player in the round. For example a round starts with the first player laying down their chosen card and selecting a data item for the round (say weight). The other players each play a card from their hand and the winner of the round is the player who played the card with the highest value of that data item (the highest weight). <ref>http://www.safaripals.com/rules/safari-trumps.htm</ref>
'''Set Building Games''' - [[Go Fish]] or [[Happy Families]] type games can be played but using the set names or individual animal card names. The player whose turn it is might ask 'Bill, have you got any ''Furry'' animals'. If Bill holds any cards from the Furry group in his hand he hands one over. If he doesn't he says 'Looto', an African word for 'I've seen nothing'. <ref>http://www.safaripals.com/rules/happy-safari.htm</ref>
'''Rummy games''' - A variant of [[Rummy]] is played where the sets of matching cards with form melds are based on animal behavior or characteristics. For example a Meld may be constructed using cards of animals which are all carnivores or all live in fresh water. <ref>http://www.safaripals.com/rules/safari-rummy.htm</ref>
==See also==
*[[Ace Trumps]]
*[[Quartets (card game)]]
*[[Top Trumps]]
==External links==
*[http://www.safaripals.com/index.htm Safari Pals Homepage]
== References ==
{{reflist|3}}
[[Category:Accumulating-type card games]]
[[Category:Anglo-American playing card games]]
[[Category:Dedicated deck card games]]
jroyarqfrv7q9gek3uj6i71wahloxmt
4399
4398
2009-12-09T23:30:53Z
Kingstonlee
1735031
1 revision
4399
wikitext
text/x-wiki
'''Safari Pals''' is a range of card games that have similarities to both [[Top Trumps]] and traditional [[Playing Cards]]. Like traditional playing cards or [[Quartets (card game)]], the cards are arranged into sets of 4. Like Top Trump packs, each card describes a particular entity with numerical data. Safari Pals games are wildlife related so in this case each card describes a different animal and the sets are normally based a characteristic of the four animals in the set, such as ''Water-wings'' or ''Furry''.
[[Image:Safari Pals Logo.png|thumb|<ol>The Safari Pals logo found on many of the packs.]]
Two pack types have been published to date, a 52 card variant called Classic, and a 32 card variant called Junior. There are also Wildcard extension packs which add an additional 5 cards to a pack. The odd number of cards this creates, means a game can be played which is similar to [[Old Maid]] where the losing player is left with the odd card at the end of the game.
== Game Play ==
The numerical data on each card and the fact that they are arranged into sets of 4 means lots of different games can be played with these packs.
'''Trump''' type games can be played where players challenge each other using the data on their cards. Two variations are played, the first is a standard game as played with [[Top Trumps]] or [[Ace Trumps]]. A second variety is similar to [[Knock-out Whist]] except that the rounds are won by the highest scoring card in the category selected by the first player in the round. For example a round starts with the first player laying down their chosen card and selecting a data item for the round (say weight). The other players each play a card from their hand and the winner of the round is the player who played the card with the highest value of that data item (the highest weight). <ref>http://www.safaripals.com/rules/safari-trumps.htm</ref>
'''Set Building Games''' - [[Go Fish]] or [[Happy Families]] type games can be played but using the set names or individual animal card names. The player whose turn it is might ask 'Bill, have you got any ''Furry'' animals'. If Bill holds any cards from the Furry group in his hand he hands one over. If he doesn't he says 'Looto', an African word for 'I've seen nothing'. <ref>http://www.safaripals.com/rules/happy-safari.htm</ref>
'''Rummy games''' - A variant of [[Rummy]] is played where the sets of matching cards with form melds are based on animal behavior or characteristics. For example a Meld may be constructed using cards of animals which are all carnivores or all live in fresh water. <ref>http://www.safaripals.com/rules/safari-rummy.htm</ref>
==See also==
*[[Ace Trumps]]
*[[Quartets (card game)]]
*[[Top Trumps]]
==External links==
*[http://www.safaripals.com/index.htm Safari Pals Homepage]
== References ==
{{reflist|3}}
[[Category:Accumulating-type card games]]
[[Category:Anglo-American playing card games]]
[[Category:Dedicated deck card games]]
jroyarqfrv7q9gek3uj6i71wahloxmt
San Juan (card game)
0
2230
4294
2008-12-23T18:17:56Z
Mike Selinker
682255
4294
wikitext
text/x-wiki
{{Infobox_Game|
subject_name=San Juan |
image_link= [[Image:San Juan cradgame.jpg|none|250px]]|
image_caption=A game in progress|
designer=[[Andreas Seyfarth]]|
publisher=[[Alea (game publisher)|Alea]]<br>[[Rio Grande Games]]|
players=2<sup></sup> to 4 |
ages= 10 and up|
setup_time= 1–2 minutes |
playing_time= 45–60 minutes |
complexity=Low |
strategy=Medium |
random_chance=Medium |
skills=[[Economics|Economic management]], [[Strategy|Strategic thought]]|
bggid=8217
}}
'''''San Juan''''' is a [[card game]] designed by [[Andreas Seyfarth]] and published in 2004 by [[Alea (game publisher)|Alea]] in German and by [[Rio Grande Games]] in English. The game is derived from the board game ''[[Puerto Rico (board game)|Puerto Rico]]'', and takes its name from [[San Juan, Puerto Rico|San Juan]], capital of [[Puerto Rico]].
The game uses a unique deck of 110 cards and props for two to four players. The object of the game is to compile the maximum number of [[game mechanic#Victory points|victory points]] by creating buildings and producing commodities. The structure of the game strongly mirrors that of ''Puerto Rico'', in that players attempt to accumulate victory points by constructing buildings, each of which provides a special ability, and producing and selling goods. Players take turns by selecting one of several roles to fulfill, which triggers the specific action for that role, and gives a special advantage to the person who chose it. For instance, if a player were to choose Builder as their role, everyone would be given a chance to build a building, and the player who selected Builder would receive a discount.
Many elements of ''Puerto Rico'' were changed, simplified, or removed for purposes of shortening the game, and allowing for only cards rather than additional wooden tokens. Most notably:
*Goods can only be sold for money, not shipped for victory points. Hence, there is no Captain role.
*There are no colonists in the game. Hence, there is no Mayor role.
*There is no exclusivity when selling goods: Multiple players may sell the same good without restriction.
*Unselected roles do not receive bonus pay.
*There is an additional role, Councillor, which is geared more towards the card play.
The cards, each of which depict a building and describe its ability, serve multiple purposes: A card in a player's hand is, at the same time, both money used for building, and a potential building to be built. Additionally, the cards are used to represent goods produced in any Production building.
As each building provides a number of victory points, players attempt to gain the highest score before the end of the game. There is no direct player interaction; Players affect each other by selecting roles at moments less opportune for their opponents.
== External links ==
* {{bgg|8217|''San Juan''}}
[[Category:Dedicated deck card games]]
[[Category:Andreas Seyfarth games]]
[[Category:Alea games]]
[[Category:Rio Grande Games games]]
[[de:San Juan (Spiel)]]
[[fr:San Juan (jeu)]]
[[fi:San Juan (peli)]]
[[sv:San Juan (spel)]]
j290efwaed0bt13i8igz164mbvwu67p
4295
4294
2009-12-09T23:30:42Z
Kingstonlee
1735031
1 revision
4295
wikitext
text/x-wiki
{{Infobox_Game|
subject_name=San Juan |
image_link= [[Image:San Juan cradgame.jpg|none|250px]]|
image_caption=A game in progress|
designer=[[Andreas Seyfarth]]|
publisher=[[Alea (game publisher)|Alea]]<br>[[Rio Grande Games]]|
players=2<sup></sup> to 4 |
ages= 10 and up|
setup_time= 1–2 minutes |
playing_time= 45–60 minutes |
complexity=Low |
strategy=Medium |
random_chance=Medium |
skills=[[Economics|Economic management]], [[Strategy|Strategic thought]]|
bggid=8217
}}
'''''San Juan''''' is a [[card game]] designed by [[Andreas Seyfarth]] and published in 2004 by [[Alea (game publisher)|Alea]] in German and by [[Rio Grande Games]] in English. The game is derived from the board game ''[[Puerto Rico (board game)|Puerto Rico]]'', and takes its name from [[San Juan, Puerto Rico|San Juan]], capital of [[Puerto Rico]].
The game uses a unique deck of 110 cards and props for two to four players. The object of the game is to compile the maximum number of [[game mechanic#Victory points|victory points]] by creating buildings and producing commodities. The structure of the game strongly mirrors that of ''Puerto Rico'', in that players attempt to accumulate victory points by constructing buildings, each of which provides a special ability, and producing and selling goods. Players take turns by selecting one of several roles to fulfill, which triggers the specific action for that role, and gives a special advantage to the person who chose it. For instance, if a player were to choose Builder as their role, everyone would be given a chance to build a building, and the player who selected Builder would receive a discount.
Many elements of ''Puerto Rico'' were changed, simplified, or removed for purposes of shortening the game, and allowing for only cards rather than additional wooden tokens. Most notably:
*Goods can only be sold for money, not shipped for victory points. Hence, there is no Captain role.
*There are no colonists in the game. Hence, there is no Mayor role.
*There is no exclusivity when selling goods: Multiple players may sell the same good without restriction.
*Unselected roles do not receive bonus pay.
*There is an additional role, Councillor, which is geared more towards the card play.
The cards, each of which depict a building and describe its ability, serve multiple purposes: A card in a player's hand is, at the same time, both money used for building, and a potential building to be built. Additionally, the cards are used to represent goods produced in any Production building.
As each building provides a number of victory points, players attempt to gain the highest score before the end of the game. There is no direct player interaction; Players affect each other by selecting roles at moments less opportune for their opponents.
== External links ==
* {{bgg|8217|''San Juan''}}
[[Category:Dedicated deck card games]]
[[Category:Andreas Seyfarth games]]
[[Category:Alea games]]
[[Category:Rio Grande Games games]]
[[de:San Juan (Spiel)]]
[[fr:San Juan (jeu)]]
[[fi:San Juan (peli)]]
[[sv:San Juan (spel)]]
j290efwaed0bt13i8igz164mbvwu67p
Schotten-Totten
0
2251
4336
2009-12-03T17:14:26Z
Im>Full-date unlinking bot
0
Unlinking full-dates. [[User:Full-date unlinking bot|Details here]]. Codes: ISO1(×1)
4336
wikitext
text/x-wiki
{{Infobox_Game
|subject_name=Schotten-Totten
|image_link=
|image_caption=
|designer=[[Reiner Knizia]]
|publisher=Schmidt Spiele <br/>
ASS <br/>
Pro Ludo <br/>
PS-Games <br/>
Ubik
|players=2
|ages=8 and up
|setup_time= 2 minutes
|playing_time= 30 minutes
|complexity=Medium
|strategy=Medium
|random_chance=Medium
|skills=[[Strategy|Strategic thought]], [[Deductive reasoning|Deduction]]
|bggid=372
|bggxrefs=
|footnotes=
}}
'''''Schotten-Totten''''' is a [[card game]] designed by [[Reiner Knizia]], first published in [[1999 in games|1999]].
==Gameplay==
Gameplay in ''Schotten-Totten'' resembles simultaneous play of nine separate hands of [[poker]], but where each hand has only three cards in it. There are nine "boundary" stones between players at the start of the game. Players vie to win five of the stones, or three adjacent ones, to win the game.
==Other versions==
The 2004 reprinting of ''Schotten-Totten'' added ten "tactic cards", a few of them being types of [[Wild Card (card games)|wild card]]s and others allowing you to affect the game in some way outside of the normal rules.
''Schotten-Totten'' has also been rethemed and sold under the name ''Battleline'' (published by [[GMT Games]]) with similar gameplay, slightly altered rules (such as a player's hand size), artwork consisting of drawings of ancient soldiers, and Tactics cards which "introduce that random element that makes war continually surprising".<ref>{{cite journal| title=Pyramid Pick: Battle Line Card Game| url=http://www.sjgames.com/pyramid/login/article.html?id=2021 | last=Walters| first=C. Andrew| date=2000-12-22| journal=[[Pyramid (magazine)|Pyramid]] (online)| accessdate=2008-02-17}}</ref>
==References==
{{reflist}}
==External links==
*{{bgg|372|''Schotten-Totten''|760|''Battleline''}}
*[http://www.gamereport.com/tgr22/schottentotten.html Independent review] by ''The Game Report''
*[http://flexgames.com ''Schotten-Totten'' online] at flexgames.com
[[Category:Dedicated deck card games]]
[[Category:Reiner Knizia games]]
{{card-game-stub}}
trcnj6x3qyukuy5s0l7ljex1m9v1rve
4337
4336
2009-12-09T23:30:46Z
Kingstonlee
1735031
1 revision
4337
wikitext
text/x-wiki
{{Infobox_Game
|subject_name=Schotten-Totten
|image_link=
|image_caption=
|designer=[[Reiner Knizia]]
|publisher=Schmidt Spiele <br/>
ASS <br/>
Pro Ludo <br/>
PS-Games <br/>
Ubik
|players=2
|ages=8 and up
|setup_time= 2 minutes
|playing_time= 30 minutes
|complexity=Medium
|strategy=Medium
|random_chance=Medium
|skills=[[Strategy|Strategic thought]], [[Deductive reasoning|Deduction]]
|bggid=372
|bggxrefs=
|footnotes=
}}
'''''Schotten-Totten''''' is a [[card game]] designed by [[Reiner Knizia]], first published in [[1999 in games|1999]].
==Gameplay==
Gameplay in ''Schotten-Totten'' resembles simultaneous play of nine separate hands of [[poker]], but where each hand has only three cards in it. There are nine "boundary" stones between players at the start of the game. Players vie to win five of the stones, or three adjacent ones, to win the game.
==Other versions==
The 2004 reprinting of ''Schotten-Totten'' added ten "tactic cards", a few of them being types of [[Wild Card (card games)|wild card]]s and others allowing you to affect the game in some way outside of the normal rules.
''Schotten-Totten'' has also been rethemed and sold under the name ''Battleline'' (published by [[GMT Games]]) with similar gameplay, slightly altered rules (such as a player's hand size), artwork consisting of drawings of ancient soldiers, and Tactics cards which "introduce that random element that makes war continually surprising".<ref>{{cite journal| title=Pyramid Pick: Battle Line Card Game| url=http://www.sjgames.com/pyramid/login/article.html?id=2021 | last=Walters| first=C. Andrew| date=2000-12-22| journal=[[Pyramid (magazine)|Pyramid]] (online)| accessdate=2008-02-17}}</ref>
==References==
{{reflist}}
==External links==
*{{bgg|372|''Schotten-Totten''|760|''Battleline''}}
*[http://www.gamereport.com/tgr22/schottentotten.html Independent review] by ''The Game Report''
*[http://flexgames.com ''Schotten-Totten'' online] at flexgames.com
[[Category:Dedicated deck card games]]
[[Category:Reiner Knizia games]]
{{card-game-stub}}
trcnj6x3qyukuy5s0l7ljex1m9v1rve
Scrabble
0
2034
3870
2009-12-08T01:08:07Z
Kingstonlee
1735031
3870
wikitext
text/x-wiki
[[File:Placeholder|thumb|300px]]
Replace this text by writing your article here!
sbkjsmvd9qea65c8xrguqqym0xnh6x2
3880
3870
2009-12-08T01:12:32Z
Kingstonlee
1735031
Adding categories
3880
wikitext
text/x-wiki
[[File:Placeholder|thumb|300px]]
Replace this text by writing your article here!
[[Category:Board Game]]
[[Category:Word Game]]
[[Category:2-Players]]
[[Category:3-Players]]
[[Category:4-Players]]
8iw5d7sxfdvbfkyyd4xtn9l8nglg3a0
Sergeant Preston (board game)
0
2113
4056
2009-06-27T22:40:43Z
216.86.113.139
shortcut toy
4056
wikitext
text/x-wiki
{{Infobox Game
| title = ''The Sergeant Preston Game''
| subtitle =
| image_link =
| image_caption =
| designer =
| illustrator =
| publisher = [[Milton Bradley Company|Milton Bradley]]
| players = 2-4
| ages = 6-14
| setup_time = 3 minutes
| playing_time = 30 minutes/random
| complexity =
| strategy =
| random_chance =
| skills = Reading/Counting
| footnotes =
| bggid =
| bggxrefs =
}}
[[Image:Sergeant Preston Game 01.JPG|thumb|350px|right|Box cover for ''The Sergeant Preston Game'']]
[[Image:Sergeant Preston Game 02.JPG|thumb|350px|right|Game dial on platform, cards, counters, and MB catalog.]]
[[Image:Sergeant Preston Game 04.jpg|thumb|350px|right|''Sergeant Preston'' game board.]]
'''''The Sergeant Preston Game''''' is a [[Milton Bradley Company]] [[board game]] [[copyright]] dated [[1956]], and based on the [[television program]], ''[[Challenge of the Yukon|Sergeant Preston of the Yukon]]'' (1955-1958) starring [[Richard Simmons (actor)|Richard "Dick" Simmons]].
==Object of the game==
The object of the game is to score the most points by locating and capturing the fur thieves. This is done by first locating a "Wanted" card and then finding a matching "Contact" card so a capture can be made.
==Equipment==
* Folding, center-seamed game board illustrated with snowy scenes of the [[Yukon]]
* Four counters (one each of red, yellow, blue, and green)
* 6 "Wanted" cards
* 6 "Contact" cards
* 12 "No Clue" cards
* Dial numbered 1 through 6 affixed to the platform
==Set up==
The game board is opened and placed on a flat surface. The 24 cards are shuffled and dealt 4 each to the 6 "Outpost Circles" on the game board. Each player selects a counter. Player spinning the highest number on the dial begins the game.
==Play==
The player starts from the "Headquarters" and moves about the board on the various trails based on his spins on the dial. When he enters an "Outpost Circle", he draws a card, retaining it if it is a "Wanted" card. He then attempts to match that card with a "Contact" card by entering other "Outpost Circles" and examining the cards in that circle or by examining the cards of other players. The game ends when all of the thieves have been captured by the players and the "Wanted" cards have been matched with their corresponding "Contact" cards.
==Winning the game==
The player with the highest score based on the point values of his cards is the winner.
==''Sergeant Preston of the Yukon'', the television program==
In 1955, ''Sergeant Preston of the Yukon'' premiered as a television series. [[Richard Simmons (actor)|Richard "Dick" Simmons]] starred as Sgt. Preston, and was supported by Yukon King, his dog, and Rex, his horse. Though no plotlines seem to have been re-used from the show's radio serial precursor, ''[[Challenge of the Yukon]]'', they were generally built upon the same themes. The visual component of the snowy [[Yukon]], however, did give the television version a different feel but like all such films when filmed on a stage set, the frosty breath of people in [[Arctic]] conditions could not be simulated. Genuine outdoor scenes were added to give the show some reality but they were monotonously filmed in the same area and reused again and again. Mainly filmed at Ashcroft, [[Colorado]], the series was telecast on [[CBS]] from September 29, [[1955]] to February 27, [[1958]]. ''Sergeant Preston of the Yukon'' was one of many TV programs from the 1950s that generated [[toy]]s, [[game]]s, [[comic book]]s, and other juvenile [[merchandise]].
==External links==
* {{bgg|13019}}
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
[[Category:Children's board games]]
[[Category:Board games based on television programs]]
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{{Infobox Game
| title = ''The Sergeant Preston Game''
| subtitle =
| image_link =
| image_caption =
| designer =
| illustrator =
| publisher = [[Milton Bradley Company|Milton Bradley]]
| players = 2-4
| ages = 6-14
| setup_time = 3 minutes
| playing_time = 30 minutes/random
| complexity =
| strategy =
| random_chance =
| skills = Reading/Counting
| footnotes =
| bggid =
| bggxrefs =
}}
[[Image:Sergeant Preston Game 01.JPG|thumb|350px|right|Box cover for ''The Sergeant Preston Game'']]
[[Image:Sergeant Preston Game 02.JPG|thumb|350px|right|Game dial on platform, cards, counters, and MB catalog.]]
[[Image:Sergeant Preston Game 04.jpg|thumb|350px|right|''Sergeant Preston'' game board.]]
'''''The Sergeant Preston Game''''' is a [[Milton Bradley Company]] [[board game]] [[copyright]] dated [[1956]], and based on the [[television program]], ''[[Challenge of the Yukon|Sergeant Preston of the Yukon]]'' (1955-1958) starring [[Richard Simmons (actor)|Richard "Dick" Simmons]].
==Object of the game==
The object of the game is to score the most points by locating and capturing the fur thieves. This is done by first locating a "Wanted" card and then finding a matching "Contact" card so a capture can be made.
==Equipment==
* Folding, center-seamed game board illustrated with snowy scenes of the [[Yukon]]
* Four counters (one each of red, yellow, blue, and green)
* 6 "Wanted" cards
* 6 "Contact" cards
* 12 "No Clue" cards
* Dial numbered 1 through 6 affixed to the platform
==Set up==
The game board is opened and placed on a flat surface. The 24 cards are shuffled and dealt 4 each to the 6 "Outpost Circles" on the game board. Each player selects a counter. Player spinning the highest number on the dial begins the game.
==Play==
The player starts from the "Headquarters" and moves about the board on the various trails based on his spins on the dial. When he enters an "Outpost Circle", he draws a card, retaining it if it is a "Wanted" card. He then attempts to match that card with a "Contact" card by entering other "Outpost Circles" and examining the cards in that circle or by examining the cards of other players. The game ends when all of the thieves have been captured by the players and the "Wanted" cards have been matched with their corresponding "Contact" cards.
==Winning the game==
The player with the highest score based on the point values of his cards is the winner.
==''Sergeant Preston of the Yukon'', the television program==
In 1955, ''Sergeant Preston of the Yukon'' premiered as a television series. [[Richard Simmons (actor)|Richard "Dick" Simmons]] starred as Sgt. Preston, and was supported by Yukon King, his dog, and Rex, his horse. Though no plotlines seem to have been re-used from the show's radio serial precursor, ''[[Challenge of the Yukon]]'', they were generally built upon the same themes. The visual component of the snowy [[Yukon]], however, did give the television version a different feel but like all such films when filmed on a stage set, the frosty breath of people in [[Arctic]] conditions could not be simulated. Genuine outdoor scenes were added to give the show some reality but they were monotonously filmed in the same area and reused again and again. Mainly filmed at Ashcroft, [[Colorado]], the series was telecast on [[CBS]] from September 29, [[1955]] to February 27, [[1958]]. ''Sergeant Preston of the Yukon'' was one of many TV programs from the 1950s that generated [[toy]]s, [[game]]s, [[comic book]]s, and other juvenile [[merchandise]].
==External links==
* {{bgg|13019}}
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
[[Category:Children's board games]]
[[Category:Board games based on television programs]]
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Set (game)
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:''Set! redirects here. Set! is also a special form in the [[Scheme programming language]].''
[[Image:Set-game-cards.png|thumb|right|250px|Three cards from a ''Set'' deck. These cards each have a unique number, symbol, shading, and color, and are thus a "set."]]
'''''Set''''' is a [[real-time card game]] designed by Marsha Falco in 1974 and published by [[Set Enterprises]] in 1991. The deck consists of [[81 (number)|81]] cards varying in four features: number (one, two, or three); symbol (diamond, squiggle, oval); shading (solid, striped, or open); and color (red, green, or purple).<ref>{{cite web| url=http://www.setgame.com/set/rules_set.htm |title=How to Play Set}}</ref> Each possible combination of features (e.g., a card with three striped green diamonds) appears precisely once in the deck. ''Set'' won [[Mensa International|American Mensa's]] '''[[List of Mensa Select recipients|Mensa Select]]''' award in 1991 and placed 9th in the 1995 '''[[Deutscher Spiele Preis]]'''.
== Games ==
Several games can be played with these cards, all involving the concept of a '''set'''. A set consists of three cards which satisfy ''all'' of these conditions:
*They all have the same number, or they have three different numbers.
*They all have the same symbol, or they have three different symbols.
*They all have the same shading, or they have three different shadings.
*They all have the same color, or they have three different colors.
The rules of ''Set'' are summarized by: If you can sort a group of three cards into "Two of ____ and one of _____," then it is not a set
Given any two cards from the deck, there will be one and only one other card that forms a set with them. One example of a set would be these three cards:
*One red striped diamond
*Two red solid diamonds
*Three red open diamonds
In one game, the dealer lays out cards on the table until either twelve are laid down or someone sees a set and calls "Set!" The player who called "Set" takes the cards in the set and the dealer continues to deal out cards until twelve are on the table. If a player sees a set among the twelve cards, s/he calls "Set" and takes the three cards, and the dealer lays three more cards on the table. It is possible that there is no set among the twelve cards; in this case, the dealer deals out three more cards to make fifteen dealt cards, or eighteen or more, as necessary. This process of dealing by threes and finding sets continues until the deck is exhausted and there are no more sets on the table. At this point, whoever has collected the most sets wins.
==Variations==
One more common variation on classic ''Set'' is ''Chain Set''. In ''Chain Set'', one card from the previous set must be used to make a new set. This means that the set possibilities are different for each player and additional deals are much less likely. There is also ''Memory Set'', where the cards are face down and three are turned face up at a time, as in the classic game [[Concentration (game)|Memory]].
Other variations:
* ''Super-Set'' involves finding two pairs of cards such that both pairs lack the same card to form a set with (see the Mathematics of Set below). Note that because four cards can be grouped into pairs three ways, it is possible that they form a valid ''Super-Set'' with one grouping, but not with another grouping.
* ''Ultra-Set'': the table consists of three separated groups, 6 cards each. A valid ''Ultra-Set'' is a normal Set, with position in groups as the fifth property, i.e. either all three cards lie in the same group, or each of them lays in another. Also, a more complicated variation of ''Ultra-Set'' is played, where nine groups of 3 cards are laid out 3×3. Here a valid Set must satisfy the ''Set'' condition both on rows and on columns.
* ''Ghost-Set'' involves finding 3 disjoint pairs of cards in which the cards that are missing from each pair also form a set amongst each other. It is termed a ''ghost set'' because the three missing cards do not have to be on the board.
* ''Super Ghost-Set'' involves finding 4 disjoint pairs of cards in which the cards that would complete the sets for 2 of the pairs form a ''super-set'' with the cards that would complete the sets for the other 2 pairs of cards.
* ''Mega-Set'' is Set played with 3 distinguishable blocks of cards, i. e. with 243 cards. The blocks can be distinguished for instance by painting the card backgrounds with very light variants of 3 Set colors (red, green, purple). Typically 15-16 cards dealt.
* ''Double-Set'': all rules are standard, but only pairs of two disjoint Sets can be collected. For experienced players, the standard table of 12 cards should be enough. This variant, obviously, can be combined with any of above, e. g. Double Ultra, and this will be quite hard.
* ''Eight-Set'': yet harder than Double-Set. One can only collect groups of 3 or 4 Sets, which don't have to be disjoint, but must together consist of at least 8 cards (it is possible that only 7 cards form 3 different sets, and this is not permitted to be collected). In this variant, 15-16 cards are dealt.
* ''Set-Do-Ku'': the 81 cards of the Set deck can be grouped by any 2 properties (e.g. color and shading), giving 9 groups of 9 cards. Cards are then placed within a 9 x 9 grid to match a standard [[Sudoku]] puzzle by mapping a specific Sudoku digit to a specific card group (e.g. Sudoku digit ''1'' maps to any open-red card, Sudoku digit ''2'' maps to any striped-red card, Sudoku digit ''3'' maps to any solid-red card, etc.). After this initial setup the puzzle is solved using the remaining cards.
== Basic Combinatorics of ''Set'' ==
* Given any two cards, there exists one and only one card which forms a set with those two cards.
* Therefore the probability of producing a Set from 3 randomly drawn cards from a complete deck is 1/79.
* The largest group of cards you can put together without creating a set is 20.<ref>{{Cite web|url=http://www.math.rutgers.edu/~maclagan/papers/set.pdf|title=The Card Game Set|author=Benjamin Lent Davis and Diane MacLagan}}</ref>
* There are <math>\frac{{81 \choose 2}}{3} = \frac{81 \times 80}{3!} = 1080</math> unique sets.
* If 26 Sets are drawn from a collection of 81 cards, the remaining 3 cards form a Set too.
<!--*When a complete deck of 81 Set cards is partitioned into two piles of size n and (81-n), the sum of the number of Sets that can be made using only cards in the first pile plus the number of Sets that can be made using only cards in the second pile is given by <math>\frac{{81 \choose 2}}{3} - \frac{n \times (n-1)}{2}</math>. -->
* The number of different 12-card deals is
<math>{81 \choose 12} = \frac{81!}{12! 69!} \approx 10^{14}
</math>
== Trivia ==
The game evolved out of a coding system that the designer used in her job as a geneticist <ref>http://www.setgame.com/set/history.htm</ref>.
Though the game literature refers to one of the shapes as an oval, none of them truly are. The shape in question, with semicircular ends and parallel sides, is properly referred to as a stadium <ref>http://mathworld.wolfram.com/Stadium.html</ref>.
==References==
<references />
==External links==
*[http://www.setgame.com/ Set Enterprises] website
*[http://www.math.rutgers.edu/~maclagan/papers/set.pdf A Mathematic exploration of the game ''Set'' ]. Including 'How many cards may be laid without creating a set', as well as investigations of different types of set games (some in the [[Fano plane]]).
*{{bgg|1198|''Set''}}
[[Category:Dedicated deck card games]]
[[Category:Mensa Select winners]]
[[de:Set!]]
[[eo:Set (ludo)]]
[[fr:Set!]]
[[he:סט (משחק קלפים)]]
[[nl:Set (kaartspel)]]
[[ja:セット (カードゲーム)]]
[[pl:Set (gra)]]
[[ru:Сет (игра)]]
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:''Set! redirects here. Set! is also a special form in the [[Scheme programming language]].''
[[Image:Set-game-cards.png|thumb|right|250px|Three cards from a ''Set'' deck. These cards each have a unique number, symbol, shading, and color, and are thus a "set."]]
'''''Set''''' is a [[real-time card game]] designed by Marsha Falco in 1974 and published by [[Set Enterprises]] in 1991. The deck consists of [[81 (number)|81]] cards varying in four features: number (one, two, or three); symbol (diamond, squiggle, oval); shading (solid, striped, or open); and color (red, green, or purple).<ref>{{cite web| url=http://www.setgame.com/set/rules_set.htm |title=How to Play Set}}</ref> Each possible combination of features (e.g., a card with three striped green diamonds) appears precisely once in the deck. ''Set'' won [[Mensa International|American Mensa's]] '''[[List of Mensa Select recipients|Mensa Select]]''' award in 1991 and placed 9th in the 1995 '''[[Deutscher Spiele Preis]]'''.
== Games ==
Several games can be played with these cards, all involving the concept of a '''set'''. A set consists of three cards which satisfy ''all'' of these conditions:
*They all have the same number, or they have three different numbers.
*They all have the same symbol, or they have three different symbols.
*They all have the same shading, or they have three different shadings.
*They all have the same color, or they have three different colors.
The rules of ''Set'' are summarized by: If you can sort a group of three cards into "Two of ____ and one of _____," then it is not a set
Given any two cards from the deck, there will be one and only one other card that forms a set with them. One example of a set would be these three cards:
*One red striped diamond
*Two red solid diamonds
*Three red open diamonds
In one game, the dealer lays out cards on the table until either twelve are laid down or someone sees a set and calls "Set!" The player who called "Set" takes the cards in the set and the dealer continues to deal out cards until twelve are on the table. If a player sees a set among the twelve cards, s/he calls "Set" and takes the three cards, and the dealer lays three more cards on the table. It is possible that there is no set among the twelve cards; in this case, the dealer deals out three more cards to make fifteen dealt cards, or eighteen or more, as necessary. This process of dealing by threes and finding sets continues until the deck is exhausted and there are no more sets on the table. At this point, whoever has collected the most sets wins.
==Variations==
One more common variation on classic ''Set'' is ''Chain Set''. In ''Chain Set'', one card from the previous set must be used to make a new set. This means that the set possibilities are different for each player and additional deals are much less likely. There is also ''Memory Set'', where the cards are face down and three are turned face up at a time, as in the classic game [[Concentration (game)|Memory]].
Other variations:
* ''Super-Set'' involves finding two pairs of cards such that both pairs lack the same card to form a set with (see the Mathematics of Set below). Note that because four cards can be grouped into pairs three ways, it is possible that they form a valid ''Super-Set'' with one grouping, but not with another grouping.
* ''Ultra-Set'': the table consists of three separated groups, 6 cards each. A valid ''Ultra-Set'' is a normal Set, with position in groups as the fifth property, i.e. either all three cards lie in the same group, or each of them lays in another. Also, a more complicated variation of ''Ultra-Set'' is played, where nine groups of 3 cards are laid out 3×3. Here a valid Set must satisfy the ''Set'' condition both on rows and on columns.
* ''Ghost-Set'' involves finding 3 disjoint pairs of cards in which the cards that are missing from each pair also form a set amongst each other. It is termed a ''ghost set'' because the three missing cards do not have to be on the board.
* ''Super Ghost-Set'' involves finding 4 disjoint pairs of cards in which the cards that would complete the sets for 2 of the pairs form a ''super-set'' with the cards that would complete the sets for the other 2 pairs of cards.
* ''Mega-Set'' is Set played with 3 distinguishable blocks of cards, i. e. with 243 cards. The blocks can be distinguished for instance by painting the card backgrounds with very light variants of 3 Set colors (red, green, purple). Typically 15-16 cards dealt.
* ''Double-Set'': all rules are standard, but only pairs of two disjoint Sets can be collected. For experienced players, the standard table of 12 cards should be enough. This variant, obviously, can be combined with any of above, e. g. Double Ultra, and this will be quite hard.
* ''Eight-Set'': yet harder than Double-Set. One can only collect groups of 3 or 4 Sets, which don't have to be disjoint, but must together consist of at least 8 cards (it is possible that only 7 cards form 3 different sets, and this is not permitted to be collected). In this variant, 15-16 cards are dealt.
* ''Set-Do-Ku'': the 81 cards of the Set deck can be grouped by any 2 properties (e.g. color and shading), giving 9 groups of 9 cards. Cards are then placed within a 9 x 9 grid to match a standard [[Sudoku]] puzzle by mapping a specific Sudoku digit to a specific card group (e.g. Sudoku digit ''1'' maps to any open-red card, Sudoku digit ''2'' maps to any striped-red card, Sudoku digit ''3'' maps to any solid-red card, etc.). After this initial setup the puzzle is solved using the remaining cards.
== Basic Combinatorics of ''Set'' ==
* Given any two cards, there exists one and only one card which forms a set with those two cards.
* Therefore the probability of producing a Set from 3 randomly drawn cards from a complete deck is 1/79.
* The largest group of cards you can put together without creating a set is 20.<ref>{{Cite web|url=http://www.math.rutgers.edu/~maclagan/papers/set.pdf|title=The Card Game Set|author=Benjamin Lent Davis and Diane MacLagan}}</ref>
* There are <math>\frac{{81 \choose 2}}{3} = \frac{81 \times 80}{3!} = 1080</math> unique sets.
* If 26 Sets are drawn from a collection of 81 cards, the remaining 3 cards form a Set too.
<!--*When a complete deck of 81 Set cards is partitioned into two piles of size n and (81-n), the sum of the number of Sets that can be made using only cards in the first pile plus the number of Sets that can be made using only cards in the second pile is given by <math>\frac{{81 \choose 2}}{3} - \frac{n \times (n-1)}{2}</math>. -->
* The number of different 12-card deals is
<math>{81 \choose 12} = \frac{81!}{12! 69!} \approx 10^{14}
</math>
== Trivia ==
The game evolved out of a coding system that the designer used in her job as a geneticist <ref>http://www.setgame.com/set/history.htm</ref>.
Though the game literature refers to one of the shapes as an oval, none of them truly are. The shape in question, with semicircular ends and parallel sides, is properly referred to as a stadium <ref>http://mathworld.wolfram.com/Stadium.html</ref>.
==References==
<references />
==External links==
*[http://www.setgame.com/ Set Enterprises] website
*[http://www.math.rutgers.edu/~maclagan/papers/set.pdf A Mathematic exploration of the game ''Set'' ]. Including 'How many cards may be laid without creating a set', as well as investigations of different types of set games (some in the [[Fano plane]]).
*{{bgg|1198|''Set''}}
[[Category:Dedicated deck card games]]
[[Category:Mensa Select winners]]
[[de:Set!]]
[[eo:Set (ludo)]]
[[fr:Set!]]
[[he:סט (משחק קלפים)]]
[[nl:Set (kaartspel)]]
[[ja:セット (カードゲーム)]]
[[pl:Set (gra)]]
[[ru:Сет (игра)]]
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Settlers of Catan
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Replace this text by writing your article here!
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[[Category:Board Game]]
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{{Infobox_Game
| subject_name = The Settlers of Catan
| image_link = [[File:Nepomuk 280 - Osadníci z Katanu.jpg|250px|Settlers of Catan]]
| image_caption =
| designer = [[Klaus Teuber]]
| publisher = {{flagicon|Germany}} [[Kosmos (game publisher)|Kosmos]]<br>[[image:English language.svg|22px|United Kingdom & United States]] [[Mayfair Games]]<br>{{flagicon|France}} [[Filosofia]]<br>{{flagicon|Benelux}} [[999 Games]]<br>{{flagicon|Japan}} [[Capcom]]<br>{{flagicon|Russia}} [[Smart]]
| players = 3 or 4 (standard) <br />2, 5, or 6 (with expansions)
| ages = 10 years and up
| setup_time = approx. 10 minutes
| playing_time = 60 to 90 minutes
| complexity = Medium
| strategy = Medium
| random_chance = Medium
| skills = Resource management, [[Trade|Trading]]
| bggid = 13
| bggxrefs = t
| date = 1995
| footnotes =
}}
'''''The Settlers of Catan''''' is a multiplayer [[board game]] designed by [[Klaus Teuber]]. It was first published in [[1995 in games|1995]] in [[Germany]] by [[Kosmos (publisher)|Franckh-Kosmos Verlag]] (Kosmos) under the name '''''Die Siedler von Catan.'''''
''Settlers'' was one of the first [[German-style board game]]s to achieve popularity outside Europe, and has been called the [[killer app]] of the genre.<ref name="specialk">{{cite web
|url=http://www.thegamesjournal.com/articles/SpecialK3.shtml
|title=Special K
|author=Larry Levy
|month=August | year=2001
|accessdate=2007-05-01
}}</ref> Over 15 million games in the ''Catan'' series have been sold,<ref name="monopolykiller">{{cite web
|url=http://www.wired.com/gaming/gamingreviews/magazine/17-04/mf_settlers
|title=Monopoly Killer
|author=Andrew Curry
|publisher=Wired News
|accessdate=2009-03-29
}}</ref> and the game has been translated into thirty languages from the original German.<ref name="monopolykiller"/>
The game has rapidly become popular in part because its mechanics are relatively simple, while its dynamics are quite complex.<ref name="ttnt">{{cite web
|url=http://www.skotos.net/articles/TTnT_107.shtml
|title=Anatomy of a Game: The Settlers of Catan
|author=Shannon Appelcline
|date=2003-02-13
|work=Trials, Triumphs and Trivialities
|accessdate=2007-05-01
}}</ref> The game is well suited for family play, since no one gets eliminated, and players who are behind can strive towards goals that are within their reach.
The standard game and its many expansions are available from [[Mayfair Games]] in the [[United States]] and [[United Kingdom]], from [[Capcom]] in [[Japan]], Kosmos and [[999 Games]] in much of Europe, Κάισσα in [[Greece]] (Οι άποικοι του Κατάν), Devir in [[Spain]], [[Portugal]] and [[Latin America]], and Strategy Games in [[Canada]].
==Gameplay==
The players in the game represent settlers establishing colonies on the island of Catan. Players build settlements, cities, and roads to connect them as they settle the island. The game board representing the island is composed of hexagonal tiles ([[hex map|hexes]]) of different land types which are laid out randomly at the beginning of each game.<ref name="profeasy">{{cite web
|url=http://www.profeasy.de/Settlers_Boardgame/
|title=Professor Easy's ''Settlers of Catan'' tutorial
|accessdate=2007-04-26
}}</ref>
Players build by spending [[Game mechanics#Resource management|resources]] (brick, lumber, wool, grain, and ore), represented by resource cards; each land type produces a specific resource. On each player's [[Game mechanics#Turns|turn]], they roll the two [[dice]], determining which hexes produce resources. Any players with settlements or cities adjacent to hexes marked with the number rolled receive resource cards of the appropriate type. There is also a robber token on the board; if a player rolls 7, they move the robber to any hex, which will no longer produce resources until the robber is moved again; they also steal a resource card from another player.
[[Image:Gen Con - 20030724 - Giant Settlers of Catan Game.jpg|thumb|A giant game of ''Settlers'' being played [[Gen Con]] Indy 2003. This is one of many ''Settlers of Catan'' custom extra-large boards seen during demonstrations and tournaments at Gen Con.]]
Players are allowed to trade resource cards among each other if they choose to; players may also trade off-island (in effect, with the non-player bank) at ratio of four of one resource for one of any other. By building settlements in certain spots on the board (ports), players may trade at better ratios.
The goal of the game is to possess ten [[Game mechanics#Victory points|victory points]] on one's turn. Players possess one point for each settlement built, and a second for each settlement upgraded to a city. Various other achievements, such as establishing the longest road, grant a player additional victory points.
Resource cards can also be spent to buy a development card. Three types of development cards include cards worth one victory point; [[knight]] cards (or soldier cards), which allow the player to move the robber; and a third set of cards which allow the player one of several abilities when played. Having played the most knights also earns the player victory points.
Teuber's original design was for a large game of exploration and development in a new land.<ref>{{cite web
|url=http://www.mayfairgames.com/news/news-arc/newscatan-ent-dom2.htm
|title=Catan-Domaine-Entdecker
|publisher=Mayfair Games
|accessdate=2007-05-01
}}</ref> Between 1993 and 1995 Teuber and Kosmos refined and simplified the game into its current form. Unused mechanics from that design went on to be used in Teuber's following games, ''[[Entdecker]]'' and ''[[Löwenherz]].'' The game's first expansion, ''[[Seafarers of Catan]],'' adds the concept of exploration, and the combined game (sometimes known as "New Shores") is probably the closest game to Teuber's original intentions.<ref name="specialk">{{cite web
|url=http://www.thegamesjournal.com/articles/SpecialK3.shtml
|title=Special K
|author=Larry Levy
|month=August | year=2001
|accessdate=2007-05-01
}}</ref>
== ''The Settlers of Catan'' series ==
{{see|List of Settlers of Catan games}}
The enduring popularity of ''The Settlers of Catan'' has led to the creation of a great many spinoff games and products, starting in 1996 with the [[Catan Card Game|''The Settlers of Catan'' card game]] (later renamed to ''Catan Card Game''), and including a novel, ''Die Siedler von Catan'', by Rebecca Gablé (ISBN 3-431-03019-X) set on the island of Catan.
After releasing the card game, Teuber began to publish expansions for the base game. The first, ''[[Seafarers of Catan]]'', was released in 1997; it was later retitled ''Catan: Seafarers''. ''Seafarers'' adds ships which allow players to cross sea hexes, and includes scenarios in which players explore an archipelago of islands. It also adds gold-producing hexes which allow players to take the resource of their choice.
In 1998, the first ''historical scenario'' pack was released, which allows players to reenact the building of the [[pyramids of Egypt]] or the expansion of [[Alexander the Great]]'s empire using ''Settlers'' game mechanics.
In 1999, expansions to allow fifth and sixth players were released for both ''Settlers'' and ''Seafarers''. As well as extra components to accommodate more players, the expansions add an extra building phase to the turn, so that players can participate in the game during each others' turns.
The second large expansion to the game, ''[[Cities and Knights of Catan]]'' (later ''Catan: Cities and Knights''), was released in 2000. It adds concepts from the card game and its first expansion to ''Settlers'', including Knights who must be used to defend Catan from invading barbarians, and improvements which can be bought for cities which give benefits to players. A 5-6 player expansion for ''Cities and Knights'' was released at the same time. Also released in 2000 was a book of variations for ''Settlers''.
A second scenario pack for ''Settlers'' concerning the building of the [[Great Wall of China]] and the [[Trojan war]] was released in 2001, and in 2002 a travel edition of ''Settlers'' was published, featuring playing pieces which slot into a fixed-layout board. ''Atlantis: Scenarios and Variants'' was published in 2005. ''Atlantis'' is a boxed set which collected a number of scenarios and variants published in gaming magazines and at conventions, such as ''The Volcano'' and ''The Great River''. The set also includes a deck of ''event cards'' which replace the dice in the main game, giving it a less random spread of resource production.
A deck of ''event cards'' which replaces the dice in the base game, released in 2005, won the 2007 [[Origins Award]] for ''Game Accessory of the Year''.
The third large expansion, ''[[Catan: Traders & Barbarians|Traders & Barbarians]]'', was announced for release in 2007. It was released in 2008. ''[[Catan: Traders & Barbarians|Traders & Barbarians]]'' collects together a number of smaller scenarios, some of which have previously been published elsewhere. The set includes an official two-player variant.
Two special editions of the game were released in 2005: a collector's edition of the base game and ''Cities and Knights'', with hand-painted 3D tiles and playing pieces, and a 10th anniversary edition with detailed plastic pieces.
Mayfair Games released a fourth edition of ''The Settlers of Catan'' in 2007. Aside from one minor rule change, the only differences were new artwork, a locking frame, and an insert tray to hold the components. Soon after its release, two changes were made to the fourth edition. The robber playing piece was changed from a black to a grey color and the soldier development card was renamed a knight. Fourth-edition versions of ''Cities & Knights'', ''Seafarers'', and the 5-6 player expansions were also released.<ref>{{cite web |url=http://www.mayfairgames.com/news/news-arc/news-catan_relaunchupdate.htm |title=Catan Re-Launch Update! |accessdate=2008-02-23}}</ref>
=== Video games ===
Since the game's release, a number of computer games have been published based on Catan and its spinoffs. The first officially-sanctioned English-language release was ''Catan: The Computer Game'' developed for the PC by Castle Hill Studios and published by [[Big Fish Games]]{{Fact|date=January 2009}}. This off-line game is now available from MSN,<ref>[http://zone.msn.com/en/root/deluxe.htm?code=110382390&RefID=25&intgid=gb_PCDownloadAll+List_17_setc MSN]</ref> as it was acquired by [[Microsoft]] who also released ''Catan Online'' in August 2005 on [[MSN Games]], the game now requiring an internet connection. On June 1, 2009 the MSN version of Catan was discontinued. The same game later became available on other online services. Teuber and [[Big Huge Games]] recently worked together to produce ''[[Catan]]'', a version of ''Settlers'' for the [[Xbox Live Arcade]]. It was released on May 2, 2007.
An official version of Catan has been announced for the [[Nintendo DS]], and was developed in collaboration with Klaus Teuber. The game can be played against computer opponents, and includes [[Nintendo WiFi]] online play.<ref>[http://www.catan.com/electronic-games/catan-nds.html Catan.com]</ref>
An iPhone version of the game was announced on 23 July 2009. It is in development at Exozet Games in collaboration with Klaus Teuber.<ref>[http://catan.com/gamenews/187-catan-for-iphone.html Catan is coming to the iPhone!]</ref> It was released 24 October, 2009.
An official ''The Settlers of Catan'' online game was announced on Dec. 16, 2002.<ref>[http://www.catan.com/CMS/content/blogsection/0/116/7/7/lang,en_US/LLC News Catan Online World]</ref> [http://www.catan.com Catan Online World] allows players to download a [[Java (programming language)|Java]] application that serves as a portal for the online world and allows online play with other members. The original board game may be played for free, while expansions require a subscription membership.
There have also been several unauthorized video game implementations of ''Settlers''. One of these unauthorized versions, called "Java Settlers", was developed by Robert S. Thomas as part of his Ph.D. research at [[Northwestern University]]. A paper describing the AI research involved was published in the ''Proceedings of the 7th International Conference on Intelligent User Interfaces''.<ref>{{cite journal |author=Robert Thomas and Kristian Hammond |year=2002 |title=Java settlers: a research environment for studying multi-agent negotiation |journal=Proceedings of the 7th international conference on Intelligent user interfaces |pages=240 |url=http://portal.acm.org/citation.cfm?doid=502716.502779 |accessdate= 2007-09-15 }}</ref> The source code for Thomas' Settlers of Catan implementation along with the AI code was released under the GNU General Public License.
Two official PC versions of Catan have been released, 'The First Island' (the basic game only) and 'Cities and Knights' (with Seafarers and Cities & Knights expansions). 'The First Island' is available for the PC only in German; however, it can be purchased for a [[mobile phone]] even in English.<ref>[http://www.catan.com/electronic-games/first-island-mobile.html Catan.com]</ref> 'Cities and Knights' is available in both languages.<ref>[http://www.catan.com/electronic-games/catan-cak.html Catan.com]</ref>
Mayfair Games announced a version of Catan is coming to Facebook.
==Awards==
'''2005'''
* [[GAMES 100#Hall of Fame|Games Magazine Hall of Fame]]
'''1996'''
* [[Origins Award]] for ''Best Fantasy or Science Fiction Board Game''<ref>{{cite web|url=http://www.originsgamefair.com/awards/1996/list-of-winners|title=Origins Award Winners (1996)|publisher=Academy of Adventure Gaming Arts & Design}}</ref>
'''1995'''
* [[Spiel des Jahres]] Game of the Year
* [[Deutscher Spiele Preis]] 1st place
* [[Essen Feather]]
* [[Meeples' Choice Award]]
==References==
<!--<nowiki>
See http://en.wikipedia.org/wiki/Wikipedia:Footnotes for an explanation of how to generate footnotes using the <ref> and </ref> tags, and the template below.
</nowiki>-->
{{reflist}}
==External links==
{{Commons|Settlers of Catan|Settlers of Catan}}
* Catan GmbH's [http://www.catan.com ''The Settlers of Catan'' website]
*{{bgg par
|section1=game|id1=13|name1=''Settlers of Catan''
|section2=wiki/page|id2=Catan_Series|name2=the ''Catan'' series}}
{{start box}}
{{succession box
| before = [[Manhattan (game)|Manhattan]]
| title = [[Spiel des Jahres]]
| years = 1995
| after = [[El Grande]]
}}
{{end box}}
{{Catan navbox}}
[[Category:Settlers of Catan|*]]
[[Category:Origins Award winners]]
[[Category:Spiel des Jahres winners]]
[[Category:Deutscher Spiele Preis winners]]
[[Category:Board games with a modular board]]
[[Category:Board Game]]
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1735031
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wikitext
text/x-wiki
'''''The Settlers of Catan''''' is a multiplayer [[board game]] designed by [[Klaus Teuber]]. It was first published in [[1995 in games|1995]] in [[Germany]] by [[Kosmos (publisher)|Franckh-Kosmos Verlag]] (Kosmos) under the name '''''Die Siedler von Catan.'''''
''Settlers'' was one of the first [[German-style board game]]s to achieve popularity outside Europe, and has been called the [[killer app]] of the genre. The game is well suited for family play, since no one gets eliminated, and players who are behind can strive towards goals that are within their reach.
The standard game and its many expansions are available from [[Mayfair Games]] in the [[United States]] and [[United Kingdom]], from [[Capcom]] in [[Japan]], Kosmos and [[999 Games]] in much of Europe, Κάισσα in [[Greece]] (Οι άποικοι του Κατάν), Devir in [[Spain]], [[Portugal]] and [[Latin America]], and Strategy Games in [[Canada]].
==Gameplay==
The players in the game represent settlers establishing colonies on the island of Catan. Players build settlements, cities, and roads to connect them as they settle the island. The game board representing the island is composed of hexagonal tiles ([[hex map|hexes]]) of different land types which are laid out randomly at the beginning of each game.
Players build by spending [[Game mechanics#Resource management|resources]] (brick, lumber, wool, grain, and ore), represented by resource cards; each land type produces a specific resource. On each player's [[Game mechanics#Turns|turn]], they roll the two [[dice]], determining which hexes produce resources. Any players with settlements or cities adjacent to hexes marked with the number rolled receive resource cards of the appropriate type. There is also a robber token on the board; if a player rolls 7, they move the robber to any hex, which will no longer produce resources until the robber is moved again; they also steal a resource card from another player.
[[Image:Gen Con - 20030724 - Giant Settlers of Catan Game.jpg|thumb|A giant game of ''Settlers'' being played [[Gen Con]] Indy 2003. This is one of many ''Settlers of Catan'' custom extra-large boards seen during demonstrations and tournaments at Gen Con.]]
Players are allowed to trade resource cards among each other if they choose to; players may also trade off-island (in effect, with the non-player bank) at ratio of four of one resource for one of any other. By building settlements in certain spots on the board (ports), players may trade at better ratios.
The goal of the game is to possess ten [[Game mechanics#Victory points|victory points]] on one's turn. Players possess one point for each settlement built, and a second for each settlement upgraded to a city. Various other achievements, such as establishing the longest road, grant a player additional victory points.
Resource cards can also be spent to buy a development card. Three types of development cards include cards worth one victory point; [[knight]] cards (or soldier cards), which allow the player to move the robber; and a third set of cards which allow the player one of several abilities when played. Having played the most knights also earns the player victory points.
Teuber's original design was for a large game of exploration and development in a new land. Between 1993 and 1995 Teuber and Kosmos refined and simplified the game into its current form. Unused mechanics from that design went on to be used in Teuber's following games, ''[[Entdecker]]'' and ''[[Löwenherz]].'' The game's first expansion, ''[[Seafarers of Catan]],'' adds the concept of exploration, and the combined game (sometimes known as "New Shores") is probably the closest game to Teuber's original intentions.
== ''The Settlers of Catan'' series ==
The enduring popularity of ''The Settlers of Catan'' has led to the creation of a great many spinoff games and products, starting in 1996 with the [[Catan Card Game|''The Settlers of Catan'' card game]] (later renamed to ''Catan Card Game''), and including a novel, ''Die Siedler von Catan'', by Rebecca Gablé (ISBN 3-431-03019-X) set on the island of Catan.
After releasing the card game, Teuber began to publish expansions for the base game. The first, ''[[Seafarers of Catan]]'', was released in 1997; it was later retitled ''Catan: Seafarers''. ''Seafarers'' adds ships which allow players to cross sea hexes, and includes scenarios in which players explore an archipelago of islands. It also adds gold-producing hexes which allow players to take the resource of their choice.
In 1998, the first ''historical scenario'' pack was released, which allows players to reenact the building of the [[pyramids of Egypt]] or the expansion of [[Alexander the Great]]'s empire using ''Settlers'' game mechanics.
In 1999, expansions to allow fifth and sixth players were released for both ''Settlers'' and ''Seafarers''. As well as extra components to accommodate more players, the expansions add an extra building phase to the turn, so that players can participate in the game during each others' turns.
The second large expansion to the game, ''[[Cities and Knights of Catan]]'' (later ''Catan: Cities and Knights''), was released in 2000. It adds concepts from the card game and its first expansion to ''Settlers'', including Knights who must be used to defend Catan from invading barbarians, and improvements which can be bought for cities which give benefits to players. A 5-6 player expansion for ''Cities and Knights'' was released at the same time. Also released in 2000 was a book of variations for ''Settlers''.
A second scenario pack for ''Settlers'' concerning the building of the [[Great Wall of China]] and the [[Trojan war]] was released in 2001, and in 2002 a travel edition of ''Settlers'' was published, featuring playing pieces which slot into a fixed-layout board. ''Atlantis: Scenarios and Variants'' was published in 2005. ''Atlantis'' is a boxed set which collected a number of scenarios and variants published in gaming magazines and at conventions, such as ''The Volcano'' and ''The Great River''. The set also includes a deck of ''event cards'' which replace the dice in the main game, giving it a less random spread of resource production.
A deck of ''event cards'' which replaces the dice in the base game, released in 2005, won the 2007 [[Origins Award]] for ''Game Accessory of the Year''.
The third large expansion, ''[[Catan: Traders & Barbarians|Traders & Barbarians]]'', was announced for release in 2007. It was released in 2008. ''[[Catan: Traders & Barbarians|Traders & Barbarians]]'' collects together a number of smaller scenarios, some of which have previously been published elsewhere. The set includes an official two-player variant.
Two special editions of the game were released in 2005: a collector's edition of the base game and ''Cities and Knights'', with hand-painted 3D tiles and playing pieces, and a 10th anniversary edition with detailed plastic pieces.
Mayfair Games released a fourth edition of ''The Settlers of Catan'' in 2007. Aside from one minor rule change, the only differences were new artwork, a locking frame, and an insert tray to hold the components. Soon after its release, two changes were made to the fourth edition. The robber playing piece was changed from a black to a grey color and the soldier development card was renamed a knight. Fourth-edition versions of ''Cities & Knights'', ''Seafarers'', and the 5-6 player expansions were also released.
=== Video games ===
Since the game's release, a number of computer games have been published based on Catan and its spinoffs. The first officially-sanctioned English-language release was ''Catan: The Computer Game'' developed for the PC by Castle Hill Studios and published by [[Big Fish Games]]{{Fact|date=January 2009}}. This off-line game is now available from MSN, as it was acquired by [[Microsoft]] who also released ''Catan Online'' in August 2005 on [[MSN Games]], the game now requiring an internet connection. On June 1, 2009 the MSN version of Catan was discontinued. The same game later became available on other online services. Teuber and [[Big Huge Games]] recently worked together to produce ''[[Catan]]'', a version of ''Settlers'' for the [[Xbox Live Arcade]]. It was released on May 2, 2007.
An official version of Catan has been announced for the [[Nintendo DS]], and was developed in collaboration with Klaus Teuber. The game can be played against computer opponents, and includes [[Nintendo WiFi]] online play.<ref>[http://www.catan.com/electronic-games/catan-nds.html Catan.com]</ref>
An iPhone version of the game was announced on 23 July 2009. It is in development at Exozet Games in collaboration with Klaus Teuber.<ref>[http://catan.com/gamenews/187-catan-for-iphone.html Catan is coming to the iPhone!]</ref> It was released 24 October, 2009.
An official ''The Settlers of Catan'' online game was announced on Dec. 16, 2002.<ref>[http://www.catan.com/CMS/content/blogsection/0/116/7/7/lang,en_US/LLC News Catan Online World]</ref> [http://www.catan.com Catan Online World] allows players to download a [[Java (programming language)|Java]] application that serves as a portal for the online world and allows online play with other members. The original board game may be played for free, while expansions require a subscription membership.
There have also been several unauthorized video game implementations of ''Settlers''. One of these unauthorized versions, called "Java Settlers", was developed by Robert S. Thomas as part of his Ph.D. research at [[Northwestern University]]. A paper describing the AI research involved was published in the ''Proceedings of the 7th International Conference on Intelligent User Interfaces''. The source code for Thomas' Settlers of Catan implementation along with the AI code was released under the GNU General Public License.
Two official PC versions of Catan have been released, 'The First Island' (the basic game only) and 'Cities and Knights' (with Seafarers and Cities & Knights expansions). 'The First Island' is available for the PC only in German; however, it can be purchased for a [[mobile phone]] even in English.<ref>[http://www.catan.com/electronic-games/first-island-mobile.html Catan.com]</ref> 'Cities and Knights' is available in both languages.<ref>[http://www.catan.com/electronic-games/catan-cak.html Catan.com]</ref>
Mayfair Games announced a version of Catan is coming to Facebook.
==Awards==
'''2005'''
* [[GAMES 100#Hall of Fame|Games Magazine Hall of Fame]]
'''1996'''
* [[Origins Award]] for ''Best Fantasy or Science Fiction Board Game''<ref>{{cite web|url=http://www.originsgamefair.com/awards/1996/list-of-winners|title=Origins Award Winners (1996)|publisher=Academy of Adventure Gaming Arts & Design}}</ref>
'''1995'''
* [[Spiel des Jahres]] Game of the Year
* [[Deutscher Spiele Preis]] 1st place
* [[Essen Feather]]
* [[Meeples' Choice Award]]
==References==
<!--<nowiki>
See http://en.wikipedia.org/wiki/Wikipedia:Footnotes for an explanation of how to generate footnotes using the <ref> and </ref> tags, and the template below.
</nowiki>-->
{{reflist}}
==External links==
* Catan GmbH's [http://www.catan.com ''The Settlers of Catan'' website]
[[Category:Settlers of Catan|*]]
[[Category:Origins Award winners]]
[[Category:Spiel des Jahres winners]]
[[Category:Deutscher Spiele Preis winners]]
[[Category:Board games with a modular board]]
[[Category:Board Game]]
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3924
3923
2009-12-09T05:11:54Z
Kingstonlee
1735031
3924
wikitext
text/x-wiki
'''''The Settlers of Catan''''' is a multiplayer [[board game]] designed by [[Klaus Teuber]]. It was first published in [[1995 in games|1995]] in [[Germany]] by [[Kosmos (publisher)|Franckh-Kosmos Verlag]] (Kosmos) under the name '''''Die Siedler von Catan.'''''
''Settlers'' was one of the first [[German-style board game]]s to achieve popularity outside Europe, and has been called the [[killer app]] of the genre. The game is well suited for family play, since no one gets eliminated, and players who are behind can strive towards goals that are within their reach.
The standard game and its many expansions are available from [[Mayfair Games]] in the [[United States]] and [[United Kingdom]], from [[Capcom]] in [[Japan]], Kosmos and [[999 Games]] in much of Europe, Κάισσα in [[Greece]] (Οι άποικοι του Κατάν), Devir in [[Spain]], [[Portugal]] and [[Latin America]], and Strategy Games in [[Canada]].
==Gameplay==
The players in the game represent settlers establishing colonies on the island of Catan. Players build settlements, cities, and roads to connect them as they settle the island. The game board representing the island is composed of hexagonal tiles ([[hex map|hexes]]) of different land types which are laid out randomly at the beginning of each game.
Players build by spending [[Game mechanics#Resource management|resources]] (brick, lumber, wool, grain, and ore), represented by resource cards; each land type produces a specific resource. On each player's [[Game mechanics#Turns|turn]], they roll the two [[dice]], determining which hexes produce resources. Any players with settlements or cities adjacent to hexes marked with the number rolled receive resource cards of the appropriate type. There is also a robber token on the board; if a player rolls 7, they move the robber to any hex, which will no longer produce resources until the robber is moved again; they also steal a resource card from another player.
[[Image:Gen Con - 20030724 - Giant Settlers of Catan Game.jpg|thumb|A giant game of ''Settlers'' being played [[Gen Con]] Indy 2003. This is one of many ''Settlers of Catan'' custom extra-large boards seen during demonstrations and tournaments at Gen Con.]]
Players are allowed to trade resource cards among each other if they choose to; players may also trade off-island (in effect, with the non-player bank) at ratio of four of one resource for one of any other. By building settlements in certain spots on the board (ports), players may trade at better ratios.
The goal of the game is to possess ten [[Game mechanics#Victory points|victory points]] on one's turn. Players possess one point for each settlement built, and a second for each settlement upgraded to a city. Various other achievements, such as establishing the longest road, grant a player additional victory points.
Resource cards can also be spent to buy a development card. Three types of development cards include cards worth one victory point; [[knight]] cards (or soldier cards), which allow the player to move the robber; and a third set of cards which allow the player one of several abilities when played. Having played the most knights also earns the player victory points.
Teuber's original design was for a large game of exploration and development in a new land. Between 1993 and 1995 Teuber and Kosmos refined and simplified the game into its current form. Unused mechanics from that design went on to be used in Teuber's following games, ''[[Entdecker]]'' and ''[[Löwenherz]].'' The game's first expansion, ''[[Seafarers of Catan]],'' adds the concept of exploration, and the combined game (sometimes known as "New Shores") is probably the closest game to Teuber's original intentions.
== ''The Settlers of Catan'' series ==
The enduring popularity of ''The Settlers of Catan'' has led to the creation of a great many spinoff games and products, starting in 1996 with the [[Catan Card Game|''The Settlers of Catan'' card game]] (later renamed to ''Catan Card Game''), and including a novel, ''Die Siedler von Catan'', by Rebecca Gablé (ISBN 3-431-03019-X) set on the island of Catan.
After releasing the card game, Teuber began to publish expansions for the base game. The first, ''[[Seafarers of Catan]]'', was released in 1997; it was later retitled ''Catan: Seafarers''. ''Seafarers'' adds ships which allow players to cross sea hexes, and includes scenarios in which players explore an archipelago of islands. It also adds gold-producing hexes which allow players to take the resource of their choice.
In 1998, the first ''historical scenario'' pack was released, which allows players to reenact the building of the [[pyramids of Egypt]] or the expansion of [[Alexander the Great]]'s empire using ''Settlers'' game mechanics.
In 1999, expansions to allow fifth and sixth players were released for both ''Settlers'' and ''Seafarers''. As well as extra components to accommodate more players, the expansions add an extra building phase to the turn, so that players can participate in the game during each others' turns.
The second large expansion to the game, ''[[Cities and Knights of Catan]]'' (later ''Catan: Cities and Knights''), was released in 2000. It adds concepts from the card game and its first expansion to ''Settlers'', including Knights who must be used to defend Catan from invading barbarians, and improvements which can be bought for cities which give benefits to players. A 5-6 player expansion for ''Cities and Knights'' was released at the same time. Also released in 2000 was a book of variations for ''Settlers''.
A second scenario pack for ''Settlers'' concerning the building of the [[Great Wall of China]] and the [[Trojan war]] was released in 2001, and in 2002 a travel edition of ''Settlers'' was published, featuring playing pieces which slot into a fixed-layout board. ''Atlantis: Scenarios and Variants'' was published in 2005. ''Atlantis'' is a boxed set which collected a number of scenarios and variants published in gaming magazines and at conventions, such as ''The Volcano'' and ''The Great River''. The set also includes a deck of ''event cards'' which replace the dice in the main game, giving it a less random spread of resource production.
A deck of ''event cards'' which replaces the dice in the base game, released in 2005, won the 2007 [[Origins Award]] for ''Game Accessory of the Year''.
The third large expansion, ''[[Catan: Traders & Barbarians|Traders & Barbarians]]'', was announced for release in 2007. It was released in 2008. ''[[Catan: Traders & Barbarians|Traders & Barbarians]]'' collects together a number of smaller scenarios, some of which have previously been published elsewhere. The set includes an official two-player variant.
Two special editions of the game were released in 2005: a collector's edition of the base game and ''Cities and Knights'', with hand-painted 3D tiles and playing pieces, and a 10th anniversary edition with detailed plastic pieces.
Mayfair Games released a fourth edition of ''The Settlers of Catan'' in 2007. Aside from one minor rule change, the only differences were new artwork, a locking frame, and an insert tray to hold the components. Soon after its release, two changes were made to the fourth edition. The robber playing piece was changed from a black to a grey color and the soldier development card was renamed a knight. Fourth-edition versions of ''Cities & Knights'', ''Seafarers'', and the 5-6 player expansions were also released.
=== Video games ===
Since the game's release, a number of computer games have been published based on Catan and its spinoffs. The first officially-sanctioned English-language release was ''Catan: The Computer Game'' developed for the PC by Castle Hill Studios and published by [[Big Fish Games]]{{Fact|date=January 2009}}. This off-line game is now available from MSN, as it was acquired by [[Microsoft]] who also released ''Catan Online'' in August 2005 on [[MSN Games]], the game now requiring an internet connection. On June 1, 2009 the MSN version of Catan was discontinued. The same game later became available on other online services. Teuber and [[Big Huge Games]] recently worked together to produce ''[[Catan]]'', a version of ''Settlers'' for the [[Xbox Live Arcade]]. It was released on May 2, 2007.
An official version of Catan has been announced for the [[Nintendo DS]], and was developed in collaboration with Klaus Teuber. The game can be played against computer opponents, and includes [[Nintendo WiFi]] online play.<ref>[http://www.catan.com/electronic-games/catan-nds.html Catan.com]</ref>
An iPhone version of the game was announced on 23 July 2009. It is in development at Exozet Games in collaboration with Klaus Teuber.<ref>[http://catan.com/gamenews/187-catan-for-iphone.html Catan is coming to the iPhone!]</ref> It was released 24 October, 2009.
An official ''The Settlers of Catan'' online game was announced on Dec. 16, 2002.<ref>[http://www.catan.com/CMS/content/blogsection/0/116/7/7/lang,en_US/LLC News Catan Online World]</ref> [http://www.catan.com Catan Online World] allows players to download a [[Java (programming language)|Java]] application that serves as a portal for the online world and allows online play with other members. The original board game may be played for free, while expansions require a subscription membership.
There have also been several unauthorized video game implementations of ''Settlers''. One of these unauthorized versions, called "Java Settlers", was developed by Robert S. Thomas as part of his Ph.D. research at [[Northwestern University]]. A paper describing the AI research involved was published in the ''Proceedings of the 7th International Conference on Intelligent User Interfaces''. The source code for Thomas' Settlers of Catan implementation along with the AI code was released under the GNU General Public License.
Two official PC versions of Catan have been released, 'The First Island' (the basic game only) and 'Cities and Knights' (with Seafarers and Cities & Knights expansions). 'The First Island' is available for the PC only in German; however, it can be purchased for a [[mobile phone]] even in English.<ref>[http://www.catan.com/electronic-games/first-island-mobile.html Catan.com]</ref> 'Cities and Knights' is available in both languages.<ref>[http://www.catan.com/electronic-games/catan-cak.html Catan.com]</ref>
Mayfair Games announced a version of Catan is coming to Facebook.
==Awards==
'''2005'''
* [[GAMES 100#Hall of Fame|Games Magazine Hall of Fame]]
'''1996'''
* [[Origins Award]] for ''Best Fantasy or Science Fiction Board Game''
'''1995'''
* [[Spiel des Jahres]] Game of the Year
* [[Deutscher Spiele Preis]] 1st place
* [[Essen Feather]]
* [[Meeples' Choice Award]]
==References==
<!--<nowiki>
See http://en.wikipedia.org/wiki/Wikipedia:Footnotes for an explanation of how to generate footnotes using the <ref> and </ref> tags, and the template below.
</nowiki>-->
{{reflist}}
==External links==
* Catan GmbH's [http://www.catan.com ''The Settlers of Catan'' website]
[[Category:Settlers of Catan|*]]
[[Category:Origins Award winners]]
[[Category:Spiel des Jahres winners]]
[[Category:Deutscher Spiele Preis winners]]
[[Category:Board games with a modular board]]
[[Category:Board Game]]
j7r38m2g5we1my4yzn8gvkbcoeceam0
Sim City: The Card Game
0
2308
4452
2009-10-26T15:33:38Z
Im>D'ohBot
0
robot Adding: [[fa:سیمسیتی: کارت بازی]]
4452
wikitext
text/x-wiki
{{Infobox_Game|
subject_name=Sim City: The Card Game|
image_link= |
image_caption= |
players=1+ |
ages=10 and up |
setup_time=None (though a deck must be constructed beforehand) |
playing_time= 2 hours |
complexity=Medium |
strategy=Medium |
random_chance=Medium |
skills= |
footnotes =
}}
'''''Sim City: The Card Game''''' is a [[collectible card game]] based on the video game ''[[SimCity]]''. It was released in [[1995 in games|1995]] by [[Mayfair Games]]. Several city expansions followed, adding location and politician cards from various cities including: [[Chicago]], [[Washington]], [[New York]], and [[Atlanta]]. A [[Toronto]] expansion was planned, but never released.
==External links==
*[http://www.mayfairgames.com/ Mayfair Games web site]
*{{bgg|3052|''Sim City: The Card Game''}}
{{Sim series}}
[[Category:Card game stubs]]
[[Category:Collectible card games]]
[[Category:SimCity]]
[[Category:Tom Wham games]]
[[Category:Mayfair Games games]]
{{card-game-stub}}
[[fa:سیمسیتی: کارت بازی]]
[[pl:SimCity: The Card Game]]
r6vp5jeuk1cfvzkv1bcjwjmdu03jqdl
4453
4452
2009-12-09T23:45:53Z
Kingstonlee
1735031
1 revision
4453
wikitext
text/x-wiki
{{Infobox_Game|
subject_name=Sim City: The Card Game|
image_link= |
image_caption= |
players=1+ |
ages=10 and up |
setup_time=None (though a deck must be constructed beforehand) |
playing_time= 2 hours |
complexity=Medium |
strategy=Medium |
random_chance=Medium |
skills= |
footnotes =
}}
'''''Sim City: The Card Game''''' is a [[collectible card game]] based on the video game ''[[SimCity]]''. It was released in [[1995 in games|1995]] by [[Mayfair Games]]. Several city expansions followed, adding location and politician cards from various cities including: [[Chicago]], [[Washington]], [[New York]], and [[Atlanta]]. A [[Toronto]] expansion was planned, but never released.
==External links==
*[http://www.mayfairgames.com/ Mayfair Games web site]
*{{bgg|3052|''Sim City: The Card Game''}}
{{Sim series}}
[[Category:Card game stubs]]
[[Category:Collectible card games]]
[[Category:SimCity]]
[[Category:Tom Wham games]]
[[Category:Mayfair Games games]]
{{card-game-stub}}
[[fa:سیمسیتی: کارت بازی]]
[[pl:SimCity: The Card Game]]
r6vp5jeuk1cfvzkv1bcjwjmdu03jqdl
Sixteen (card game)
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2008-10-27T19:21:00Z
157.130.108.178
/* Rules and gameplay */
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'''''Sixteen''''' is an original card game for 2 or 4 players, designed for players 8 and older, and published by [[Alpine Games]]. According to [http://www.majorfun.com Major Fun], the game includes a good balance of strategy and luck, it is easy to learn, and takes approximately 15 minutes to play.
==Rules and gameplay==
The ''Sixteen'' game deck contains 54 custom cards of 4 different suits, numbered 0-6 (two wild cards are also included). To begin, three cards are dealt to each player, and the remaining cards are then placed face down forming a shared ''draw pile''. Players alternate playing cards onto a shared face-up ''play pile'', which becomes the ''set'' that the players are trying to win. A set is formed when the sum of the cards in the play pile equals or exceeds 16. If the sum equals 16, then the player who played the final card wins the set. If the sum exceeds 16 (a ''bust''), then the player who did not play the final card wins the set. A set is also formed when three cards of the same number or suit are played in a row. Play continues until the draw pile is exhausted and all cards have been played. The player who wins the most sets wins the round. More play details and variations are given in the instructions (downloadable in multiple languages at the game's website).
==Awards==
''Sixteen'' has been recognized with the following awards:
* Major Fun Family Award
* TDmonthly Top Toy Award
* Dr. Toy Best Products Winner
* Creative Child Magazine Seal of Excellence
* NAPPA Honors
==External links==
*[http://www.alpinegames.net/sixteen.html Official ''Sixteen'' homepage] at Alpine Games
*{{bgg|30527|''Sixteen''}}
*[http://www.toydirectory.com/MONTHLY/article.asp?id=2881 Review by TDMonthly]
*[http://www.familyreview.org/reviews/games/index7.html#81 Review by Family Review Center]
*[http://majorfun.com/2007/06/sixteen.html Review by Major Fun]
*[http://www.drtoy.com/awards/product.php?ProductID=5509 Review by Dr. Toy]
[[Category:Dedicated deck card games]]
8wuv23zuztwgjkbs9zesj60nkzxusr3
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Kingstonlee
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'''''Sixteen''''' is an original card game for 2 or 4 players, designed for players 8 and older, and published by [[Alpine Games]]. According to [http://www.majorfun.com Major Fun], the game includes a good balance of strategy and luck, it is easy to learn, and takes approximately 15 minutes to play.
==Rules and gameplay==
The ''Sixteen'' game deck contains 54 custom cards of 4 different suits, numbered 0-6 (two wild cards are also included). To begin, three cards are dealt to each player, and the remaining cards are then placed face down forming a shared ''draw pile''. Players alternate playing cards onto a shared face-up ''play pile'', which becomes the ''set'' that the players are trying to win. A set is formed when the sum of the cards in the play pile equals or exceeds 16. If the sum equals 16, then the player who played the final card wins the set. If the sum exceeds 16 (a ''bust''), then the player who did not play the final card wins the set. A set is also formed when three cards of the same number or suit are played in a row. Play continues until the draw pile is exhausted and all cards have been played. The player who wins the most sets wins the round. More play details and variations are given in the instructions (downloadable in multiple languages at the game's website).
==Awards==
''Sixteen'' has been recognized with the following awards:
* Major Fun Family Award
* TDmonthly Top Toy Award
* Dr. Toy Best Products Winner
* Creative Child Magazine Seal of Excellence
* NAPPA Honors
==External links==
*[http://www.alpinegames.net/sixteen.html Official ''Sixteen'' homepage] at Alpine Games
*{{bgg|30527|''Sixteen''}}
*[http://www.toydirectory.com/MONTHLY/article.asp?id=2881 Review by TDMonthly]
*[http://www.familyreview.org/reviews/games/index7.html#81 Review by Family Review Center]
*[http://majorfun.com/2007/06/sixteen.html Review by Major Fun]
*[http://www.drtoy.com/awards/product.php?ProductID=5509 Review by Dr. Toy]
[[Category:Dedicated deck card games]]
8wuv23zuztwgjkbs9zesj60nkzxusr3
Snake and Ladders 2
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2361
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2024-07-11T18:05:04Z
Quidditchisabadsport
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Created page with "Snake and Ladders 2 is an enhanced version of the classic children's board game Snakes and Ladders. It is played between 2 or more players on a playing board with numbered grid squares. On certain squares on the grid are drawn a number of "ladders" connecting two squares together, and a number of "snakes" also connecting squares together. The size of the grid (most commonly 8×8, 10×10, or 12×12) varies from board to board, as does the exact arrangement of the snakes a..."
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Snake and Ladders 2 is an enhanced version of the classic children's board game Snakes and Ladders. It is played between 2 or more players on a playing board with numbered grid squares. On certain squares on the grid are drawn a number of "ladders" connecting two squares together, and a number of "snakes" also connecting squares together. The size of the grid (most commonly 8×8, 10×10, or 12×12) varies from board to board, as does the exact arrangement of the snakes and the ladders: both of these may affect the duration of gameplay. The game adds strategic elements by introducing "snake stunners," which players can use to avoid descending snakes, and a trading system for snake stunners, making it more engaging for older players.
The game was sold as Snake and Ladders 2 in various regions, incorporating the basic concept of Snakes and Ladders but with added strategic depth. Its simplicity and added strategy make it popular with a wide range of ages, enhancing the appeal to older players.
=== History ===
Snake and Ladders 2 originated as a modern variant of the traditional Indian game Moksha Patamu, which focused on morality by using ladders and snakes to represent virtues and vices. This version introduces new gameplay elements to increase engagement and strategic depth.
The game was designed to retain the moral lessons of the original while adding a layer of strategy. Snake and Ladders 2 was conceived to address the simplicity of the original game, making it more appealing to a broader audience, including older children and adults.
=== Playing ===
'''File'''
'''.jpg'''
Snake and Ladders 2 game board
Each player starts with a token on the starting square (usually the "1" grid square in the bottom left corner, or simply, the imaginary space beside the "1" grid square) and takes turns to roll a single die to move the token by the number of squares indicated by the die roll, following a fixed route marked on the gameboard. If a player lands on the lower-numbered end of a square with a "ladder," they move up to the higher-numbered square. If they land on the higher-numbered square of a pair with a "snake," they must move down to the lower-numbered square unless they use a snake stunner.
A player who rolls a 6 may choose to either move 6 spaces or obtain a snake stunner, which can be used to avoid descending a snake. Players can hold a maximum of 4 snake stunners at any time.
==== Trading Snake Stunners ====
Players can trade snake stunners among each other at the beginning of their turn. A trade agreement is binding once both players verbally agree. For example, one player might trade a snake stunner for another player’s dice rolls.
=== Winning the Game ===
The winner is the player whose token first reaches the last square of the track. A player must roll the exact number to reach the final square. If the roll of the die is too large, the token remains where it is.
=== Example Negotiation ===
'''Scenario''': Player A has landed on a snake but has no snake stunners. Player B has 2 snake stunners and is ahead on the board.
'''Player A's Turn''':
# Player A rolls a 3 and lands on a snake.
# Player A asks, "Player B, will you trade me a snake stunner?"
# Player B, seeing an opportunity, replies, "Sure, I'll give you one snake stunner for two of your future dice rolls."
# Player A counters, "How about one snake stunner for one dice roll?"
# Player B responds, "Okay, deal."
'''Trade Execution''':
# Player A receives one snake stunner from Player B and avoids the snake.
# Player B will roll once on Player A’s next turn.
=== Specific Editions ===
Snake and Ladders 2 has seen various editions and adaptations. The game’s popularity has led to numerous themed versions, adding unique board designs and artwork. The strategic elements make it a popular choice among older players looking for a more engaging experience compared to the original Snakes and Ladders.
=== Mathematics of the Game ===
Any version of Snakes and Ladders can be represented as a Markov chain since the odds of moving to any other square are fixed and independent of any previous game history. The introduction of snake stunners adds a strategic layer that can be analyzed for optimal gameplay strategies.
=== References ===
* Augustyn, Frederick J. (2004). Dictionary of Toys and Games in American Popular Culture. Haworth Press. <nowiki>ISBN 0789015048</nowiki>.
* History & Rules of Snakes and Ladders. (Games from Everywhere.)
* ELLIOTT AVEDON MUSEUM & ARCHIVE OF GAMES - Snakes and Ladders
=== External Links ===
* Mathematical analysis of Snake and Ladders 2
* Interactive demonstration hosted by the Victoria and Albert Museum
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4588
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2024-07-11T18:05:20Z
Quidditchisabadsport
55469550
/* Playing */
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text/x-wiki
Snake and Ladders 2 is an enhanced version of the classic children's board game Snakes and Ladders. It is played between 2 or more players on a playing board with numbered grid squares. On certain squares on the grid are drawn a number of "ladders" connecting two squares together, and a number of "snakes" also connecting squares together. The size of the grid (most commonly 8×8, 10×10, or 12×12) varies from board to board, as does the exact arrangement of the snakes and the ladders: both of these may affect the duration of gameplay. The game adds strategic elements by introducing "snake stunners," which players can use to avoid descending snakes, and a trading system for snake stunners, making it more engaging for older players.
The game was sold as Snake and Ladders 2 in various regions, incorporating the basic concept of Snakes and Ladders but with added strategic depth. Its simplicity and added strategy make it popular with a wide range of ages, enhancing the appeal to older players.
=== History ===
Snake and Ladders 2 originated as a modern variant of the traditional Indian game Moksha Patamu, which focused on morality by using ladders and snakes to represent virtues and vices. This version introduces new gameplay elements to increase engagement and strategic depth.
The game was designed to retain the moral lessons of the original while adding a layer of strategy. Snake and Ladders 2 was conceived to address the simplicity of the original game, making it more appealing to a broader audience, including older children and adults.
=== Playing ===
Each player starts with a token on the starting square (usually the "1" grid square in the bottom left corner, or simply, the imaginary space beside the "1" grid square) and takes turns to roll a single die to move the token by the number of squares indicated by the die roll, following a fixed route marked on the gameboard. If a player lands on the lower-numbered end of a square with a "ladder," they move up to the higher-numbered square. If they land on the higher-numbered square of a pair with a "snake," they must move down to the lower-numbered square unless they use a snake stunner.
A player who rolls a 6 may choose to either move 6 spaces or obtain a snake stunner, which can be used to avoid descending a snake. Players can hold a maximum of 4 snake stunners at any time.
==== Trading Snake Stunners ====
Players can trade snake stunners among each other at the beginning of their turn. A trade agreement is binding once both players verbally agree. For example, one player might trade a snake stunner for another player’s dice rolls.
=== Winning the Game ===
The winner is the player whose token first reaches the last square of the track. A player must roll the exact number to reach the final square. If the roll of the die is too large, the token remains where it is.
=== Example Negotiation ===
'''Scenario''': Player A has landed on a snake but has no snake stunners. Player B has 2 snake stunners and is ahead on the board.
'''Player A's Turn''':
# Player A rolls a 3 and lands on a snake.
# Player A asks, "Player B, will you trade me a snake stunner?"
# Player B, seeing an opportunity, replies, "Sure, I'll give you one snake stunner for two of your future dice rolls."
# Player A counters, "How about one snake stunner for one dice roll?"
# Player B responds, "Okay, deal."
'''Trade Execution''':
# Player A receives one snake stunner from Player B and avoids the snake.
# Player B will roll once on Player A’s next turn.
=== Specific Editions ===
Snake and Ladders 2 has seen various editions and adaptations. The game’s popularity has led to numerous themed versions, adding unique board designs and artwork. The strategic elements make it a popular choice among older players looking for a more engaging experience compared to the original Snakes and Ladders.
=== Mathematics of the Game ===
Any version of Snakes and Ladders can be represented as a Markov chain since the odds of moving to any other square are fixed and independent of any previous game history. The introduction of snake stunners adds a strategic layer that can be analyzed for optimal gameplay strategies.
=== References ===
* Augustyn, Frederick J. (2004). Dictionary of Toys and Games in American Popular Culture. Haworth Press. <nowiki>ISBN 0789015048</nowiki>.
* History & Rules of Snakes and Ladders. (Games from Everywhere.)
* ELLIOTT AVEDON MUSEUM & ARCHIVE OF GAMES - Snakes and Ladders
=== External Links ===
* Mathematical analysis of Snake and Ladders 2
* Interactive demonstration hosted by the Victoria and Albert Museum
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4589
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2024-07-11T18:05:42Z
Quidditchisabadsport
55469550
/* Playing */
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wikitext
text/x-wiki
Snake and Ladders 2 is an enhanced version of the classic children's board game Snakes and Ladders. It is played between 2 or more players on a playing board with numbered grid squares. On certain squares on the grid are drawn a number of "ladders" connecting two squares together, and a number of "snakes" also connecting squares together. The size of the grid (most commonly 8×8, 10×10, or 12×12) varies from board to board, as does the exact arrangement of the snakes and the ladders: both of these may affect the duration of gameplay. The game adds strategic elements by introducing "snake stunners," which players can use to avoid descending snakes, and a trading system for snake stunners, making it more engaging for older players.
The game was sold as Snake and Ladders 2 in various regions, incorporating the basic concept of Snakes and Ladders but with added strategic depth. Its simplicity and added strategy make it popular with a wide range of ages, enhancing the appeal to older players.
=== History ===
Snake and Ladders 2 originated as a modern variant of the traditional Indian game Moksha Patamu, which focused on morality by using ladders and snakes to represent virtues and vices. This version introduces new gameplay elements to increase engagement and strategic depth.
The game was designed to retain the moral lessons of the original while adding a layer of strategy. Snake and Ladders 2 was conceived to address the simplicity of the original game, making it more appealing to a broader audience, including older children and adults.
=== Playing ===
Each player starts with a token on the starting square (usually the "1" grid square in the bottom left corner, or simply, the imaginary space beside the "1" grid square) and takes turns to roll a single die to move the token by the number of squares indicated by the die roll, following a fixed route marked on the gameboard. If a player lands on the lower-numbered end of a square with a "ladder," they move up to the higher-numbered square. If they land on the higher-numbered square of a pair with a "snake," they must move down to the lower-numbered square unless they use a snake stunner.
A player who rolls a 6 may choose to either move 6 spaces or obtain a snake stunner, which can be used to avoid descending a snake. Players can hold a maximum of 3 snake stunners at any time.
==== Trading Snake Stunners ====
Players can trade snake stunners among each other at the beginning of their turn. A trade agreement is binding once both players verbally agree. For example, one player might trade a snake stunner for another player’s dice rolls.
=== Winning the Game ===
The winner is the player whose token first reaches the last square of the track. A player must roll the exact number to reach the final square. If the roll of the die is too large, the token remains where it is.
=== Example Negotiation ===
'''Scenario''': Player A has landed on a snake but has no snake stunners. Player B has 2 snake stunners and is ahead on the board.
'''Player A's Turn''':
# Player A rolls a 3 and lands on a snake.
# Player A asks, "Player B, will you trade me a snake stunner?"
# Player B, seeing an opportunity, replies, "Sure, I'll give you one snake stunner for two of your future dice rolls."
# Player A counters, "How about one snake stunner for one dice roll?"
# Player B responds, "Okay, deal."
'''Trade Execution''':
# Player A receives one snake stunner from Player B and avoids the snake.
# Player B will roll once on Player A’s next turn.
=== Specific Editions ===
Snake and Ladders 2 has seen various editions and adaptations. The game’s popularity has led to numerous themed versions, adding unique board designs and artwork. The strategic elements make it a popular choice among older players looking for a more engaging experience compared to the original Snakes and Ladders.
=== Mathematics of the Game ===
Any version of Snakes and Ladders can be represented as a Markov chain since the odds of moving to any other square are fixed and independent of any previous game history. The introduction of snake stunners adds a strategic layer that can be analyzed for optimal gameplay strategies.
=== References ===
* Augustyn, Frederick J. (2004). Dictionary of Toys and Games in American Popular Culture. Haworth Press. <nowiki>ISBN 0789015048</nowiki>.
* History & Rules of Snakes and Ladders. (Games from Everywhere.)
* ELLIOTT AVEDON MUSEUM & ARCHIVE OF GAMES - Snakes and Ladders
=== External Links ===
* Mathematical analysis of Snake and Ladders 2
* Interactive demonstration hosted by the Victoria and Albert Museum
2bomxl9drduuxvcyj3s1bmj2reedngb
4590
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2024-07-11T18:09:00Z
Quidditchisabadsport
55469550
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wikitext
text/x-wiki
Snake and Ladders 2 is an enhanced version of the classic children's board game Snakes and Ladders. It is played between 2 or more players on a playing board with numbered grid squares. On certain squares on the grid are drawn a number of "ladders" connecting two squares together, and a number of "snakes" also connecting squares together. The size of the grid (most commonly 8×8, 10×10, or 12×12) varies from board to board, as does the exact arrangement of the snakes and the ladders: both of these may affect the duration of gameplay. The game adds strategic elements by introducing "snake stunners," which players can use to avoid descending snakes, and a trading system for snake stunners, making it more engaging for older players.
The game was sold as Snake and Ladders 2 in various regions, incorporating the basic concept of Snakes and Ladders but with added strategic depth. Its simplicity and added strategy make it popular with a wide range of ages, enhancing the appeal to older players.
=== History ===
Snakes and Ladders 2 originated as a modern variant of the traditional Indian game Moksha Patamu, which focused on morality by using ladders and snakes to represent virtues and vices. This version introduces new gameplay elements to increase engagement and strategic depth.
The game was designed to retain the moral lessons of the original while adding a layer of strategy. Snake and Ladders 2 was conceived to address the simplicity of the original game, making it more appealing to a broader audience, including older children and adults.
=== Playing ===
Each player starts with a token on the starting square (usually the "1" grid square in the bottom left corner, or simply, the imaginary space beside the "1" grid square) and takes turns to roll a single die to move the token by the number of squares indicated by the die roll, following a fixed route marked on the gameboard. If a player lands on the lower-numbered end of a square with a "ladder," they move up to the higher-numbered square. If they land on the higher-numbered square of a pair with a "snake," they must move down to the lower-numbered square unless they use a snake stunner.
A player who rolls a 6 may choose to either move 6 spaces or obtain a snake stunner, which can be used to avoid descending a snake. Players can hold a maximum of 3 snake stunners at any time.
==== Trading Snake Stunners ====
Players can trade snake stunners among each other at the beginning of their turn. A trade agreement is binding once both players verbally agree. For example, one player might trade a snake stunner for another player’s dice rolls.
=== Winning the Game ===
The winner is the player whose token first reaches the last square of the track. A player must roll the exact number to reach the final square. If the roll of the die is too large, the token remains where it is.
=== Example Negotiation ===
'''Scenario''': Player A has landed on a snake but has no snake stunners. Player B has 2 snake stunners and is ahead on the board.
'''Player A's Turn''':
# Player A rolls a 3 and lands on a snake.
# Player A asks, "Player B, will you trade me a snake stunner?"
# Player B, seeing an opportunity, replies, "Sure, I'll give you one snake stunner for two of your future dice rolls."
# Player A counters, "How about one snake stunner for one dice roll?"
# Player B responds, "Okay, deal."
'''Trade Execution''':
# Player A receives one snake stunner from Player B and avoids the snake.
# Player B will roll once on Player A’s next turn.
=== Specific Editions ===
Snake and Ladders 2 has seen various editions and adaptations. The game’s popularity has led to numerous themed versions, adding unique board designs and artwork. The strategic elements make it a popular choice among older players looking for a more engaging experience compared to the original Snakes and Ladders.
=== Mathematics of the Game ===
Any version of Snakes and Ladders can be represented as a Markov chain since the odds of moving to any other square are fixed and independent of any previous game history. The introduction of snake stunners adds a strategic layer that can be analyzed for optimal gameplay strategies.
=== References ===
* Augustyn, Frederick J. (2004). Dictionary of Toys and Games in American Popular Culture. Haworth Press. <nowiki>ISBN 0789015048</nowiki>.
* History & Rules of Snakes and Ladders. (Games from Everywhere.)
* ELLIOTT AVEDON MUSEUM & ARCHIVE OF GAMES - Snakes and Ladders
=== External Links ===
* Mathematical analysis of Snake and Ladders 2
* Interactive demonstration hosted by the Victoria and Albert Museum
gvaj8bmko7y2tgo2uf34736hofc7hh9
4591
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2024-07-11T18:09:28Z
Quidditchisabadsport
55469550
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wikitext
text/x-wiki
Snakes and Ladders 2 is an enhanced version of the classic children's board game Snakes and Ladders. It is played between 2 or more players on a playing board with numbered grid squares. On certain squares on the grid are drawn a number of "ladders" connecting two squares together, and a number of "snakes" also connecting squares together. The size of the grid (most commonly 8×8, 10×10, or 12×12) varies from board to board, as does the exact arrangement of the snakes and the ladders: both of these may affect the duration of gameplay. The game adds strategic elements by introducing "snake stunners," which players can use to avoid descending snakes, and a trading system for snake stunners, making it more engaging for older players.
The game was sold as Snakes and Ladders 2 in various regions, incorporating the basic concept of Snakes and Ladders but with added strategic depth. Its simplicity and added strategy make it popular with a wide range of ages, enhancing the appeal to older players.
=== History ===
Snakes and Ladders 2 originated as a modern variant of the traditional Indian game Moksha Patamu, which focused on morality by using ladders and snakes to represent virtues and vices. This version introduces new gameplay elements to increase engagement and strategic depth.
The game was designed to retain the moral lessons of the original while adding a layer of strategy. Snakes and Ladders 2 was conceived to address the simplicity of the original game, making it more appealing to a broader audience, including older children and adults.
=== Playing ===
Each player starts with a token on the starting square (usually the "1" grid square in the bottom left corner, or simply, the imaginary space beside the "1" grid square) and takes turns to roll a single die to move the token by the number of squares indicated by the die roll, following a fixed route marked on the gameboard. If a player lands on the lower-numbered end of a square with a "ladder," they move up to the higher-numbered square. If they land on the higher-numbered square of a pair with a "snake," they must move down to the lower-numbered square unless they use a snake stunner.
A player who rolls a 6 may choose to either move 6 spaces or obtain a snake stunner, which can be used to avoid descending a snake. Players can hold a maximum of 3 snake stunners at any time.
==== Trading Snake Stunners ====
Players can trade snake stunners among each other at the beginning of their turn. A trade agreement is binding once both players verbally agree. For example, one player might trade a snake stunner for another player’s dice rolls.
=== Winning the Game ===
The winner is the player whose token first reaches the last square of the track. A player must roll the exact number to reach the final square. If the roll of the die is too large, the token remains where it is.
=== Example Negotiation ===
'''Scenario''': Player A has landed on a snake but has no snake stunners. Player B has 2 snake stunners and is ahead on the board.
'''Player A's Turn''':
# Player A rolls a 3 and lands on a snake.
# Player A asks, "Player B, will you trade me a snake stunner?"
# Player B, seeing an opportunity, replies, "Sure, I'll give you one snake stunner for two of your future dice rolls."
# Player A counters, "How about one snake stunner for one dice roll?"
# Player B responds, "Okay, deal."
'''Trade Execution''':
# Player A receives one snake stunner from Player B and avoids the snake.
# Player B will roll once on Player A’s next turn.
=== Specific Editions ===
Snakes and Ladders 2 has seen various editions and adaptations. The game’s popularity has led to numerous themed versions, adding unique board designs and artwork. The strategic elements make it a popular choice among older players looking for a more engaging experience compared to the original Snakes and Ladders.
=== Mathematics of the Game ===
Any version of Snakes and Ladders can be represented as a Markov chain since the odds of moving to any other square are fixed and independent of any previous game history. The introduction of snake stunners adds a strategic layer that can be analyzed for optimal gameplay strategies.
=== References ===
* Augustyn, Frederick J. (2004). Dictionary of Toys and Games in American Popular Culture. Haworth Press. <nowiki>ISBN 0789015048</nowiki>.
* History & Rules of Snakes and Ladders. (Games from Everywhere.)
* ELLIOTT AVEDON MUSEUM & ARCHIVE OF GAMES - Snakes and Ladders
=== External Links ===
* Mathematical analysis of Snakes and Ladders 2
* Interactive demonstration hosted by the Victoria and Albert Museum
4rtkuab32s1y19wtc40i8i1fudmy40l
Snakes and ladders
0
2144
4120
2009-12-06T19:24:19Z
Im>Tinton5
0
/* External links */
4120
wikitext
text/x-wiki
{{otheruses}}
{{Infobox Game
| title = Snakes and ladders
| players = 2+
| ages = 3+
| setup_time = negligible
| playing_time = 15-45 minutes
| complexity = simple
| strategy = none
| random_chance = High
| skills = counting
}}
'''Snakes and ladders''', or '''Chutes and ladders''', is a classic children's [[board game]].<ref>[http://boardgames.about.com/od/gamehistories/p/chutes_ladders.htm About.com - Chutes and Ladders]</ref> It is played between 2 or more [[Player (game)|player]]s on a playing board with numbered grid squares. On certain squares on the grid are drawn a number of "ladders" connecting two squares together, and a number of "snakes" or "chutes" also connecting squares together. The size of the grid (most commonly 8×8, 10×10 or 12×12) varies from board to board, as does the exact arrangement of the chutes and the ladders: both of these may affect the duration of game play. As a result, the game can be represented as a state absorbing [[Markov chain]].<ref name="Mathematical Gazette">{{cite journal | author=S. C. Althoen, L. King, K. Schilling | year=1993 | month=March | title=How Long Is a Game of Snakes and Ladders? | journal=The Mathematical Gazette | volume=78 | issue=478 | pages=71–76 | doi=10.2307/3619261 | accessdate=2007-09-19 }}</ref>
The game was sold as ''Snakes and ladders'' in [[England]] before [[Milton Bradley]] introduced the basic concept in the [[United States]] as ''Chutes and ladders'', an "improved new version of ... England's famous indoor sport."<ref name="Mathematical Gazette"/> Its simplicity and the see-sawing nature of the contest make it popular with younger children, but the lack of any skill component in the game makes it less appealing for older players.
==History==
Snakes and Ladders [[List of Indian inventions|originated in India]] as a game based on morality called Vaikuntapaali or Paramapada Sopanam (the ladder to salvation).<ref name=Augustyn> Augustyn, pages 27-28</ref> This game made its way to [[England]], and was eventually introduced in the [[United States of America]] by game pioneer [[Milton Bradley]] in 1943.<ref name=Augustyn/>
[[File:Vaikuntapali.jpg|thumb|Vaikuntapali]]
The game was played widely in ancient [[India]] by the name of [[Moksha Patamu]], the earliest known Jain version [[Gyanbazi]] dating back to 16th century. The game was called "Leela" - and reflected the [[Hinduism]] consciousness around everyday life. Impressed by the ideals behind the game, a newer version was introduced in [[Victorian England]] in 1892, possibly by John Jacques of Jacques of London.
Moksha Patamu was perhaps invented by Hindu spiritual teachers to teach children about the effects of good deeds as opposed to bad deeds. The ladders represented virtues such as generosity, faith, humility, etc., and the snakes represented vices such as lust, anger, murder, theft, etc. The moral of the game was that a person can attain salvation ([[Moksha]]) through performing good deeds whereas by doing evil one takes rebirth in lower forms of life (Patamu). The number of ladders was less than the number of snakes as a reminder that treading the path of good is very difficult compared to committing sins. Presumably the number "100" represented Moksha (Salvation). In [[Andhra Pradesh]], snakes and ladders is played in the name of '''Vaikuntapali'''
The squares of virtue on the original game are Faith (12), Reliability (51), Generosity (57), Knowledge (76), Asceticism (78); the squares of evil are Disobedience (41), Vanity (44), Vulgarity (49), Theft (52), Lying (58), Drunkenness (62), Debt (69), Rage (84), Greed (92), Pride (95), Murder
(73) and Lust (99)<ref>History & Rules of Snakes and Ladders,([http://www.scribd.com/doc/20048774/Snakes-and-Ladders-History-Rules Games from Everywhere.])</ref>.
==Playing==
[[Image:Cnl03.jpg|thumb|300px|right|Milton Bradley ''Chutes and Ladders'' game board c. 1952 showing good deeds and their rewards and bad deeds and their consequences.]]
Each player starts with a token in the starting square (usually the "1" grid square in the bottom left corner, or simply, the imaginary space beside the "1" grid square) and takes turns to roll a single [[Dice|die]] to move the token by the number of squares indicated by the die roll, following a fixed route marked on the gameboard which usually follows a [[boustrophedon]] (ox-plow) track from the bottom to the top of the playing area, passing once through every square. If, on completion of this move, they land on the lower-numbered end of the squares with a "ladder", they can move their token up to the higher-numbered square. If they land on the higher-numbered square of a pair with a "snake" (or chute), they must move their token down to the lower-numbered square.
A player who rolls a 6 with their die may, after moving, immediately take another turn; otherwise, the play passes to the next player in turn. If a player rolls three 6s on the die, they return to the beginning of the game and may not move until they roll another 6. The winner is the player whose token first reaches the last square of the track.
A variation exists where a player must roll the exact number to reach the final square (hence winning). Depending on the particular variation, if the roll of the die is too large the token remains where it is.
==Specific editions==
The most widely known edition of ''Snakes and Ladders'' in the United States is ''Chutes and Ladders'' from [[Milton Bradley Company|Milton Bradley]] (which was purchased by the game's current distributor [[Hasbro]]). It is played on a 10×10 board, and players advance their pieces according to a [[wikt:spinner|spinner]] rather than a die. The theme of the board design is [[playground]] equipment--children climb ladders to go down chutes. The artwork on the board teaches a [[morality]] lesson, the squares on the bottom of the ladders show a child doing a good or sensible deed and at the top of the ladder there is an image of the child enjoying the reward. At the top of the chutes, there are pictures of children engaging in mischievous or foolish behavior and the images on the bottom show the child suffering the consequences. There have also been many pop culture versions of the game produced in recent years, with graphics featuring such characters as [[Dora the Explorer]] and [[SpongeBob SquarePants]].
In Canada the game has been traditionally sold as ''Snakes and Ladders'', and produced by the [[Canada Games Company]]. Several Canadian specific versions have been produced over the years, including version substituting [[Toboggan]] runs for the snakes.<ref> [http://www.gamesmuseum.uwaterloo.ca/VirtualExhibits/Whitehill/snakes/index.html ELLIOTT AVEDON MUSEUM & ARCHIVE OF GAMES - Snakes and Ladders] </ref> With the demise of the Canada Games Company, ''Chutes and Ladders'' produced by Milton Bradley/Hasbro has been gaining in popularity.
The most common{{Fact|date=December 2008}} in the United Kingdom is [[J. W. Spear & Sons|Spear's Games']] edition of ''Snakes and Ladders'', played on a 10x10 board where a single die is used.
During the early 1990s in South Africa, ''Chutes and Ladders'' games made from cardboard were distributed on the back of egg boxes as part of a promotion.{{Fact|date=November 2008}}
==Mathematics of the game==
[[Image:cl prob.gif|thumb|300px|The cumulative probability of finishing a game of ''Chutes and Ladders'' by turn N.]]
Any version of Snakes and Ladders can be represented exactly as a [[Markov chain]], since from any square the odds of moving to any other square are fixed and independent of any previous game history. The Milton Bradley version of ''Chutes and Ladders'' has 100 squares, with 19 chutes and ladders. A player will need an average of 39.6 spins to move from the starting point, which is off the board, to square 100. The game can be won in as few as 7 rolls.
In the book ''[[Winning Ways]]'' the authors show how to treat Snakes and Ladders as an [[impartial game]] in [[combinatorial game theory]] even though it is very far from a natural fit to this category. To this end they make a few rule changes such as allowing any player to move ''any'' counter ''any'' number of spaces, and declaring the winner to be the one who gets the ''last'' counter home. This version, which they call ''Adders-and-Ladders'', involves more skill than does the original game.
==Notes==
{{reflist}}
==References==
* Augustyn, Frederick J. (2004). ''Dictionary of toys and games in American popular culture''. Haworth Press. ISBN 0789015048.
==External links==
*[http://www.hasbro.com/shop/details.cfm?&product_id=8626 Hasbro's official Chutes and Ladders page]
*[http://www.math.niu.edu/~rusin/uses-math/games/chutes/ Mathematical analysis] of Chutes and Ladders
*[http://www.perlmonks.org/?node_id=775760 Perl software to generate statistics for Chutes and Ladders]
*{{bgg|5432}}
*[http://www.vam.ac.uk/vastatic/microsites/1414_jain/snakesandladders/ Jain version of Snakes and Ladders] explained in an interactive demonstration hosted by the [[Victoria and Albert Museum]]
*[http://www.sanatansociety.com/hinduism_books/hb_leela_karma.htm Leela, the Game of Knowledge], [[Hindu]] version
*Shatranj Irfani [http://www.untiredwithloving.org/snakes_ladders.html Indian Sufi version XIX century]
*Snakes Ladders software game[http://www.prasannatech.com/SnakesLadders.html Snakes & Ladders software game]
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[Category:Race games]]
[[Category:Markov models]]
[[Category:1943 introductions]]
[[als:Moksha-Patamu]]
[[ar:سلم وثعبان]]
[[de:Leiterspiel]]
[[es:Serpientes y escaleras]]
[[fa:مار و پله]]
[[fr:Serpents et échelles]]
[[ko:뱀과 사다리]]
[[id:Ular tangga]]
[[it:Scale e serpenti]]
[[he:סולמות ונחשים]]
[[ml:പാമ്പും കോണിയും]]
[[mr:सापशिडी]]
[[arz:السلم والتعبان]]
[[nl:Slangen en ladders]]
[[no:Stigespill]]
[[ta:பரமபதம் (விளையாட்டு)]]
[[te:వైకుంఠపాళీ]]
[[th:เกมบันไดงู]]
qc4uo6dhzpzci4om7egcgfivl6c2pcz
4121
4120
2009-12-09T23:30:22Z
Kingstonlee
1735031
1 revision
4121
wikitext
text/x-wiki
{{otheruses}}
{{Infobox Game
| title = Snakes and ladders
| players = 2+
| ages = 3+
| setup_time = negligible
| playing_time = 15-45 minutes
| complexity = simple
| strategy = none
| random_chance = High
| skills = counting
}}
'''Snakes and ladders''', or '''Chutes and ladders''', is a classic children's [[board game]].<ref>[http://boardgames.about.com/od/gamehistories/p/chutes_ladders.htm About.com - Chutes and Ladders]</ref> It is played between 2 or more [[Player (game)|player]]s on a playing board with numbered grid squares. On certain squares on the grid are drawn a number of "ladders" connecting two squares together, and a number of "snakes" or "chutes" also connecting squares together. The size of the grid (most commonly 8×8, 10×10 or 12×12) varies from board to board, as does the exact arrangement of the chutes and the ladders: both of these may affect the duration of game play. As a result, the game can be represented as a state absorbing [[Markov chain]].<ref name="Mathematical Gazette">{{cite journal | author=S. C. Althoen, L. King, K. Schilling | year=1993 | month=March | title=How Long Is a Game of Snakes and Ladders? | journal=The Mathematical Gazette | volume=78 | issue=478 | pages=71–76 | doi=10.2307/3619261 | accessdate=2007-09-19 }}</ref>
The game was sold as ''Snakes and ladders'' in [[England]] before [[Milton Bradley]] introduced the basic concept in the [[United States]] as ''Chutes and ladders'', an "improved new version of ... England's famous indoor sport."<ref name="Mathematical Gazette"/> Its simplicity and the see-sawing nature of the contest make it popular with younger children, but the lack of any skill component in the game makes it less appealing for older players.
==History==
Snakes and Ladders [[List of Indian inventions|originated in India]] as a game based on morality called Vaikuntapaali or Paramapada Sopanam (the ladder to salvation).<ref name=Augustyn> Augustyn, pages 27-28</ref> This game made its way to [[England]], and was eventually introduced in the [[United States of America]] by game pioneer [[Milton Bradley]] in 1943.<ref name=Augustyn/>
[[File:Vaikuntapali.jpg|thumb|Vaikuntapali]]
The game was played widely in ancient [[India]] by the name of [[Moksha Patamu]], the earliest known Jain version [[Gyanbazi]] dating back to 16th century. The game was called "Leela" - and reflected the [[Hinduism]] consciousness around everyday life. Impressed by the ideals behind the game, a newer version was introduced in [[Victorian England]] in 1892, possibly by John Jacques of Jacques of London.
Moksha Patamu was perhaps invented by Hindu spiritual teachers to teach children about the effects of good deeds as opposed to bad deeds. The ladders represented virtues such as generosity, faith, humility, etc., and the snakes represented vices such as lust, anger, murder, theft, etc. The moral of the game was that a person can attain salvation ([[Moksha]]) through performing good deeds whereas by doing evil one takes rebirth in lower forms of life (Patamu). The number of ladders was less than the number of snakes as a reminder that treading the path of good is very difficult compared to committing sins. Presumably the number "100" represented Moksha (Salvation). In [[Andhra Pradesh]], snakes and ladders is played in the name of '''Vaikuntapali'''
The squares of virtue on the original game are Faith (12), Reliability (51), Generosity (57), Knowledge (76), Asceticism (78); the squares of evil are Disobedience (41), Vanity (44), Vulgarity (49), Theft (52), Lying (58), Drunkenness (62), Debt (69), Rage (84), Greed (92), Pride (95), Murder
(73) and Lust (99)<ref>History & Rules of Snakes and Ladders,([http://www.scribd.com/doc/20048774/Snakes-and-Ladders-History-Rules Games from Everywhere.])</ref>.
==Playing==
[[Image:Cnl03.jpg|thumb|300px|right|Milton Bradley ''Chutes and Ladders'' game board c. 1952 showing good deeds and their rewards and bad deeds and their consequences.]]
Each player starts with a token in the starting square (usually the "1" grid square in the bottom left corner, or simply, the imaginary space beside the "1" grid square) and takes turns to roll a single [[Dice|die]] to move the token by the number of squares indicated by the die roll, following a fixed route marked on the gameboard which usually follows a [[boustrophedon]] (ox-plow) track from the bottom to the top of the playing area, passing once through every square. If, on completion of this move, they land on the lower-numbered end of the squares with a "ladder", they can move their token up to the higher-numbered square. If they land on the higher-numbered square of a pair with a "snake" (or chute), they must move their token down to the lower-numbered square.
A player who rolls a 6 with their die may, after moving, immediately take another turn; otherwise, the play passes to the next player in turn. If a player rolls three 6s on the die, they return to the beginning of the game and may not move until they roll another 6. The winner is the player whose token first reaches the last square of the track.
A variation exists where a player must roll the exact number to reach the final square (hence winning). Depending on the particular variation, if the roll of the die is too large the token remains where it is.
==Specific editions==
The most widely known edition of ''Snakes and Ladders'' in the United States is ''Chutes and Ladders'' from [[Milton Bradley Company|Milton Bradley]] (which was purchased by the game's current distributor [[Hasbro]]). It is played on a 10×10 board, and players advance their pieces according to a [[wikt:spinner|spinner]] rather than a die. The theme of the board design is [[playground]] equipment--children climb ladders to go down chutes. The artwork on the board teaches a [[morality]] lesson, the squares on the bottom of the ladders show a child doing a good or sensible deed and at the top of the ladder there is an image of the child enjoying the reward. At the top of the chutes, there are pictures of children engaging in mischievous or foolish behavior and the images on the bottom show the child suffering the consequences. There have also been many pop culture versions of the game produced in recent years, with graphics featuring such characters as [[Dora the Explorer]] and [[SpongeBob SquarePants]].
In Canada the game has been traditionally sold as ''Snakes and Ladders'', and produced by the [[Canada Games Company]]. Several Canadian specific versions have been produced over the years, including version substituting [[Toboggan]] runs for the snakes.<ref> [http://www.gamesmuseum.uwaterloo.ca/VirtualExhibits/Whitehill/snakes/index.html ELLIOTT AVEDON MUSEUM & ARCHIVE OF GAMES - Snakes and Ladders] </ref> With the demise of the Canada Games Company, ''Chutes and Ladders'' produced by Milton Bradley/Hasbro has been gaining in popularity.
The most common{{Fact|date=December 2008}} in the United Kingdom is [[J. W. Spear & Sons|Spear's Games']] edition of ''Snakes and Ladders'', played on a 10x10 board where a single die is used.
During the early 1990s in South Africa, ''Chutes and Ladders'' games made from cardboard were distributed on the back of egg boxes as part of a promotion.{{Fact|date=November 2008}}
==Mathematics of the game==
[[Image:cl prob.gif|thumb|300px|The cumulative probability of finishing a game of ''Chutes and Ladders'' by turn N.]]
Any version of Snakes and Ladders can be represented exactly as a [[Markov chain]], since from any square the odds of moving to any other square are fixed and independent of any previous game history. The Milton Bradley version of ''Chutes and Ladders'' has 100 squares, with 19 chutes and ladders. A player will need an average of 39.6 spins to move from the starting point, which is off the board, to square 100. The game can be won in as few as 7 rolls.
In the book ''[[Winning Ways]]'' the authors show how to treat Snakes and Ladders as an [[impartial game]] in [[combinatorial game theory]] even though it is very far from a natural fit to this category. To this end they make a few rule changes such as allowing any player to move ''any'' counter ''any'' number of spaces, and declaring the winner to be the one who gets the ''last'' counter home. This version, which they call ''Adders-and-Ladders'', involves more skill than does the original game.
==Notes==
{{reflist}}
==References==
* Augustyn, Frederick J. (2004). ''Dictionary of toys and games in American popular culture''. Haworth Press. ISBN 0789015048.
==External links==
*[http://www.hasbro.com/shop/details.cfm?&product_id=8626 Hasbro's official Chutes and Ladders page]
*[http://www.math.niu.edu/~rusin/uses-math/games/chutes/ Mathematical analysis] of Chutes and Ladders
*[http://www.perlmonks.org/?node_id=775760 Perl software to generate statistics for Chutes and Ladders]
*{{bgg|5432}}
*[http://www.vam.ac.uk/vastatic/microsites/1414_jain/snakesandladders/ Jain version of Snakes and Ladders] explained in an interactive demonstration hosted by the [[Victoria and Albert Museum]]
*[http://www.sanatansociety.com/hinduism_books/hb_leela_karma.htm Leela, the Game of Knowledge], [[Hindu]] version
*Shatranj Irfani [http://www.untiredwithloving.org/snakes_ladders.html Indian Sufi version XIX century]
*Snakes Ladders software game[http://www.prasannatech.com/SnakesLadders.html Snakes & Ladders software game]
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[Category:Race games]]
[[Category:Markov models]]
[[Category:1943 introductions]]
[[als:Moksha-Patamu]]
[[ar:سلم وثعبان]]
[[de:Leiterspiel]]
[[es:Serpientes y escaleras]]
[[fa:مار و پله]]
[[fr:Serpents et échelles]]
[[ko:뱀과 사다리]]
[[id:Ular tangga]]
[[it:Scale e serpenti]]
[[he:סולמות ונחשים]]
[[ml:പാമ്പും കോണിയും]]
[[mr:सापशिडी]]
[[arz:السلم والتعبان]]
[[nl:Slangen en ladders]]
[[no:Stigespill]]
[[ta:பரமபதம் (விளையாட்டு)]]
[[te:వైకుంఠపాళీ]]
[[th:เกมบันไดงู]]
qc4uo6dhzpzci4om7egcgfivl6c2pcz
4566
4121
2021-04-30T12:22:02Z
Sucks169
48896640
4566
wikitext
text/x-wiki
{{otheruses}}
{{Infobox Game
| title = Snakes and ladders
| players = 2+
| ages = 3+
| setup_time = negligible
| playing_time = 15-45 minutes
| complexity = simple
| strategy = none
| random_chance = High
| skills = counting
}}
'''Snakes and ladders''', or '''Chutes and ladders''', is a classic children's [[board game]].<ref>[http://boardgames.about.com/od/gamehistories/p/chutes_ladders.htm About.com - Chutes and Ladders]</ref> It is played between 2 or more [[Player (game)|player]]s on a playing board with numbered grid squares. On certain squares on the grid are drawn a number of "ladders" connecting two squares together, and a number of "snakes" or "chutes" also connecting squares together. The size of the grid (most commonly 8×8, 10×10 or 12×12) varies from board to board, as does the exact arrangement of the chutes and the ladders: both of these may affect the duration of game play. As a result, the game can be represented as a state absorbing [[Markov chain]].<ref name="Mathematical Gazette">{{cite journal | author=S. C. Althoen, L. King, K. Schilling | year=1993 | month=March | title=How Long Is a Game of Snakes and Ladders? | journal=The Mathematical Gazette | volume=78 | issue=478 | pages=71–76 | doi=10.2307/3619261 | accessdate=2007-09-19 }}</ref>
The game was sold as ''Snakes and ladders'' in [[England]] before [[Milton Bradley]] introduced the basic concept in the [[United States]] as ''Chutes and ladders'', an "improved new version of ... England's famous indoor sport."<ref name="Mathematical Gazette"/> Its simplicity and the see-sawing nature of the contest make it popular with younger children, but the lack of any skill component in the game makes it less appealing for older players.
==History==
Snakes and Ladders [[List of Indian inventions|originated in India]] as a game based on morality called Vaikuntapaali or Paramapada Sopanam (the ladder to salvation).<ref name=Augustyn> Augustyn, pages 27-28</ref> This game made its way to [[England]], and was eventually introduced in the [[United States of America]] by game pioneer [[Milton Bradley]] in 1943.<ref name=Augustyn/>
[[File:Vaikuntapali.jpg|thumb|Vaikuntapali]]
The game was played widely in ancient [[India]] by the name of [[Moksha Patamu]], the earliest known Jain version [[Gyanbazi]] dating back to 16th century. The game was called "Leela" - and reflected the [[Hinduism]] consciousness around everyday life. Impressed by the ideals behind the game, a newer version was introduced in [[Victorian England]] in 1892, possibly by John Jacques of Jacques of London.
Moksha Patamu was perhaps invented by Hindu spiritual teachers to teach children about the effects of good deeds as opposed to bad deeds. The ladders represented virtues such as generosity, faith, humility, etc., and the snakes represented vices such as lust, anger, murder, theft, etc. The moral of the game was that a person can attain salvation ([[Moksha]]) through performing good deeds whereas by doing evil one takes rebirth in lower forms of life (Patamu). The number of ladders was less than the number of snakes as a reminder that treading the path of good is very difficult compared to committing sins. Presumably the number "100" represented Moksha (Salvation). In [[Andhra Pradesh]], snakes and ladders is played in the name of '''Vaikuntapali'''
The squares of virtue on the original game are Faith (12), Reliability (51), Generosity (57), Knowledge (76), Asceticism (78); the squares of evil are Disobedience (41), Vanity (44), Vulgarity (49), Theft (52), Lying (58), Drunkenness (62), Debt (69), Rage (84), Greed (92), Pride (95), Murder
(73) and Lust (99)<ref>History & Rules of Snakes and Ladders,([http://www.scribd.com/doc/20048774/Snakes-and-Ladders-History-Rules Games from Everywhere.])</ref>.
==Playing==
[[Image:Cnl03.jpg|thumb|300px|right|Milton Bradley ''Chutes and Ladders'' game board c. 1952 showing good deeds and their rewards and bad deeds and their consequences.]]
Each player starts with a token in the starting square (usually the "1" grid square in the bottom left corner, or simply, the imaginary space beside the "1" grid square) and takes turns to roll a single [[Dice|die]] to move the token by the number of squares indicated by the die roll, following a fixed route marked on the gameboard which usually follows a [[boustrophedon]] (ox-plow) track from the bottom to the top of the playing area, passing once through every square. If, on completion of this move, they land on the lower-numbered end of the squares with a "ladder", they can move their token up to the higher-numbered square. If they land on the higher-numbered square of a pair with a "snake" (or chute), they must move their token down to the lower-numbered square.
A player who rolls a 6 with their die may, after moving, immediately take another turn; otherwise, the play passes to the next player in turn. If a player rolls three 6s on the die, they return to the beginning of the game and may not move until they roll another 6. The winner is the player whose token first reaches the last square of the track.
A variation exists where a player must roll the exact number to reach the final square (hence winning). Depending on the particular variation, if the roll of the die is too large the token remains where it is.
==Specific editions==
The most widely known edition of ''Snakes and Ladders'' in the United States is ''Chutes and Ladders'' from [[Milton Bradley Company|Milton Bradley]] (which was purchased by the game's current distributor [[Hasbro]]). It is played on a 1×1 board, and players advance their pieces according to a [[wikt:spinner|spinner]] rather than a die. The theme of the board design is [[playground]] equipment--children climb ladders to go down chutes. The artwork on the board teaches a [[morality]] lesson, the squares on the bottom of the ladders show a child doing a good or sensible deed and at the top of the ladder there is an image of the child enjoying the reward. At the top of the chutes, there are pictures of children engaging in mischievous or foolish behavior and the images on the bottom show the child suffering the consequences. There have also been many pop culture versions of the game produced in recent years, with graphics featuring such characters as [[Dora the Explorer]] and [[SpongeBob SquarePants]].
In Canada the game has been traditionally sold as ''Snakes and Ladders'', and produced by the [[Canada Games Company]]. Several Canadian specific versions have been produced over the years, including version substituting [[Toboggan]] runs for the snakes.<ref> [http://www.gamesmuseum.uwaterloo.ca/VirtualExhibits/Whitehill/snakes/index.html ELLIOTT AVEDON MUSEUM & ARCHIVE OF GAMES - Snakes and Ladders] </ref> With the demise of the Canada Games Company, ''Chutes and Ladders'' produced by Milton Bradley/Hasbro has been gaining in popularity.
The most common{{Fact|date=December 2008}} in the United Kingdom is [[J. W. Spear & Sons|Spear's Games']] edition of ''Snakes and Ladders'', played on a 10x10 board where a single die is used.
During the early 1990s in South Africa, ''Chutes and Ladders'' games made from cardboard were distributed on the back of egg boxes as part of a promotion.{{Fact|date=November 2008}}
==Mathematics of the game==
[[Image:cl prob.gif|thumb|300px|The cumulative probability of finishing a game of ''Chutes and Ladders'' by turn N.]]
Any version of Snakes and Ladders can be represented exactly as a [[Markov chain]], since from any square the odds of moving to any other square are fixed and independent of any previous game history. The Milton Bradley version of ''Chutes and Ladders'' has 1 square, with 0 chutes and ladders. A player will need an average of 1 spin to move from the starting point, which is off the board, to square 1. The game can be won in as few as 1 roll.
In the book ''[[Winning Ways]]'' the authors show how to treat Snakes and Ladders as an [[impartial game]] in [[combinatorial game theory]] even though it is very far from a natural fit to this category. To this end they make a few rule changes such as allowing any player to move ''any'' counter ''any'' number of spaces, and declaring the winner to be the one who gets the ''last'' counter home. This version, which they call ''Adders-and-Ladders'', involves more skill than does the original game.
==Notes==
{{reflist}}
==References==
* Augustyn, Frederick J. (2004). ''Dictionary of toys and games in American popular culture''. Haworth Press. ISBN 0789015048.
==External links==
*[http://www.hasbro.com/shop/details.cfm?&product_id=8626 Hasbro's official Chutes and Ladders page]
*[http://www.math.niu.edu/~rusin/uses-math/games/chutes/ Mathematical analysis] of Chutes and Ladders
*[http://www.perlmonks.org/?node_id=775760 Perl software to generate statistics for Chutes and Ladders]
*{{bgg|5432}}
*[http://www.vam.ac.uk/vastatic/microsites/1414_jain/snakesandladders/ Jain version of Snakes and Ladders] explained in an interactive demonstration hosted by the [[Victoria and Albert Museum]]
*[http://www.sanatansociety.com/hinduism_books/hb_leela_karma.htm Leela, the Game of Knowledge], [[Hindu]] version
*Shatranj Irfani [http://www.untiredwithloving.org/snakes_ladders.html Indian Sufi version XIX century]
*Snakes Ladders software game[http://www.prasannatech.com/SnakesLadders.html Snakes & Ladders software game]
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[Category:Race games]]
[[Category:Markov models]]
[[Category:1943 introductions]]
[[als:Moksha-Patamu]]
[[ar:سلم وثعبان]]
[[de:Leiterspiel]]
[[es:Serpientes y escaleras]]
[[fa:مار و پله]]
[[fr:Serpents et échelles]]
[[ko:뱀과 사다리]]
[[id:Ular tangga]]
[[it:Scale e serpenti]]
[[he:סולמות ונחשים]]
[[ml:പാമ്പും കോണിയും]]
[[mr:सापशिडी]]
[[arz:السلم والتعبان]]
[[nl:Slangen en ladders]]
[[no:Stigespill]]
[[ta:பரமபதம் (விளையாட்டு)]]
[[te:వైకుంఠపాళీ]]
[[th:เกมบันไดงู]]
kk9t0jv1me1vhqcp8mt5x899w3uucpf
4577
4566
2023-08-21T04:21:22Z
Guy.M0ntag666!
53373038
4577
wikitext
text/x-wiki
{{otheruses}}
{{Infobox Game
| title = Snakes and ladders
| players = 2+
| ages = 3+
| setup_time = negligible
| playing_time = 15-45 minutes
| complexity = simple
| strategy = none
| random_chance = High
| skills = counting
}}
'''Snakes and ladders''', or '''Chutes and ladders''', is a classic children's [[board game]].<ref>[http://boardgames.about.com/od/gamehistories/p/chutes_ladders.htm About.com - Chutes and Ladders]</ref> It is played between 2 or more [[Player (game)|player]]s on a playing board with numbered grid squares. On certain squares on the grid are drawn a number of "ladders" connecting two squares together, and a number of "snakes" or "chutes" also connecting squares together. The size of the grid (most commonly 8×8, 10×10 or 12×12) varies from board to board, as does the exact arrangement of the chutes and the ladders: both of these may affect the duration of game play. As a result, the game can be represented as a state absorbing [[Markov chain]].<ref name="Mathematical Gazette">{{cite journal | author=S. C. Althoen, L. King, K. Schilling | year=1993 | month=March | title=How Long Is a Game of Snakes and Ladders? | journal=The Mathematical Gazette | volume=78 | issue=478 | pages=71–76 | doi=10.2307/3619261 | accessdate=2007-09-19 }}</ref>
The game was sold as ''Snakes and ladders'' in [[England]] before [[Milton Bradley]] introduced the basic concept in the [[United States]] as ''Chutes and ladders'', an "improved new version of ... England's famous indoor sport."<ref name="Mathematical Gazette"/> Its simplicity and the see-sawing nature of the contest make it popular with younger children, but the lack of any skill component in the game makes it less appealing for older players.
==History==
Snakes and Ladders [[List of Indian inventions|originated in India]] as a game based on morality called Vaikuntapaali or Paramapada Sopanam (the ladder to salvation).<ref name=Augustyn> Augustyn, pages 27-28</ref> This game made its way to [[England]], and was eventually introduced in the [[United States of America]] by game pioneer [[Milton Bradley]] in 1943.<ref name=Augustyn/>
[[File:Vaikuntapali.jpg|thumb|Vaikuntapali]]
The game was played widely in ancient [[India]] by the name of [[Moksha Patamu]], the earliest known Jain version [[Gyanbazi]] dating back to 16th century. The game was called "Leela" - and reflected the [[Hinduism]] consciousness around everyday life. Impressed by the ideals behind the game, a newer version was introduced in [[Victorian England]] in 1892, possibly by John Jacques of Jacques of London.
Moksha Patamu was perhaps invented by Hindu spiritual teachers to teach children about the effects of good deeds as opposed to bad deeds. The ladders represented virtues such as generosity, faith, humility, etc., and the snakes represented vices such as lust, anger, murder, theft, etc. The moral of the game was that a person can attain salvation ([[Moksha]]) through performing good deeds whereas by doing evil one takes rebirth in lower forms of life (Patamu). The number of ladders was less than the number of snakes as a reminder that treading the path of good is very difficult compared to committing sins. Presumably the number "100" represented Moksha (Salvation). In [[Andhra Pradesh]], snakes and ladders is played in the name of '''Vaikuntapali'''
The squares of virtue on the original game are Faith (12), Reliability (51), Generosity (57), Knowledge (76), Asceticism (78); the squares of evil are Disobedience (41), Vanity (44), Vulgarity (49), Theft (52), Lying (58), Drunkenness (62), Debt (69), Rage (84), Greed (92), Pride (95), Murder
(73) and Lust (99)<ref>History & Rules of Snakes and Ladders,([http://www.scribd.com/doc/20048774/Snakes-and-Ladders-History-Rules Games from Everywhere.])</ref>.
==Playing==
[[Image:Cnl03.jpg|thumb|300px|right|Milton Bradley ''Chutes and Ladders'' game board c. 1952 showing good deeds and their rewards and bad deeds and their consequences.]]
Each player starts with a token in the starting square (usually the "1" grid square in the bottom left corner, or simply, the imaginary space beside the "1" grid square) and takes turns to roll a single [[Dice|die]] to move the token by the number of squares indicated by the die roll, following a fixed route marked on the gameboard which usually follows a [[boustrophedon]] (ox-plow) track from the bottom to the top of the playing area, passing once through every square. If, on completion of this move, they land on the lower-numbered end of the squares with a "ladder", they can move their token up to the higher-numbered square. If they land on the higher-numbered square of a pair with a "snake" (or chute), they must move their token down to the lower-numbered square.
A player who rolls a 6 with their die may, after moving, immediately take another turn; otherwise, the play passes to the next player in turn. If a player rolls three 6s on the die, they return to the beginning of the game and may not move until they roll another 6. The winner is the player whose token first reaches the last square of the track.
A variation exists where a player must roll the exact number to reach the final square (hence winning). Depending on the particular variation, if the roll of the die is too large the token remains where it is.
==Specific editions==
The most widely known edition of ''Snakes and Ladders'' in the United States is ''Chutes and Ladders'' from [[Milton Bradley Company|Milton Bradley]] (which was purchased by the game's current distributor [[Hasbro]]). It is played on a 1×1 board, and players advance their pieces according to a [[wikt:spinner|spinner]] rather than a die. The theme of the board design is [[playground]] equipment--children climb ladders to go down chutes. The artwork on the board teaches a [[morality]] lesson, the squares on the bottom of the ladders show a child doing a good or sensible deed and at the top of the ladder there is an image of the child enjoying the reward. At the top of the chutes, there are pictures of children engaging in mischievous or foolish behavior and the images on the bottom show the child suffering the consequences. There have also been many pop culture versions of the game produced in recent years, with graphics featuring such characters as [[Dora the Explorer]] and [[SpongeBob SquarePants]].
In Canada the game has been traditionally sold as ''Snakes and Ladders'', and produced by the [[Canada Games Company]]. Several Canadian specific versions have been produced over the years, including version substituting [[Toboggan]] runs for the snakes.<ref> [http://www.gamesmuseum.uwaterloo.ca/VirtualExhibits/Whitehill/snakes/index.html ELLIOTT AVEDON MUSEUM & ARCHIVE OF GAMES - Snakes and Ladders] </ref> With the demise of the Canada Games Company, ''Chutes and Ladders'' produced by Milton Bradley/Hasbro has been gaining in popularity.
The most common{{Fact|date=December 2008}} in the United Kingdom is [[J. W. Spear & Sons|Spear's Games']] edition of ''Snakes and Ladders'', played on a 10x10 board where a single die is used.
During the early 1990s in South Africa, ''Chutes and Ladders'' games made from cardboard were distributed on the back of egg boxes as part of a promotion.{{Fact|date=November 2008}}
==Mathematics of the game==
[[Image:cl prob.gif|thumb|300px|The cumulative probability of finishing a game of ''Chutes and Ladders'' by turn N.]]
Any version of Snakes and Ladders can be represented exactly as a [[Markov chain]], since from any square the odds of moving to any other square are fixed and independent of any previous game history. The Milton Bradley version of ''Chutes and Ladders'' has 1 square, with 0 chutes and ladders. A player will need an average of 1 spin to move from the starting point, which is off the board, to square 1. The game can be won in as few as 1 roll.
In the book ''[[Winning Ways]]'' the authors show how to treat Snakes and Ladders as an [[impartial game]] in [[combinatorial game theory]] even though it is very far from a natural fit to this category. To this end they make a few rule changes such as allowing any player to move ''any'' counter ''any'' number of spaces, and declaring the winner to be the one who gets the ''last'' counter home. This version, which they call ''Adders-and-Ladders'', involves more skill than does the original game.
==Notes==
{{reflist}}
==References==
* Augustyn, Frederick J. (2004). ''Dictionary of toys and games in American popular culture''. Haworth Press. ISBN 0789015048.
==External links==
*[http://www.hasbro.com/shop/details.cfm?&product_id=8626 Hasbro's official Chutes and Ladders page]
*[http://www.math.niu.edu/~rusin/uses-math/games/chutes/ Mathematical analysis] of Chutes and Ladders
*[http://www.perlmonks.org/?node_id=775760 Perl software to generate statistics for Chutes and Ladders]
*{{bgg|5432}}
*[http://www.vam.ac.uk/vastatic/microsites/1414_jain/snakesandladders/ Jain version of Snakes and Ladders] explained in an interactive demonstration hosted by the [[Victoria and Albert Museum]]
*[http://www.sanatansociety.com/hinduism_books/hb_leela_karma.htm Leela, the Game of Knowledge], [[Hindu]] version
*Shatranj Irfani [http://www.untiredwithloving.org/snakes_ladders.html Indian Sufi version XIX century]
*Snakes Ladders software game[http://www.prasannatech.com/SnakesLadders.html Snakes & Ladders software game]
*You can play here: https://www.crazygames.com/game/snakes-and-ladders
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[Category:Race games]]
[[Category:Markov models]]
[[Category:1943 introductions]]
[[als:Moksha-Patamu]]
[[ar:سلم وثعبان]]
[[de:Leiterspiel]]
[[es:Serpientes y escaleras]]
[[fa:مار و پله]]
[[fr:Serpents et échelles]]
[[ko:뱀과 사다리]]
[[id:Ular tangga]]
[[it:Scale e serpenti]]
[[he:סולמות ונחשים]]
[[ml:പാമ്പും കോണിയും]]
[[mr:सापशिडी]]
[[arz:السلم والتعبان]]
[[nl:Slangen en ladders]]
[[no:Stigespill]]
[[ta:பரமபதம் (விளையாட்டு)]]
[[te:వైకుంఠపాళీ]]
[[th:เกมบันไดงู]]
rvmmrb9jesop8etu5pi8mv50tbvib8o
4578
4577
2023-09-02T17:54:48Z
Guy.M0ntag666!
53373038
4578
wikitext
text/x-wiki
{{otheruses}}
{{Infobox Game
| title = Snakes and ladders
| players = 2+
| ages = 3+
| setup_time = negligible
| playing_time = 15-45 minutes
| complexity = simple
| strategy = none
| random_chance = High
| skills = counting
}}
'''Snakes and ladders''', or '''Chutes and ladders''', is a classic children's [[board game]].<ref>[http://boardgames.about.com/od/gamehistories/p/chutes_ladders.htm About.com - Chutes and Ladders]</ref> It is played between 2 or more [[Player (game)|player]]s on a playing board with numbered grid squares. On certain squares on the grid are drawn a number of "ladders" connecting two squares together, and a number of "snakes" or "chutes" also connecting squares together. The size of the grid (most commonly 8×8, 10×10 or 12×12) varies from board to board, as does the exact arrangement of the chutes and the ladders: both of these may affect the duration of game play. As a result, the game can be represented as a state absorbing [[Markov chain]].<ref name="Mathematical Gazette">{{cite journal | author=S. C. Althoen, L. King, K. Schilling | year=1993 | month=March | title=How Long Is a Game of Snakes and Ladders? | journal=The Mathematical Gazette | volume=78 | issue=478 | pages=71–76 | doi=10.2307/3619261 | accessdate=2007-09-19 }}</ref>
The game was sold as ''Snakes and ladders'' in [[England]] before [[Milton Bradley]] introduced the basic concept in the [[United States]] as ''Chutes and ladders'', an "improved new version of ... England's famous indoor sport."<ref name="Mathematical Gazette"/> Its simplicity and the see-sawing nature of the contest make it popular with younger children, but the lack of any skill component in the game makes it less appealing for older players.
==History==
Snakes and Ladders [[List of Indian inventions|originated in India]] as a game based on morality called Vaikuntapaali or Paramapada Sopanam (the ladder to salvation).<ref name=Augustyn> Augustyn, pages 27-28</ref> This game made its way to [[England]], and was eventually introduced in the [[United States of America]] by game pioneer [[Milton Bradley]] in 1943.<ref name=Augustyn/>
[[File:Vaikuntapali.jpg|thumb|Vaikuntapali]]
The game was played widely in ancient [[India]] by the name of [[Moksha Patamu]], the earliest known Jain version [[Gyanbazi]] dating back to 16th century. The game was called "Leela" - and reflected the [[Hinduism]] consciousness around everyday life. Impressed by the ideals behind the game, a newer version was introduced in [[Victorian England]] in 1892, possibly by John Jacques of Jacques of London.
Moksha Patamu was perhaps invented by Hindu spiritual teachers to teach children about the effects of good deeds as opposed to bad deeds. The ladders represented virtues such as generosity, faith, humility, etc., and the snakes represented vices such as lust, anger, murder, theft, etc. The moral of the game was that a person can attain salvation ([[Moksha]]) through performing good deeds whereas by doing evil one takes rebirth in lower forms of life (Patamu). The number of ladders was less than the number of snakes as a reminder that treading the path of good is very difficult compared to committing sins. Presumably the number "100" represented Moksha (Salvation). In [[Andhra Pradesh]], snakes and ladders is played in the name of '''Vaikuntapali'''
The squares of virtue on the original game are Faith (12), Reliability (51), Generosity (57), Knowledge (76), Asceticism (78); the squares of evil are Disobedience (41), Vanity (44), Vulgarity (49), Theft (52), Lying (58), Drunkenness (62), Debt (69), Rage (84), Greed (92), Pride (95), Murder
(73) and Lust (99)<ref>History & Rules of Snakes and Ladders,([http://www.scribd.com/doc/20048774/Snakes-and-Ladders-History-Rules Games from Everywhere.])</ref>.
==Playing==
[[Image:Cnl03.jpg|thumb|300px|right|Milton Bradley ''Chutes and Ladders'' game board c. 1952 showing good deeds and their rewards and bad deeds and their consequences.]]
Each player starts with a token in the starting square (usually the "1" grid square in the bottom left corner, or simply, the imaginary space beside the "1" grid square) and takes turns to roll a single [[Dice|die]] to move the token by the number of squares indicated by the die roll, following a fixed route marked on the gameboard which usually follows a [[boustrophedon]] (ox-plow) track from the bottom to the top of the playing area, passing once through every square. If, on completion of this move, they land on the lower-numbered end of the squares with a "ladder", they can move their token up to the higher-numbered square. If they land on the higher-numbered square of a pair with a "snake" (or chute), they must move their token down to the lower-numbered square.
A player who rolls a 6 with their die may, after moving, immediately take another turn; otherwise, the play passes to the next player in turn. If a player rolls three 6s on the die, they return to the beginning of the game and may not move until they roll another 6. The winner is the player whose token first reaches the last square of the track.
A variation exists where a player must roll the exact number to reach the final square (hence winning). Depending on the particular variation, if the roll of the die is too large the token remains where it is.
==Specific editions==
The most widely known edition of ''Snakes and Ladders'' in the United States is ''Chutes and Ladders'' from [[Milton Bradley Company|Milton Bradley]] (which was purchased by the game's current distributor [[Hasbro]]). It is played on a 1×1 board, and players advance their pieces according to a [[wikt:spinner|spinner]] rather than a die. The theme of the board design is [[playground]] equipment--children climb ladders to go down chutes. The artwork on the board teaches a [[morality]] lesson, the squares on the bottom of the ladders show a child doing a good or sensible deed and at the top of the ladder there is an image of the child enjoying the reward. At the top of the chutes, there are pictures of children engaging in mischievous or foolish behavior and the images on the bottom show the child suffering the consequences. There have also been many pop culture versions of the game produced in recent years, with graphics featuring such characters as [[Dora the Explorer]] and [[SpongeBob SquarePants]].
In Canada the game has been traditionally sold as ''Snakes and Ladders'', and produced by the [[Canada Games Company]]. Several Canadian specific versions have been produced over the years, including version substituting [[Toboggan]] runs for the snakes.<ref> [http://www.gamesmuseum.uwaterloo.ca/VirtualExhibits/Whitehill/snakes/index.html ELLIOTT AVEDON MUSEUM & ARCHIVE OF GAMES - Snakes and Ladders] </ref> With the demise of the Canada Games Company, ''Chutes and Ladders'' produced by Milton Bradley/Hasbro has been gaining in popularity.
The most common{{Fact|date=December 2008}} in the United Kingdom is [[J. W. Spear & Sons|Spear's Games']] edition of ''Snakes and Ladders'', played on a 10x10 board where a single die is used.
During the early 1990s in South Africa, ''Chutes and Ladders'' games made from cardboard were distributed on the back of egg boxes as part of a promotion.{{Fact|date=November 2008}}
==Mathematics of the game==
[[Image:cl prob.gif|thumb|300px|The cumulative probability of finishing a game of ''Chutes and Ladders'' by turn N.]]
Any version of Snakes and Ladders can be represented exactly as a [[Markov chain]], since from any square the odds of moving to any other square are fixed and independent of any previous game history. The Milton Bradley version of ''Chutes and Ladders'' has 1 square, with 0 chutes and ladders. A player will need an average of 1 spin to move from the starting point, which is off the board, to square 1. The game can be won in as few as 1 roll.
In the book ''[[Winning Ways]]'' the authors show how to treat Snakes and Ladders as an [[impartial game]] in [[combinatorial game theory]] even though it is very far from a natural fit to this category. To this end they make a few rule changes such as allowing any player to move ''any'' counter ''any'' number of spaces, and declaring the winner to be the one who gets the ''last'' counter home. This version, which they call ''Adders-and-Ladders'', involves more skill than does the original game.
==Notes==
{{reflist}}
==References==
* Augustyn, Frederick J. (2004). ''Dictionary of toys and games in American popular culture''. Haworth Press. ISBN 0789015048.
==External links==
*[http://www.hasbro.com/shop/details.cfm?&product_id=8626 Hasbro's official Chutes and Ladders page]
*[http://www.math.niu.edu/~rusin/uses-math/games/chutes/ Mathematical analysis] of Chutes and Ladders
*[http://www.perlmonks.org/?node_id=775760 Perl software to generate statistics for Chutes and Ladders]
*{{bgg|5432}}
*[http://www.vam.ac.uk/vastatic/microsites/1414_jain/snakesandladders/ Jain version of Snakes and Ladders] explained in an interactive demonstration hosted by the [[Victoria and Albert Museum]]
*[http://www.sanatansociety.com/hinduism_books/hb_leela_karma.htm Leela, the Game of Knowledge], [[Hindu]] version
*Shatranj Irfani [http://www.untiredwithloving.org/snakes_ladders.html Indian Sufi version XIX century]
*Snakes Ladders software game[http://www.prasannatech.com/SnakesLadders.html Snakes & Ladders software game]
*Click [https://www.crazygames.com/game/snakes-and-ladders here] to play Snakes and Ladders online for free!
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[Category:Race games]]
[[Category:Markov models]]
[[Category:1943 introductions]]
[[als:Moksha-Patamu]]
[[ar:سلم وثعبان]]
[[de:Leiterspiel]]
[[es:Serpientes y escaleras]]
[[fa:مار و پله]]
[[fr:Serpents et échelles]]
[[ko:뱀과 사다리]]
[[id:Ular tangga]]
[[it:Scale e serpenti]]
[[he:סולמות ונחשים]]
[[ml:പാമ്പും കോണിയും]]
[[mr:सापशिडी]]
[[arz:السلم والتعبان]]
[[nl:Slangen en ladders]]
[[no:Stigespill]]
[[ta:பரமபதம் (விளையாட்டு)]]
[[te:వైకుంఠపాళీ]]
[[th:เกมบันไดงู]]
6pc0g2scmcqragqy6ud0s2dnlgoxltl
4585
4578
2024-04-13T14:19:21Z
SOAP Bot
1907256
Automated rollback of Guy.M0ntag666!
4566
wikitext
text/x-wiki
{{otheruses}}
{{Infobox Game
| title = Snakes and ladders
| players = 2+
| ages = 3+
| setup_time = negligible
| playing_time = 15-45 minutes
| complexity = simple
| strategy = none
| random_chance = High
| skills = counting
}}
'''Snakes and ladders''', or '''Chutes and ladders''', is a classic children's [[board game]].<ref>[http://boardgames.about.com/od/gamehistories/p/chutes_ladders.htm About.com - Chutes and Ladders]</ref> It is played between 2 or more [[Player (game)|player]]s on a playing board with numbered grid squares. On certain squares on the grid are drawn a number of "ladders" connecting two squares together, and a number of "snakes" or "chutes" also connecting squares together. The size of the grid (most commonly 8×8, 10×10 or 12×12) varies from board to board, as does the exact arrangement of the chutes and the ladders: both of these may affect the duration of game play. As a result, the game can be represented as a state absorbing [[Markov chain]].<ref name="Mathematical Gazette">{{cite journal | author=S. C. Althoen, L. King, K. Schilling | year=1993 | month=March | title=How Long Is a Game of Snakes and Ladders? | journal=The Mathematical Gazette | volume=78 | issue=478 | pages=71–76 | doi=10.2307/3619261 | accessdate=2007-09-19 }}</ref>
The game was sold as ''Snakes and ladders'' in [[England]] before [[Milton Bradley]] introduced the basic concept in the [[United States]] as ''Chutes and ladders'', an "improved new version of ... England's famous indoor sport."<ref name="Mathematical Gazette"/> Its simplicity and the see-sawing nature of the contest make it popular with younger children, but the lack of any skill component in the game makes it less appealing for older players.
==History==
Snakes and Ladders [[List of Indian inventions|originated in India]] as a game based on morality called Vaikuntapaali or Paramapada Sopanam (the ladder to salvation).<ref name=Augustyn> Augustyn, pages 27-28</ref> This game made its way to [[England]], and was eventually introduced in the [[United States of America]] by game pioneer [[Milton Bradley]] in 1943.<ref name=Augustyn/>
[[File:Vaikuntapali.jpg|thumb|Vaikuntapali]]
The game was played widely in ancient [[India]] by the name of [[Moksha Patamu]], the earliest known Jain version [[Gyanbazi]] dating back to 16th century. The game was called "Leela" - and reflected the [[Hinduism]] consciousness around everyday life. Impressed by the ideals behind the game, a newer version was introduced in [[Victorian England]] in 1892, possibly by John Jacques of Jacques of London.
Moksha Patamu was perhaps invented by Hindu spiritual teachers to teach children about the effects of good deeds as opposed to bad deeds. The ladders represented virtues such as generosity, faith, humility, etc., and the snakes represented vices such as lust, anger, murder, theft, etc. The moral of the game was that a person can attain salvation ([[Moksha]]) through performing good deeds whereas by doing evil one takes rebirth in lower forms of life (Patamu). The number of ladders was less than the number of snakes as a reminder that treading the path of good is very difficult compared to committing sins. Presumably the number "100" represented Moksha (Salvation). In [[Andhra Pradesh]], snakes and ladders is played in the name of '''Vaikuntapali'''
The squares of virtue on the original game are Faith (12), Reliability (51), Generosity (57), Knowledge (76), Asceticism (78); the squares of evil are Disobedience (41), Vanity (44), Vulgarity (49), Theft (52), Lying (58), Drunkenness (62), Debt (69), Rage (84), Greed (92), Pride (95), Murder
(73) and Lust (99)<ref>History & Rules of Snakes and Ladders,([http://www.scribd.com/doc/20048774/Snakes-and-Ladders-History-Rules Games from Everywhere.])</ref>.
==Playing==
[[Image:Cnl03.jpg|thumb|300px|right|Milton Bradley ''Chutes and Ladders'' game board c. 1952 showing good deeds and their rewards and bad deeds and their consequences.]]
Each player starts with a token in the starting square (usually the "1" grid square in the bottom left corner, or simply, the imaginary space beside the "1" grid square) and takes turns to roll a single [[Dice|die]] to move the token by the number of squares indicated by the die roll, following a fixed route marked on the gameboard which usually follows a [[boustrophedon]] (ox-plow) track from the bottom to the top of the playing area, passing once through every square. If, on completion of this move, they land on the lower-numbered end of the squares with a "ladder", they can move their token up to the higher-numbered square. If they land on the higher-numbered square of a pair with a "snake" (or chute), they must move their token down to the lower-numbered square.
A player who rolls a 6 with their die may, after moving, immediately take another turn; otherwise, the play passes to the next player in turn. If a player rolls three 6s on the die, they return to the beginning of the game and may not move until they roll another 6. The winner is the player whose token first reaches the last square of the track.
A variation exists where a player must roll the exact number to reach the final square (hence winning). Depending on the particular variation, if the roll of the die is too large the token remains where it is.
==Specific editions==
The most widely known edition of ''Snakes and Ladders'' in the United States is ''Chutes and Ladders'' from [[Milton Bradley Company|Milton Bradley]] (which was purchased by the game's current distributor [[Hasbro]]). It is played on a 1×1 board, and players advance their pieces according to a [[wikt:spinner|spinner]] rather than a die. The theme of the board design is [[playground]] equipment--children climb ladders to go down chutes. The artwork on the board teaches a [[morality]] lesson, the squares on the bottom of the ladders show a child doing a good or sensible deed and at the top of the ladder there is an image of the child enjoying the reward. At the top of the chutes, there are pictures of children engaging in mischievous or foolish behavior and the images on the bottom show the child suffering the consequences. There have also been many pop culture versions of the game produced in recent years, with graphics featuring such characters as [[Dora the Explorer]] and [[SpongeBob SquarePants]].
In Canada the game has been traditionally sold as ''Snakes and Ladders'', and produced by the [[Canada Games Company]]. Several Canadian specific versions have been produced over the years, including version substituting [[Toboggan]] runs for the snakes.<ref> [http://www.gamesmuseum.uwaterloo.ca/VirtualExhibits/Whitehill/snakes/index.html ELLIOTT AVEDON MUSEUM & ARCHIVE OF GAMES - Snakes and Ladders] </ref> With the demise of the Canada Games Company, ''Chutes and Ladders'' produced by Milton Bradley/Hasbro has been gaining in popularity.
The most common{{Fact|date=December 2008}} in the United Kingdom is [[J. W. Spear & Sons|Spear's Games']] edition of ''Snakes and Ladders'', played on a 10x10 board where a single die is used.
During the early 1990s in South Africa, ''Chutes and Ladders'' games made from cardboard were distributed on the back of egg boxes as part of a promotion.{{Fact|date=November 2008}}
==Mathematics of the game==
[[Image:cl prob.gif|thumb|300px|The cumulative probability of finishing a game of ''Chutes and Ladders'' by turn N.]]
Any version of Snakes and Ladders can be represented exactly as a [[Markov chain]], since from any square the odds of moving to any other square are fixed and independent of any previous game history. The Milton Bradley version of ''Chutes and Ladders'' has 1 square, with 0 chutes and ladders. A player will need an average of 1 spin to move from the starting point, which is off the board, to square 1. The game can be won in as few as 1 roll.
In the book ''[[Winning Ways]]'' the authors show how to treat Snakes and Ladders as an [[impartial game]] in [[combinatorial game theory]] even though it is very far from a natural fit to this category. To this end they make a few rule changes such as allowing any player to move ''any'' counter ''any'' number of spaces, and declaring the winner to be the one who gets the ''last'' counter home. This version, which they call ''Adders-and-Ladders'', involves more skill than does the original game.
==Notes==
{{reflist}}
==References==
* Augustyn, Frederick J. (2004). ''Dictionary of toys and games in American popular culture''. Haworth Press. ISBN 0789015048.
==External links==
*[http://www.hasbro.com/shop/details.cfm?&product_id=8626 Hasbro's official Chutes and Ladders page]
*[http://www.math.niu.edu/~rusin/uses-math/games/chutes/ Mathematical analysis] of Chutes and Ladders
*[http://www.perlmonks.org/?node_id=775760 Perl software to generate statistics for Chutes and Ladders]
*{{bgg|5432}}
*[http://www.vam.ac.uk/vastatic/microsites/1414_jain/snakesandladders/ Jain version of Snakes and Ladders] explained in an interactive demonstration hosted by the [[Victoria and Albert Museum]]
*[http://www.sanatansociety.com/hinduism_books/hb_leela_karma.htm Leela, the Game of Knowledge], [[Hindu]] version
*Shatranj Irfani [http://www.untiredwithloving.org/snakes_ladders.html Indian Sufi version XIX century]
*Snakes Ladders software game[http://www.prasannatech.com/SnakesLadders.html Snakes & Ladders software game]
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[Category:Race games]]
[[Category:Markov models]]
[[Category:1943 introductions]]
[[als:Moksha-Patamu]]
[[ar:سلم وثعبان]]
[[de:Leiterspiel]]
[[es:Serpientes y escaleras]]
[[fa:مار و پله]]
[[fr:Serpents et échelles]]
[[ko:뱀과 사다리]]
[[id:Ular tangga]]
[[it:Scale e serpenti]]
[[he:סולמות ונחשים]]
[[ml:പാമ്പും കോണിയും]]
[[mr:सापशिडी]]
[[arz:السلم والتعبان]]
[[nl:Slangen en ladders]]
[[no:Stigespill]]
[[ta:பரமபதம் (விளையாட்டு)]]
[[te:వైకుంఠపాళీ]]
[[th:เกมบันไดงู]]
kk9t0jv1me1vhqcp8mt5x899w3uucpf
4586
4585
2024-07-11T18:02:41Z
Quidditchisabadsport
55469550
4586
wikitext
text/x-wiki
{{otheruses}}
{{Infobox Game
| title = Snakes and ladders
| players = 2+
| ages = 3+
| setup_time = negligible
| playing_time = 15-45 minutes
| complexity = simple
| strategy = none
| random_chance = High
| skills = counting
}}
'''Snakes and ladders''', or '''Chutes and ladders''', is a classic children's [[board game]].<ref>[http://boardgames.about.com/od/gamehistories/p/chutes_ladders.htm About.com - Chutes and Ladders]</ref> It is played between 2 or more [[Player (game)|player]]s on a playing board with numbered grid squares. On certain squares on the grid are drawn a number of "ladders" connecting two squares together, and a number of "snakes" or "chutes" also connecting squares together. The size of the grid (most commonly 8×8, 10×10 or 12×12) varies from board to board, as does the exact arrangement of the chutes and the ladders: both of these may affect the duration of game play. As a result, the game can be represented as a state absorbing [[Markov chain]].<ref name="Mathematical Gazette">{{cite journal | author=S. C. Althoen, L. King, K. Schilling | year=1993 | month=March | title=How Long Is a Game of Snakes and Ladders? | journal=The Mathematical Gazette | volume=78 | issue=478 | pages=71–76 | doi=10.2307/3619261 | accessdate=2007-09-19 }}</ref>
The game was sold as ''Snakes and ladders'' in [[England]] before [[Milton Bradley]] introduced the basic concept in the [[United States]] as ''Chutes and ladders'', an "improved new version of ... England's famous indoor sport."<ref name="Mathematical Gazette"/> Its simplicity and the see-sawing nature of the contest make it popular with younger children, but the lack of any skill component in the game makes it less appealing for older players.
==History==
Snakes and Ladders [[List of Indian inventions|originated in India]] as a game based on morality called Vaikuntapaali or Paramapada Sopanam (the ladder to salvation).<ref name=Augustyn> Augustyn, pages 27-28</ref> This game made its way to [[England]], and was eventually introduced in the [[United States of America]] by game pioneer [[Milton Bradley]] in 1943.<ref name=Augustyn/>
[[File:Vaikuntapali.jpg|thumb|Vaikuntapali]]
The game was played widely in ancient [[India]] by the name of [[Moksha Patamu]], the earliest known Jain version [[Gyanbazi]] dating back to 16th century. The game was called "Leela" - and reflected the [[Hinduism]] consciousness around everyday life. Impressed by the ideals behind the game, a newer version was introduced in [[Victorian England]] in 1892, possibly by John Jacques of Jacques of London.
Moksha Patamu was perhaps invented by Hindu spiritual teachers to teach children about the effects of good deeds as opposed to bad deeds. The ladders represented virtues such as generosity, faith, humility, etc., and the snakes represented vices such as lust, anger, murder, theft, etc. The moral of the game was that a person can attain salvation ([[Moksha]]) through performing good deeds whereas by doing evil one takes rebirth in lower forms of life (Patamu). The number of ladders was less than the number of snakes as a reminder that treading the path of good is very difficult compared to committing sins. Presumably the number "100" represented Moksha (Salvation). In [[Andhra Pradesh]], snakes and ladders is played in the name of '''Vaikuntapali'''
The squares of virtue on the original game are Faith (12), Reliability (51), Generosity (57), Knowledge (76), Asceticism (78); the squares of evil are Disobedience (41), Vanity (44), Vulgarity (49), Theft (52), Lying (58), Drunkenness (62), Debt (69), Rage (84), Greed (92), Pride (95), Murder
(73) and Lust (99)<ref>History & Rules of Snakes and Ladders,([http://www.scribd.com/doc/20048774/Snakes-and-Ladders-History-Rules Games from Everywhere.])</ref>.
==Playing==
[[Image:Cnl03.jpg|thumb|300px|right|Milton Bradley ''Chutes and Ladders'' game board c. 1952 showing good deeds and their rewards and bad deeds and their consequences.]]
Each player starts with a token in the starting square (usually the "1" grid square in the bottom left corner, or simply, the imaginary space beside the "1" grid square) and takes turns to roll a single [[Dice|die]] to move the token by the number of squares indicated by the die roll, following a fixed route marked on the gameboard which usually follows a [[boustrophedon]] (ox-plow) track from the bottom to the top of the playing area, passing once through every square. If, on completion of this move, they land on the lower-numbered end of the squares with a "ladder", they can move their token up to the higher-numbered square. If they land on the higher-numbered square of a pair with a "snake" (or chute), they must move their token down to the lower-numbered square.
A player who rolls a 6 with their die may, after moving, immediately take another turn; otherwise, the play passes to the next player in turn. If a player rolls three 6s on the die, they return to the beginning of the game and may not move until they roll another 6. The winner is the player whose token first reaches the last square of the track.
A variation exists where a player must roll the exact number to reach the final square (hence winning). Depending on the particular variation, if the roll of the die is too large the token remains where it is.
==Specific editions==
The most widely known edition of ''Snakes and Ladders'' in the United States is ''Chutes and Ladders'' from [[Milton Bradley Company|Milton Bradley]] (which was purchased by the game's current distributor [[Hasbro]]). It is played on a 1×1 board, and players advance their pieces according to a [[wikt:spinner|spinner]] rather than a die. The theme of the board design is [[playground]] equipment--children climb ladders to go down chutes. The artwork on the board teaches a [[morality]] lesson, the squares on the bottom of the ladders show a child doing a good or sensible deed and at the top of the ladder there is an image of the child enjoying the reward. At the top of the chutes, there are pictures of children engaging in mischievous or foolish behavior and the images on the bottom show the child suffering the consequences. There have also been many pop culture versions of the game produced in recent years, with graphics featuring such characters as [[Dora the Explorer]] and [[SpongeBob SquarePants]].
In Canada the game has been traditionally sold as ''Snakes and Ladders'', and produced by the [[Canada Games Company]]. Several Canadian specific versions have been produced over the years, including version substituting [[Toboggan]] runs for the snakes.<ref> [http://www.gamesmuseum.uwaterloo.ca/VirtualExhibits/Whitehill/snakes/index.html ELLIOTT AVEDON MUSEUM & ARCHIVE OF GAMES - Snakes and Ladders] </ref> With the demise of the Canada Games Company, ''Chutes and Ladders'' produced by Milton Bradley/Hasbro has been gaining in popularity.
The most common{{Fact|date=December 2008}} in the United Kingdom is [[J. W. Spear & Sons|Spear's Games']] edition of ''Snakes and Ladders'', played on a 10x10 board where a single die is used.
During the early 1990s in South Africa, ''Chutes and Ladders'' games made from cardboard were distributed on the back of egg boxes as part of a promotion.{{Fact|date=November 2008}}
==Mathematics of the game==
[[Image:cl prob.gif|thumb|300px|The cumulative probability of finishing a game of ''Chutes and Ladders'' by turn N.]]
Any version of Snakes and Ladders can be represented exactly as a [[Markov chain]], since from any square the odds of moving to any other square are fixed and independent of any previous game history. The Milton Bradley version of ''Chutes and Ladders'' has 1 square, with 0 chutes and ladders. A player will need an average of 1 spin to move from the starting point, which is off the board, to square 1. The game can be won in as few as 1 roll.
In the book ''[[Winning Ways]]'' the authors show how to treat Snakes and Ladders as an [[impartial game]] in [[combinatorial game theory]] even though it is very far from a natural fit to this category. To this end they make a few rule changes such as allowing any player to move ''any'' counter ''any'' number of spaces, and declaring the winner to be the one who gets the ''last'' counter home. This version, which they call ''Adders-and-Ladders'', involves more skill than does the original game.
==Notes==
{{reflist}}
==References==
* Augustyn, Frederick J. (2004). ''Dictionary of toys and games in American popular culture''. Haworth Press. ISBN 0789015048.
==External links==
*[http://www.hasbro.com/shop/details.cfm?&product_id=8626 Hasbro's official Chutes and Ladders page]
*[http://www.math.niu.edu/~rusin/uses-math/games/chutes/ Mathematical analysis] of Chutes and Ladders
*[http://www.perlmonks.org/?node_id=775760 Perl software to generate statistics for Chutes and Ladders]
*{{bgg|5432}}
*[http://www.vam.ac.uk/vastatic/microsites/1414_jain/snakesandladders/ Jain version of Snakes and Ladders] explained in an interactive demonstration hosted by the [[Victoria and Albert Museum]]
*[http://www.sanatansociety.com/hinduism_books/hb_leela_karma.htm Leela, the Game of Knowledge], [[Hindu]] version
*Shatranj Irfani [http://www.untiredwithloving.org/snakes_ladders.html Indian Sufi version XIX century]
*Snakes Ladders software game[http://www.prasannatech.com/SnakesLadders.html Snakes & Ladders software game]
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[Category:Race games]]
[[Category:Markov models]]
[[Category:1943 introductions]]
d0e8w0gt1ge9shylm6usi3y7vfwdfu3
Snout!
0
2269
4372
2009-01-28T22:38:02Z
Craw-daddy
867405
+category
4372
wikitext
text/x-wiki
{{Infobox Game
| title = Snout!
| image_link = [[Image:Snoutcardgame.gif]]
| image_caption = Box cover and game components
| designer =
| illustrator =
| publisher = [[Winning Moves]]
| players = 2 to 6
| ages = 7 and up
| setup_time = 5 minutes
| playing_time = 10-30 minutes
| random_chance = High
| skills = Dice-rolling<br>Point Tracking<br>Risk-taking
| footnotes =
| bggid = 22516
| bggxrefs =
}}
'''''Snout!''''' is a variation on the classic [[dice game]] [[Pass the Pigs]]. Unlike the original, players earn points by discarding cards in their hand matching what was rolled and getting rid of all cards in their hand, rather than matching what they rolled to a point chart. It was published by [[Winning Moves|Winning Moves Games USA]] in 2005.
== Gameplay ==
The gameplay is somewhat different from [[Pass the Pigs]], but will be easy to grasp for those familiar with the game. You start by shuffling the deck of cards and dealing 8 to each player. Each player chooses 3 cards from their hand and passes them to the right. The game then begins and the Start player tosses the pig die. Players then examine their hand to see if they have cards that match the position the pig landed in. If they do, they "oink" and discard those cards to a discard pile. If they don't have any that match, they must draw a card from the draw pile (they may look at the card and discard it immediately if it matches). Once all players have discarded or drawn, the next player in turn order tosses the pig and play continues. If a player(s) discards the last card in their hand, they have gone "Snout" and won the round. All other players reveal their hands and tally all the points on the cards left in their hands. Those points are evenly distributed to all players who have gone "Snout." In addition, all players who went "Snout earn 10 points.
There is a special way to win a round as well. One card, called the Leaning Jowler, is very difficult to play and worth 15 points to someone going "Snout," but has an upside, in that if a player who has it their hand is able to successfully play/discard it, they go "Snout" and win the round immediately, despite potentially still having cards in their hand. In addition, they score a 15 point bonus. Once a round ends, 8 new cards are dealt to each player, 3 cards are again passes to the right, and a new round begins. If the draw pile runs out, players simply shuffle the discards to from a new one. Play continues till one player has accumulated 100 points.<ref>[http://www.winning-moves.com//B248E7C47573406FA00E4443EFE8E0F7.asp?p_key=291905B2E754431EB438DC5CB74124D0&type=auto_single&path=Home+%3E+Card+Games&spath=&cat_id=CEA0647E154D4470B2EDAE82CC9948C9&pc_key=DFCED5C8B0904862B589B66B5A6A695C&pcs_key=]</ref>
== References ==
{{reflist|2}}
== External links ==
* [http://www.winning-moves.com//B248E7C47573406FA00E4443EFE8E0F7.asp?p_key=291905B2E754431EB438DC5CB74124D0&type=auto_single&path=Home+%3E+Card+Games&spath=&cat_id=CEA0647E154D4470B2EDAE82CC9948C9&pc_key=DFCED5C8B0904862B589B66B5A6A695C&pcs_key= Snout! page], Link to Snout! page on Winning Moves USA's website
* [http://www.winning-moves.com//images/Snout_rules.pdf Rules], Link to the game's rules on the Winning Moves USA site
* [http://www.boardgamegeek.com/boardgame/22516 BoardGameGeek Snout! page], Link to the game on Boardgamegeek.com
[[Category:Dice games]]
[[Category:Dedicated deck card games]]
[[Category:Winning Moves games]]
[[Category:2005 introductions]]
4x9boraa8zcuep1keyz0s3ky1mj8mji
4373
4372
2009-12-09T23:30:51Z
Kingstonlee
1735031
1 revision
4373
wikitext
text/x-wiki
{{Infobox Game
| title = Snout!
| image_link = [[Image:Snoutcardgame.gif]]
| image_caption = Box cover and game components
| designer =
| illustrator =
| publisher = [[Winning Moves]]
| players = 2 to 6
| ages = 7 and up
| setup_time = 5 minutes
| playing_time = 10-30 minutes
| random_chance = High
| skills = Dice-rolling<br>Point Tracking<br>Risk-taking
| footnotes =
| bggid = 22516
| bggxrefs =
}}
'''''Snout!''''' is a variation on the classic [[dice game]] [[Pass the Pigs]]. Unlike the original, players earn points by discarding cards in their hand matching what was rolled and getting rid of all cards in their hand, rather than matching what they rolled to a point chart. It was published by [[Winning Moves|Winning Moves Games USA]] in 2005.
== Gameplay ==
The gameplay is somewhat different from [[Pass the Pigs]], but will be easy to grasp for those familiar with the game. You start by shuffling the deck of cards and dealing 8 to each player. Each player chooses 3 cards from their hand and passes them to the right. The game then begins and the Start player tosses the pig die. Players then examine their hand to see if they have cards that match the position the pig landed in. If they do, they "oink" and discard those cards to a discard pile. If they don't have any that match, they must draw a card from the draw pile (they may look at the card and discard it immediately if it matches). Once all players have discarded or drawn, the next player in turn order tosses the pig and play continues. If a player(s) discards the last card in their hand, they have gone "Snout" and won the round. All other players reveal their hands and tally all the points on the cards left in their hands. Those points are evenly distributed to all players who have gone "Snout." In addition, all players who went "Snout earn 10 points.
There is a special way to win a round as well. One card, called the Leaning Jowler, is very difficult to play and worth 15 points to someone going "Snout," but has an upside, in that if a player who has it their hand is able to successfully play/discard it, they go "Snout" and win the round immediately, despite potentially still having cards in their hand. In addition, they score a 15 point bonus. Once a round ends, 8 new cards are dealt to each player, 3 cards are again passes to the right, and a new round begins. If the draw pile runs out, players simply shuffle the discards to from a new one. Play continues till one player has accumulated 100 points.<ref>[http://www.winning-moves.com//B248E7C47573406FA00E4443EFE8E0F7.asp?p_key=291905B2E754431EB438DC5CB74124D0&type=auto_single&path=Home+%3E+Card+Games&spath=&cat_id=CEA0647E154D4470B2EDAE82CC9948C9&pc_key=DFCED5C8B0904862B589B66B5A6A695C&pcs_key=]</ref>
== References ==
{{reflist|2}}
== External links ==
* [http://www.winning-moves.com//B248E7C47573406FA00E4443EFE8E0F7.asp?p_key=291905B2E754431EB438DC5CB74124D0&type=auto_single&path=Home+%3E+Card+Games&spath=&cat_id=CEA0647E154D4470B2EDAE82CC9948C9&pc_key=DFCED5C8B0904862B589B66B5A6A695C&pcs_key= Snout! page], Link to Snout! page on Winning Moves USA's website
* [http://www.winning-moves.com//images/Snout_rules.pdf Rules], Link to the game's rules on the Winning Moves USA site
* [http://www.boardgamegeek.com/boardgame/22516 BoardGameGeek Snout! page], Link to the game on Boardgamegeek.com
[[Category:Dice games]]
[[Category:Dedicated deck card games]]
[[Category:Winning Moves games]]
[[Category:2005 introductions]]
4x9boraa8zcuep1keyz0s3ky1mj8mji
Square Mile (board game)
0
2050
3928
2009-06-27T20:20:18Z
Im>Bobnorwal
0
grammar
3928
wikitext
text/x-wiki
{{Infobox_Game|
subject_name=Square Mile |
image_link= [[Image:2007-0601-SquareMile.jpg|250px]]|
image_caption=|
designer=|
publisher=[[Milton Bradley]]|
players=2–4|
ages=12 + |
setup_time= 2–10 minutes |
playing_time=not specified |
complexity=Low |
strategy=Medium |
random_chance=Low |
skills=[[Strategy|Strategic thought]] |
bggid=2334|
bggxrefs=t|
footnotes =
}}
'''Square Mile''' was the [[Subdivision (land)|land development]] [[board game]] released by [[Milton Bradley Company|Milton Bradley]] in [[1962]]. It is for 2 - 4 players ages 12 to adult.
== Gameplay ==
The square mile is divided into sixteen tracts, most of which are zoned (at the beginning of the game) for certain types of development. Each player has the role of a [[real estate]] [[real estate developer|developer]] starting the game with $100,000 and one free tract (decided randomly). Then there is a round where players bid on additional tracts that may be had at very cheap prices; the number of tracts that each player on is determined by how many players are in the game. Then a number of road segments are built: One plus one per player.
The rest of the game, players take turns, each of which consists of the following phases:
#Sell: Sell any property, in any stage of development, at market value.
#Develop: Pay the cost to increase the value of any number of tracts that you own, only one type of which may be used per turn:
#*Build roads: $10,000 for a road or $15,000 for a road with a bridge.
#*Subdivide: A tract must have roads on all four sides before it can be subdivided (for $25,000)
#*Construct buildings: If a tract is zoned for a particular type of buildings, that type of buildings must be built there; otherwise, any type of buildings may be built. (But the banker must reserve enough of the available buildings for those tracts that are zoned for them.) The cost of buildings vary depending on type.
#Buy: Buy, at market value, any tracts not fully-developed or already owned. Each player may own at most five tracts.
Market value of a tract depends on how it is zoned and the state of development. The market value and development costs are shown on a chart that is visible to all players.
The game ends when the last tract of land is bought that is not fully developed. Then players total the amount of cash that they have plus the market value of tracts owned. The player with the greatest total is the winner.
==External links==
*{{bgg|2334|Square Mile}}
[[Category:Economic simulation board games]]
[[Category:Milton Bradley games]]
{{board-game-stub}}
ix1vj55jnv0m2ak83hyb60axzmr5cli
3929
3928
2009-12-09T23:29:53Z
Kingstonlee
1735031
1 revision
3929
wikitext
text/x-wiki
{{Infobox_Game|
subject_name=Square Mile |
image_link= [[Image:2007-0601-SquareMile.jpg|250px]]|
image_caption=|
designer=|
publisher=[[Milton Bradley]]|
players=2–4|
ages=12 + |
setup_time= 2–10 minutes |
playing_time=not specified |
complexity=Low |
strategy=Medium |
random_chance=Low |
skills=[[Strategy|Strategic thought]] |
bggid=2334|
bggxrefs=t|
footnotes =
}}
'''Square Mile''' was the [[Subdivision (land)|land development]] [[board game]] released by [[Milton Bradley Company|Milton Bradley]] in [[1962]]. It is for 2 - 4 players ages 12 to adult.
== Gameplay ==
The square mile is divided into sixteen tracts, most of which are zoned (at the beginning of the game) for certain types of development. Each player has the role of a [[real estate]] [[real estate developer|developer]] starting the game with $100,000 and one free tract (decided randomly). Then there is a round where players bid on additional tracts that may be had at very cheap prices; the number of tracts that each player on is determined by how many players are in the game. Then a number of road segments are built: One plus one per player.
The rest of the game, players take turns, each of which consists of the following phases:
#Sell: Sell any property, in any stage of development, at market value.
#Develop: Pay the cost to increase the value of any number of tracts that you own, only one type of which may be used per turn:
#*Build roads: $10,000 for a road or $15,000 for a road with a bridge.
#*Subdivide: A tract must have roads on all four sides before it can be subdivided (for $25,000)
#*Construct buildings: If a tract is zoned for a particular type of buildings, that type of buildings must be built there; otherwise, any type of buildings may be built. (But the banker must reserve enough of the available buildings for those tracts that are zoned for them.) The cost of buildings vary depending on type.
#Buy: Buy, at market value, any tracts not fully-developed or already owned. Each player may own at most five tracts.
Market value of a tract depends on how it is zoned and the state of development. The market value and development costs are shown on a chart that is visible to all players.
The game ends when the last tract of land is bought that is not fully developed. Then players total the amount of cash that they have plus the market value of tracts owned. The player with the greatest total is the winner.
==External links==
*{{bgg|2334|Square Mile}}
[[Category:Economic simulation board games]]
[[Category:Milton Bradley games]]
{{board-game-stub}}
ix1vj55jnv0m2ak83hyb60axzmr5cli
Squatter (game)
0
2056
3940
2008-12-04T02:39:27Z
Sam2095
24473225
3940
wikitext
text/x-wiki
{{Infobox_Game | subject_name = Squatter
| image_link =
| image_caption =
| players = 2–6
| ages = 10 and up
| setup_time = 5–10 minutes
| playing_time = 1–2 hours
| complexity= Medium
| strategy = Medium
| random_chance = Medium
| skills = [[Dice|Dice rolling]], [[Mathematics|Counting]]
| footnotes =
}}
'''''Squatter''''' is a [[board game]] that was launched at the Royal Melbourne Show in [[1960s in games|1962]], invented by Robert C. Lloyd. With more than 500,000 games sold in [[Australia]] alone, it became the most successful board game ever developed in Australia.{{Fact|date=September 2007}} It is a ''[[Monopoly (game)|Monopoly]]''-type game in which players each own a [[sheep husbandry|sheep station]] and compete, by judicious trading, to be the first to acquire sufficient irrigated pasture to increase their stock to 6,000 head of sheep, all the while coping with drought, disease, taxes, impotent stud rams, and luck. In 1999, a version became available on PC CD-ROM.
==External links==
*[http://squatter.com.au/ Official Squatter Game site]
*{{bgg|2970|''Squatter''}}
*[http://www.torus.com.au/index.php?page=games&id=49 PC CD-ROM Developer Torus Games.]
*[http://www.toysetc.com.au/hobbies-toys-games/squatter-board-game.html Squatter the Board Game available in Australia at www.toysetc.com.au.]
[[Category:Economic simulation board games]]
{{board-game-stub}}
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{{Infobox_Game | subject_name = Squatter
| image_link =
| image_caption =
| players = 2–6
| ages = 10 and up
| setup_time = 5–10 minutes
| playing_time = 1–2 hours
| complexity= Medium
| strategy = Medium
| random_chance = Medium
| skills = [[Dice|Dice rolling]], [[Mathematics|Counting]]
| footnotes =
}}
'''''Squatter''''' is a [[board game]] that was launched at the Royal Melbourne Show in [[1960s in games|1962]], invented by Robert C. Lloyd. With more than 500,000 games sold in [[Australia]] alone, it became the most successful board game ever developed in Australia.{{Fact|date=September 2007}} It is a ''[[Monopoly (game)|Monopoly]]''-type game in which players each own a [[sheep husbandry|sheep station]] and compete, by judicious trading, to be the first to acquire sufficient irrigated pasture to increase their stock to 6,000 head of sheep, all the while coping with drought, disease, taxes, impotent stud rams, and luck. In 1999, a version became available on PC CD-ROM.
==External links==
*[http://squatter.com.au/ Official Squatter Game site]
*{{bgg|2970|''Squatter''}}
*[http://www.torus.com.au/index.php?page=games&id=49 PC CD-ROM Developer Torus Games.]
*[http://www.toysetc.com.au/hobbies-toys-games/squatter-board-game.html Squatter the Board Game available in Australia at www.toysetc.com.au.]
[[Category:Economic simulation board games]]
{{board-game-stub}}
k2nsjst6wxz0c9hzf4o68e854gec7zf
Star Fleet Battle Force
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[[User:Rjwilmsi#Other_fixes|gen fixes]]: (2) format cite template dates (1), rm dupe cite field(s), using [[Project:AutoWikiBrowser|AWB]]
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[[Image:SFBF.jpg|thumb|''Star Fleet Battle Force'' main box cover.]]
'''''Star Fleet Battle Force''''' is a card-based starship combat game system, produced and developed by [[Amarillo Design Bureau Inc.]] It allows fast-paced multiplayer combat between vessels of various factions in the [[Star Fleet Universe]], such as the Federation, the Klingon and [[Romulan Star Empire (Star Fleet Universe)|Romulan]] Empires, the Gorn Confederation, Kzinti Hegemony, [[Tholian Holdfast]] and Orion Pirates. The game is based on the races that appear in the original ''[[Star Trek: The Original Series|Star Trek]]'' television series.<ref name="fict-rel">
{{citation
| url=http://www.fictionalreality.org/archives/issues/fr29.pdf
|format=PDF| title=Star Fleet Battle Force (review)
| newspaper=Fictional Reality|volume=29
| last=Richmond
| first=Clay
| pages=52
| date=September 2007
}}</ref><ref name="mil">
{{cite web
| url=http://military.discovery.com/randr/reviews/games/cardsofwar.html
| last=Peck
| first=Michael
| title=Cards of War
| accessdate=2007-09-19
| publisher=Military Channel
}}</ref>
{{Quotation|''[Star Fleet Battles]'' is a very intrigu[ing] mix of rules that simplify miniature space based
games while maintaining a level of detail that preserves the flavor and excitement
of the Star Fleet universe.<ref name="fict-rel"/>|Clay Richmond}}
{{SFU}}
The game provides a card for each starship, with the weapon types, hull boxes, victory points and special abilities - such as a Romulan or Orion ship's Cloaking Device - as well as cards representing various weapon types, such as Phasers, Photon Torpedoes and Disruptors. In addition, there are a number of special cards included, with various play effects per card; e.g., Klingon players are vulnerable to a possible mutiny, or the "Organian Cease Fire" card.<ref name="mil"/>
The game also contains reference cards, damage counters to be placed on starship cards to represent destroyed systems, and color starship, weapon and event cards.<ref name="mil"/> Seven fleets - Federation, Klingon, Romulan, Gorn, Kzinti, Tholian and Gorn are included - the last two have only 3 ships each, the others have six. ([http://www.starfleetgames.com/Promo.pdf Sample cards for ''SFBF''.])
Rules are provided for any number of players from one to six, including special rules for solitaire play.<ref name="fict-rel"/><ref name="mil"/> The rules are divided into "Basic Rules" and "Advanced Rules" allowing players to learn the advanced rules at a pace that is suitable for themselves, and also include a glossary for those unfamiliar with the technology and terminology of the setting.<ref name="fict-rel"/>
The following titles are currently in development.
* ''Star Fleet Battle Force - Carrier Force''
* ''Star Fleet Battle Force - Strike Force''
* ''Star Fleet Battle Force - Invasion Force''
==References==
<references/>
== External links ==
* [http://www.starfleetgames.com/sfbf.shtml ''Star Fleet Battle Force'' Home Page] at Amarillo Design Bureau
* [http://www.starfleetgames.com/discus/ ''SFBF'' forum (under ''Star Fleet Battle Force'')]
* {{bgg|1901|''Star Fleet Battle Force''}}
[[Category:Dedicated deck card games]]
[[Category:Star Fleet Universe]]
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[[Image:SFBF.jpg|thumb|''Star Fleet Battle Force'' main box cover.]]
'''''Star Fleet Battle Force''''' is a card-based starship combat game system, produced and developed by [[Amarillo Design Bureau Inc.]] It allows fast-paced multiplayer combat between vessels of various factions in the [[Star Fleet Universe]], such as the Federation, the Klingon and [[Romulan Star Empire (Star Fleet Universe)|Romulan]] Empires, the Gorn Confederation, Kzinti Hegemony, [[Tholian Holdfast]] and Orion Pirates. The game is based on the races that appear in the original ''[[Star Trek: The Original Series|Star Trek]]'' television series.<ref name="fict-rel">
{{citation
| url=http://www.fictionalreality.org/archives/issues/fr29.pdf
|format=PDF| title=Star Fleet Battle Force (review)
| newspaper=Fictional Reality|volume=29
| last=Richmond
| first=Clay
| pages=52
| date=September 2007
}}</ref><ref name="mil">
{{cite web
| url=http://military.discovery.com/randr/reviews/games/cardsofwar.html
| last=Peck
| first=Michael
| title=Cards of War
| accessdate=2007-09-19
| publisher=Military Channel
}}</ref>
{{Quotation|''[Star Fleet Battles]'' is a very intrigu[ing] mix of rules that simplify miniature space based
games while maintaining a level of detail that preserves the flavor and excitement
of the Star Fleet universe.<ref name="fict-rel"/>|Clay Richmond}}
{{SFU}}
The game provides a card for each starship, with the weapon types, hull boxes, victory points and special abilities - such as a Romulan or Orion ship's Cloaking Device - as well as cards representing various weapon types, such as Phasers, Photon Torpedoes and Disruptors. In addition, there are a number of special cards included, with various play effects per card; e.g., Klingon players are vulnerable to a possible mutiny, or the "Organian Cease Fire" card.<ref name="mil"/>
The game also contains reference cards, damage counters to be placed on starship cards to represent destroyed systems, and color starship, weapon and event cards.<ref name="mil"/> Seven fleets - Federation, Klingon, Romulan, Gorn, Kzinti, Tholian and Gorn are included - the last two have only 3 ships each, the others have six. ([http://www.starfleetgames.com/Promo.pdf Sample cards for ''SFBF''.])
Rules are provided for any number of players from one to six, including special rules for solitaire play.<ref name="fict-rel"/><ref name="mil"/> The rules are divided into "Basic Rules" and "Advanced Rules" allowing players to learn the advanced rules at a pace that is suitable for themselves, and also include a glossary for those unfamiliar with the technology and terminology of the setting.<ref name="fict-rel"/>
The following titles are currently in development.
* ''Star Fleet Battle Force - Carrier Force''
* ''Star Fleet Battle Force - Strike Force''
* ''Star Fleet Battle Force - Invasion Force''
==References==
<references/>
== External links ==
* [http://www.starfleetgames.com/sfbf.shtml ''Star Fleet Battle Force'' Home Page] at Amarillo Design Bureau
* [http://www.starfleetgames.com/discus/ ''SFBF'' forum (under ''Star Fleet Battle Force'')]
* {{bgg|1901|''Star Fleet Battle Force''}}
[[Category:Dedicated deck card games]]
[[Category:Star Fleet Universe]]
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Starship Catan
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'''''Starship Catan''''' is a two-player [[card game]], loosely based on the ''[[Starfarers of Catan]]'' [[board game]]. As a member of the ''Catan'' family of games, it is designed by [[Klaus Teuber]], and distributed by [[Kosmos]] in German and [[Mayfair Games]] in English.
Although the game is based on the ''Starfarers'' motif, the game only has superficial resemblances to ''Starfarers'', unlike ''[[Settlers of Catan]]'' with the ''[[Catan Card Game]]''. In this game, the two players represent two groups of Catanians who wish to return home to the Catan star system after getting lost through a wormhole. Aiding their quest are four alien races who have offered their assistance - these are four of the five alien races encountered in ''Starfarers''. Like the other ''Catan'' games, the game is played to a set number of victory points - there is no assumption made as to whether either player returns home to Catan.
Like ''Starfarers'', there are five basic resources in the game -- ore, wheat, fuel, trade goods, and Carbon. Like the ''Catan Card Game'', there are limits as to the amount of resources that can be collected, as well as the presence of a sixth resource - science.
== Preparation ==
At the start of the game, each player (described as either the ''sun'' player or the ''moon'' player after their respective insignias) begins with a lightly-equipped starship, as well as a colony planet that has been donated to both players by the Green Folk, one of the alien races. Each player is also given 25 ''Astro'', the local currency, from the Scientists, another alien race.
=== The Starship ===
Most of the game's crucial abilities, however, come from the starship itself - the starship is home to six cargo pods (one for each resource). Each ship also contains six spaces for installing modules, with one of the six being preinstalled. The ship is also home to a hangar containing two smaller spaceships (a colony ship and a trade ship), as well as an array of cannons (one being preinstalled) and boosters (two preinstalled).
==== Cargo Pods ====
Each ship comes with six cargo pods - one for each resource. Each of the five main cargo holds are able to hold a maximum of two of a certain resource, which can be upgraded with the appropriate modules. The Science Lab is not affected by the modules, but it can only hold up to four science points. At the start of the game, each player begins with two trade goods and one science point.
==== Modules ====
The six remaining spaces on the starship are for ''modules''. These expand the capabilities of the starship, and thus the player's own capabilities. At the start of the game, each player begins with one module of their choice, and the other five may be built over the course of the game. Each module can be further upgraded to a ''Level II Module'', which further expands the capabilities of the starship. However, only one player may have a Level II module.
{| class="wikitable"
! Name !! Level I Effect !! Level II Effect
|-
| Command || May take three actions per flight. || May take four actions per flight.
|-
| Logistics || May store up to three resources in cargo bays. || May store up to four resources in cargo bays.
|-
| Production || Produces trade goods on one die roll. || Produces trade goods on two dice rolls.
|-
| Science || Produces science points on one die roll. || Produces science points on two dice rolls.
|-
| Sensor || Look into the first two cards of any sector. || Look in the first three cards of any sector.
|-
| Trade || Buy a resource from the opponent for two Astro. || Buy up to two resources from the opponent for two Astro each.
|}
==== Cannons and Boosters ====
Like ''Starfarers'', cannons and boosters may be installed onto the ship, each with its own purpose. Up to three cannons and three boosters can be installed, which can be at one of two different levels. The cannon or booster levels aid in determining [[#Pirate Attacks|combat power]] and [[#Flight|flight power]], respectively, during the game's phases.
==== Hangar ====
Each ship also contains a hangar, which may contain up to two spaceships. There are two types of spaceships: colony ships and trade ships. At the start of the game, the player begins with one of each in their hangar.
== Playing the Game ==
Like other ''Catan'' games, there are several main phases to the game - production, flight, trade, and building.
=== Production ===
At the start of each turn, the player to move rolls a single die, and, like ''Settlers'' or ''Starfarers'', any colony planet with a production number matching the number shown on the die produces a single resource of the card's specified type. However, unlike the other games, only one colony planet may produce resources at a time, and a player is forced to choose when one of two or more colonies can produce resources. The resource being produced, however, is lost if there is insufficient cargo space.
Any roll matching the number shown on the production or science modules also produces trade goods or science points, and are subject to the same storage restrictions. However, a player can concurrently produce resources from a module as well as a colony.
=== Flight ===
The flight phase is considered the main phase of the game, and is unique to ''Starship Catan''. During this phase, players may elect to explore (or fly to) any one of four different sectors, each being represented by ten cards. Once a sector is selected, the combined levels of the boosters on the starship is added to the roll from the production die to determine the maximum number of cards that may be explored.
When exploring the system, each card in the sector is flipped up one by one by the opponent, and the player may choose to take an action on a card. The flight ends if either the maximum number of cards are reached, the maximum number of actions are taken (initially two, can be upgraded with modules), or the player loses in a pirate attack. A player may also choose to end their flight phase prematurely. If a card is ever removed from the sector, it is replaced with a new card from a reserve pile.
There are a number of possibilities as to what may be explored:
==== Adventure Planets ====
{| class="wikitable" style="float:right"
|+ Missions at a Glance
! Name !! Race !! Planet !! Level !! Requirement !! Reward
|-
| Environmental Pollution || Green Folk || Poseidon || 1 || 1 science point || 3 Astro, 1 resource
|-
| Famine || Green Folk || Picasso || 2 || 1 Food || 1 Fame Point, 1 resource (except Food)
|-
| Galactic Council Meeting || Diplomats || Poseidon || 3 || 6 Astro || 1 Fame Point, 2 resources
|-
| Gift from the Diplomats || Diplomats || Picasso || 1 || ''None'' || 1 resource
|-
| Gift from the Merchants || Merchants || Pallas || 1 || ''None'' || 1 resource
|-
| Monument || Merchants || Pallas || 4 || 2 ore, 1 Carbon || 1 Victory Point
|-
| Pirates || Scientists || Hades || 2 || 3 cannons || 3 Astro, 1 resource
|-
| Plague || Diplomats || Hades || 3 || 2 science points || 1 Victory Point
|-
| Rebuilding || Diplomats || Hades || 4 || 10 Astro || 2 Fame Points
|-
| S. O. S. || Green Folk || Picasso || 3 || 4 boosters || 1 Fame Point, 1 resource
|-
| Urgent Need I || Merchants || Pallas || 2 || 1 Trade || 1 Fame Point, 1 resource (except Trade)
|-
| Urgent Need II || Merchants || Poseidon || 4 || 2 Trade || 1 Fame Point, 2 resources (except Trade)
|}
There are four ''Adventure Planets'' in the four sectors, named ''Pallas'', ''Hades'', ''Picasso'', and ''Poseidon''. These allow the player to undertake missions and receive rewards for their completion.
At any given time, there are three missions available. Whenever a mission is complete, it is replaced by a new mission from a reserve pile. Each mission states the planet that the player must encounter, as well as any other additional requirements. If the requirements are met (and if it consists of Astro or resources, paid as a cost), then the mission is completed. Missions may award Fame Points, Victory Points, or resources upon their completion.
If more than one mission is available on a planet, the player may choose to complete all available missions. However, a player may not complete any newly-replaced missions.
The completion of each mission constitutes a single action.
==== Colony Planets ====
{| class="wikitable" style="float:right;"
|+ Colonies At a Glance
! rowspan="2" | Resource !! colspan="3" | Production Roll
|-
! 1 !! 2 !! 3
|-
| Carbon || ''Alioth VIII'' || ''Dubhe IV'' || ''Benet-Nash IX''
|-
| Food || ''Phekda VI'' || ''Mizar IX'' || ''Merak V''
|-
| Fuel || ''Megrez III'' || ''Enif I'' || ''Alkor III''
|-
| Ore || ''Bellatrix I'' || ''Heka II'' || ''Theta Pegasi II''
|}
These planets may be colonized by either player so long as a player has a colony ship in their hangar. If a planet is colonized, it is removed from the sector. Colonies allow a player to produce resources on a specific roll of the dice during the production phase. Colonies are also worth one Victory Point, and is the main way in which a player gains Victory Points. There are a total of twelve colony planets (three planets for ore, fuel, food, and Carbon), with each player beginning with one colony (''Megrez III'' for the sun player and ''Alioth VIII'' for the moon player).
Four of the planets (''Benet-Nash IX'', ''Enif I'', ''Mizor IX'', and ''Theta Pegasi II'') begin the game among the reserves.
Colonization of a planet constitutes an action.
==== Lost Planets ====
This represents an uninhabited planet, and no action is taken there.
==== Pirate Attacks ====
There are 11 pirate cards in the sectors, of which nine begin in reserves. If a pirate card is turned up, the opposing player does not immediately reveal the card, but instead tells the player that there is a pirate attack. Each pirate may demand some amount of Astro as a ransom. If the ransom is paid, the flight continues. However, if the player instead chooses to fight, the player rolls a blue combat die, and adds its value to the combined levels of the player's cannons to form its combat value, while the opponent rolls the blue die and adds its value to the value printed on the pirate card (which may be anywhere between 2 to 7) to determine the pirates' combat value.
If the pirates' strength is strictly greater, the flight immediately ends, and boosters, cannons, or modules may be lost as a result. If a booster or cannon is destroyed, a Level I booster is destroyed, or if all boosters are at Level II, one such booster is reduced to Level I. If a module is destroyed, the opponent may choose the module to be removed. If a Level II module is chosen, the Level I module remains.
If the player wins by having an equal or greater combat strength, however, the pirate is removed from the sector, and as a reward the player may select any single resource of their choice as well as a Fame Point.
Regardless of how a pirate attack is resolved, no action is taken.
==== Trade Planets ====
{| class="wikitable" style="float:right;"
|+ Trade Planets at a Glance
! rowspan="2" | Resource !! colspan="5" | Exchange Rate
|-
! 1 !! 2 !! 3 !! 4 !! 5
|-
| Carbon || ''Corendium VII'' || ''Tostoku I'' || ''Beteigeuze VI'' || ''Marsitis VI''|| ''Quartzee X''
|-
| Food || ''Planctoinis VII'' || ''Sputsallia IV'' || ''Saiph VI'' || ''Pobeckifiked VI'' || ''Califasperum V''
|-
| Fuel || ''Litigus IX'' || ''Gonsarium II'' || ''Mintaka II'' || ''Brocollar II'' || ''Phlatiarum V''
|-
| Ore || ''Ireoni VII'' || ''Cupperius IV'' || ''Rigel X'' || ''Leedsi X'' || ''Bazaltide IV''
|-
| Trade || ''Martkwal VIII'' || ''Beowulf's Bane'' || ''Alnitak IX'' || ''Parapeckis VII'' || ''Martiin-Tempest II''
|}
There are 25 planets (five per resource) that buy and sell commodities for anywhere between one to five Astro. A player may also choose to build a trading post on any planet where three Astro are exchanged for the resource. If a trading post is established, the planet is removed from the sector, and the player building the trading post receives one Friendship Point. Trading posts can be established if a trade ship is in a player's hangar.
Each of the four alien races also maintains trade outposts - however they may only engage in specific types of one-way trade:
* The Diplomat outpost allows players to buy one resource for three Astro (although only one resource may be purchased). There are three Diplomat outposts, although only one allows trading posts to be built.
* The Scientist outpost allows players to buy science points for two Astro. There is one Scientist outpost, which allows trading posts to be built.
* The Green Folk outpost allows players to sell science points for four Astro each. There is one Green Folk outpost, which allows trading posts to be built.
* The Merchant outpost allows players to sell up to two resources for three Astro each. There is one Merchant outpost, which allows trading posts to be built.
All five outposts that allow trading posts begin the game in the reserves.
A final planet, ''Median'', may have a trading post built on it. This planet does not give any trade benefits, but grants two Friendship Points instead of one when the trading post is built. ''Median'' begins the game in the reserves.
There is also the Galactic Library planet ''Kopernicus II'', which does not allow trading posts, but allows science points to be bought and sold for three Astro each.
Trading with a trade planet or establishing a trading post constitutes one action.
=== Trading and Building ===
{| class="wikitable" style="float:right;"
|+ Building Costs at a Glance
! Name !! Carbon !! Food !! Fuel !! Ore !! Science !! Trade
|-
| Level I Booster || - || - || 2 || - || - || -
|-
| Level II Booster || - || - || 2 || - || 1 || -
|-
| Level I Cannon || 2 || - || - || - || - || -
|-
| Level II Cannon || 2 || - || - || - || 1 || -
|-
| Colony Ship || - || 1 || 1 || 1 || - || -
|-
| Level I Module || 1 || 1 || - || 1 || - || -
|-
| Level II Module || 1 || 2 || - || 1 || - || -
|-
| Trade Ship || - || - || 1 || 1 || - || 1
|}
The Trading and Building phase allows players to improve their starships, trading with their established trading posts if necessary. A player may use up to two different trading posts, although they may use each post as many times as they wish (the exception is the Diplomat trading post, which can only be used once). Trading and building may be performed in any order, except that all trades through trading posts must be performed all at once.
A player may also use their trade modules to buy resources from their opponent - the opponent cannot refuse such a transaction. The two players may also trade resources, science points, and Astro on any agreeable terms.
== Winning ==
The objective is to have at least ten Victory Points on a given turn. A Victory Point is awarded for each colony and Level II module, as well as from certain missions (''Monument'' and ''Plague''). In addition, there are two special victory points that may be obtained, akin to the Largest Army and Longest Trade Route from ''Settlers'':
* A player may be awarded the ''Friend of the People'' Victory Point if they have at least three Friendship Points and have strictly more than the opponent. This point is relinquished if the opponent moves into a tie for Friendship Points.
* A player may be similarly awarded the ''Hero of the People'' Victory Point for having at least three Fame Points and strictly more than the opponent, which must be similarly relinquished.
==Starship Catan Light==
A simpler, one-player version of Starship Catan can be played online after registration (which is free) on [http://www.playcatan.com Playcatan]. In this version, the game lasts for 18 turns. Like the two-player version, the player starts with 25 Astro, but unlike it, the player only starts with one booster and no cannons. At the beginning of the first turn, a booster or cannon is chosen, for free. Before the second turn and every three turns after that (fifth, eighth, etc.), a booster or cannon may be bought for three Astro, or a command or logistics module for one Astro. Before the first, second, and seventeenth turns, the modules may not be chosen. The modules cannot be upgraded to level II. If a fourth booster or cannon is bought, two of them become level II boosters/cannons and the third disappears; it is impossible to buy more than five of either.
There is no production. A sector is chosen, and the die is rolled and added to the boosters. The cards are:
*Lost planets, which are the same as in the two player version.
*Trade planets, but only the planets that buy and sell for 1, 2, 3, and 4 Astro exist. There are also no planets that buy/sell trade goods; these are acquired in a different way. The only purpose of these planets is to gain Astro (by buying at a planet with a cheaper price and selling at a planet with a more expensive price), because resources are not used to build anything.
*Kopernicus II, which, like the two-player game, sells science points for 3 Astro. However, they cannot be sold back, and only one may be bought on each visit.
*The same four adventure planets (Pallas, Hades, Picasso, and Poseidon), which are much less complex. They give trade goods for science points, but it is only possible to do it once on each adventure planet.
*Pirates. These work similarly to the two-player game, with these minor changes:
**There are only three pirates with two cannons, three with three cannons, and one with four cannons.
**The player knows when he has encountered the pirate with four cannons, who is named "Theo the Terrible."
**If the player is defeated, he does not necessarily end his turn; instead he loses two actions. This can be good if he has a command module and has not yet used any actions; but it can be bad if he only has one action left, in which case he starts with one less on the next turn. Also, no boosters, cannons, or modules are lost.
**If the pirate is defeated, it is replaced by a lost planet. Pirates are the only cards ever removed, and lost planets are the only reserve cards. The player earns a medal, not a resource, except in the case of Theo the Terrible, whose defeat earns the player three medals.
After 18 turns, the game ends. There are no victory points; only fame points are used, calculated in a completely different way than in the two-player game. They are equivalent to victory points in other [[List of Settlers of Catan products|Settlers of Catan games]]. Each medal is worth 5 points, with a 20 point bonus for defeating all 7 pirates. Each trade good is worth 15 points, and each Astro is worth 1.
On Playcatan, after the player has "flown" through a stack, a list of cards in it that the player has seen is available, so if it is played with the regular Starship Catan cards, the player would be allowed to write this down. (Of course, like in the two-player version, the stack through which the player has flown is mixed after each turn).<ref>[http://www.playcatan.com/sternenschiff.php?page=1&lang=1 Starship Catan Light<!-- Bot generated title -->]</ref>
==References==
{{reflist}}
==External links==
*{{bgg|2338|''Starship Catan''}}
*[http://www.playcatan.com/sternenschiff.php?page=4&lang=1 Starship Catan Light online]
{{Catan navbox}}
[[Category:Settlers of Catan]]
[[Category:Dedicated deck card games]]
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'''''Starship Catan''''' is a two-player [[card game]], loosely based on the ''[[Starfarers of Catan]]'' [[board game]]. As a member of the ''Catan'' family of games, it is designed by [[Klaus Teuber]], and distributed by [[Kosmos]] in German and [[Mayfair Games]] in English.
Although the game is based on the ''Starfarers'' motif, the game only has superficial resemblances to ''Starfarers'', unlike ''[[Settlers of Catan]]'' with the ''[[Catan Card Game]]''. In this game, the two players represent two groups of Catanians who wish to return home to the Catan star system after getting lost through a wormhole. Aiding their quest are four alien races who have offered their assistance - these are four of the five alien races encountered in ''Starfarers''. Like the other ''Catan'' games, the game is played to a set number of victory points - there is no assumption made as to whether either player returns home to Catan.
Like ''Starfarers'', there are five basic resources in the game -- ore, wheat, fuel, trade goods, and Carbon. Like the ''Catan Card Game'', there are limits as to the amount of resources that can be collected, as well as the presence of a sixth resource - science.
== Preparation ==
At the start of the game, each player (described as either the ''sun'' player or the ''moon'' player after their respective insignias) begins with a lightly-equipped starship, as well as a colony planet that has been donated to both players by the Green Folk, one of the alien races. Each player is also given 25 ''Astro'', the local currency, from the Scientists, another alien race.
=== The Starship ===
Most of the game's crucial abilities, however, come from the starship itself - the starship is home to six cargo pods (one for each resource). Each ship also contains six spaces for installing modules, with one of the six being preinstalled. The ship is also home to a hangar containing two smaller spaceships (a colony ship and a trade ship), as well as an array of cannons (one being preinstalled) and boosters (two preinstalled).
==== Cargo Pods ====
Each ship comes with six cargo pods - one for each resource. Each of the five main cargo holds are able to hold a maximum of two of a certain resource, which can be upgraded with the appropriate modules. The Science Lab is not affected by the modules, but it can only hold up to four science points. At the start of the game, each player begins with two trade goods and one science point.
==== Modules ====
The six remaining spaces on the starship are for ''modules''. These expand the capabilities of the starship, and thus the player's own capabilities. At the start of the game, each player begins with one module of their choice, and the other five may be built over the course of the game. Each module can be further upgraded to a ''Level II Module'', which further expands the capabilities of the starship. However, only one player may have a Level II module.
{| class="wikitable"
! Name !! Level I Effect !! Level II Effect
|-
| Command || May take three actions per flight. || May take four actions per flight.
|-
| Logistics || May store up to three resources in cargo bays. || May store up to four resources in cargo bays.
|-
| Production || Produces trade goods on one die roll. || Produces trade goods on two dice rolls.
|-
| Science || Produces science points on one die roll. || Produces science points on two dice rolls.
|-
| Sensor || Look into the first two cards of any sector. || Look in the first three cards of any sector.
|-
| Trade || Buy a resource from the opponent for two Astro. || Buy up to two resources from the opponent for two Astro each.
|}
==== Cannons and Boosters ====
Like ''Starfarers'', cannons and boosters may be installed onto the ship, each with its own purpose. Up to three cannons and three boosters can be installed, which can be at one of two different levels. The cannon or booster levels aid in determining [[#Pirate Attacks|combat power]] and [[#Flight|flight power]], respectively, during the game's phases.
==== Hangar ====
Each ship also contains a hangar, which may contain up to two spaceships. There are two types of spaceships: colony ships and trade ships. At the start of the game, the player begins with one of each in their hangar.
== Playing the Game ==
Like other ''Catan'' games, there are several main phases to the game - production, flight, trade, and building.
=== Production ===
At the start of each turn, the player to move rolls a single die, and, like ''Settlers'' or ''Starfarers'', any colony planet with a production number matching the number shown on the die produces a single resource of the card's specified type. However, unlike the other games, only one colony planet may produce resources at a time, and a player is forced to choose when one of two or more colonies can produce resources. The resource being produced, however, is lost if there is insufficient cargo space.
Any roll matching the number shown on the production or science modules also produces trade goods or science points, and are subject to the same storage restrictions. However, a player can concurrently produce resources from a module as well as a colony.
=== Flight ===
The flight phase is considered the main phase of the game, and is unique to ''Starship Catan''. During this phase, players may elect to explore (or fly to) any one of four different sectors, each being represented by ten cards. Once a sector is selected, the combined levels of the boosters on the starship is added to the roll from the production die to determine the maximum number of cards that may be explored.
When exploring the system, each card in the sector is flipped up one by one by the opponent, and the player may choose to take an action on a card. The flight ends if either the maximum number of cards are reached, the maximum number of actions are taken (initially two, can be upgraded with modules), or the player loses in a pirate attack. A player may also choose to end their flight phase prematurely. If a card is ever removed from the sector, it is replaced with a new card from a reserve pile.
There are a number of possibilities as to what may be explored:
==== Adventure Planets ====
{| class="wikitable" style="float:right"
|+ Missions at a Glance
! Name !! Race !! Planet !! Level !! Requirement !! Reward
|-
| Environmental Pollution || Green Folk || Poseidon || 1 || 1 science point || 3 Astro, 1 resource
|-
| Famine || Green Folk || Picasso || 2 || 1 Food || 1 Fame Point, 1 resource (except Food)
|-
| Galactic Council Meeting || Diplomats || Poseidon || 3 || 6 Astro || 1 Fame Point, 2 resources
|-
| Gift from the Diplomats || Diplomats || Picasso || 1 || ''None'' || 1 resource
|-
| Gift from the Merchants || Merchants || Pallas || 1 || ''None'' || 1 resource
|-
| Monument || Merchants || Pallas || 4 || 2 ore, 1 Carbon || 1 Victory Point
|-
| Pirates || Scientists || Hades || 2 || 3 cannons || 3 Astro, 1 resource
|-
| Plague || Diplomats || Hades || 3 || 2 science points || 1 Victory Point
|-
| Rebuilding || Diplomats || Hades || 4 || 10 Astro || 2 Fame Points
|-
| S. O. S. || Green Folk || Picasso || 3 || 4 boosters || 1 Fame Point, 1 resource
|-
| Urgent Need I || Merchants || Pallas || 2 || 1 Trade || 1 Fame Point, 1 resource (except Trade)
|-
| Urgent Need II || Merchants || Poseidon || 4 || 2 Trade || 1 Fame Point, 2 resources (except Trade)
|}
There are four ''Adventure Planets'' in the four sectors, named ''Pallas'', ''Hades'', ''Picasso'', and ''Poseidon''. These allow the player to undertake missions and receive rewards for their completion.
At any given time, there are three missions available. Whenever a mission is complete, it is replaced by a new mission from a reserve pile. Each mission states the planet that the player must encounter, as well as any other additional requirements. If the requirements are met (and if it consists of Astro or resources, paid as a cost), then the mission is completed. Missions may award Fame Points, Victory Points, or resources upon their completion.
If more than one mission is available on a planet, the player may choose to complete all available missions. However, a player may not complete any newly-replaced missions.
The completion of each mission constitutes a single action.
==== Colony Planets ====
{| class="wikitable" style="float:right;"
|+ Colonies At a Glance
! rowspan="2" | Resource !! colspan="3" | Production Roll
|-
! 1 !! 2 !! 3
|-
| Carbon || ''Alioth VIII'' || ''Dubhe IV'' || ''Benet-Nash IX''
|-
| Food || ''Phekda VI'' || ''Mizar IX'' || ''Merak V''
|-
| Fuel || ''Megrez III'' || ''Enif I'' || ''Alkor III''
|-
| Ore || ''Bellatrix I'' || ''Heka II'' || ''Theta Pegasi II''
|}
These planets may be colonized by either player so long as a player has a colony ship in their hangar. If a planet is colonized, it is removed from the sector. Colonies allow a player to produce resources on a specific roll of the dice during the production phase. Colonies are also worth one Victory Point, and is the main way in which a player gains Victory Points. There are a total of twelve colony planets (three planets for ore, fuel, food, and Carbon), with each player beginning with one colony (''Megrez III'' for the sun player and ''Alioth VIII'' for the moon player).
Four of the planets (''Benet-Nash IX'', ''Enif I'', ''Mizor IX'', and ''Theta Pegasi II'') begin the game among the reserves.
Colonization of a planet constitutes an action.
==== Lost Planets ====
This represents an uninhabited planet, and no action is taken there.
==== Pirate Attacks ====
There are 11 pirate cards in the sectors, of which nine begin in reserves. If a pirate card is turned up, the opposing player does not immediately reveal the card, but instead tells the player that there is a pirate attack. Each pirate may demand some amount of Astro as a ransom. If the ransom is paid, the flight continues. However, if the player instead chooses to fight, the player rolls a blue combat die, and adds its value to the combined levels of the player's cannons to form its combat value, while the opponent rolls the blue die and adds its value to the value printed on the pirate card (which may be anywhere between 2 to 7) to determine the pirates' combat value.
If the pirates' strength is strictly greater, the flight immediately ends, and boosters, cannons, or modules may be lost as a result. If a booster or cannon is destroyed, a Level I booster is destroyed, or if all boosters are at Level II, one such booster is reduced to Level I. If a module is destroyed, the opponent may choose the module to be removed. If a Level II module is chosen, the Level I module remains.
If the player wins by having an equal or greater combat strength, however, the pirate is removed from the sector, and as a reward the player may select any single resource of their choice as well as a Fame Point.
Regardless of how a pirate attack is resolved, no action is taken.
==== Trade Planets ====
{| class="wikitable" style="float:right;"
|+ Trade Planets at a Glance
! rowspan="2" | Resource !! colspan="5" | Exchange Rate
|-
! 1 !! 2 !! 3 !! 4 !! 5
|-
| Carbon || ''Corendium VII'' || ''Tostoku I'' || ''Beteigeuze VI'' || ''Marsitis VI''|| ''Quartzee X''
|-
| Food || ''Planctoinis VII'' || ''Sputsallia IV'' || ''Saiph VI'' || ''Pobeckifiked VI'' || ''Califasperum V''
|-
| Fuel || ''Litigus IX'' || ''Gonsarium II'' || ''Mintaka II'' || ''Brocollar II'' || ''Phlatiarum V''
|-
| Ore || ''Ireoni VII'' || ''Cupperius IV'' || ''Rigel X'' || ''Leedsi X'' || ''Bazaltide IV''
|-
| Trade || ''Martkwal VIII'' || ''Beowulf's Bane'' || ''Alnitak IX'' || ''Parapeckis VII'' || ''Martiin-Tempest II''
|}
There are 25 planets (five per resource) that buy and sell commodities for anywhere between one to five Astro. A player may also choose to build a trading post on any planet where three Astro are exchanged for the resource. If a trading post is established, the planet is removed from the sector, and the player building the trading post receives one Friendship Point. Trading posts can be established if a trade ship is in a player's hangar.
Each of the four alien races also maintains trade outposts - however they may only engage in specific types of one-way trade:
* The Diplomat outpost allows players to buy one resource for three Astro (although only one resource may be purchased). There are three Diplomat outposts, although only one allows trading posts to be built.
* The Scientist outpost allows players to buy science points for two Astro. There is one Scientist outpost, which allows trading posts to be built.
* The Green Folk outpost allows players to sell science points for four Astro each. There is one Green Folk outpost, which allows trading posts to be built.
* The Merchant outpost allows players to sell up to two resources for three Astro each. There is one Merchant outpost, which allows trading posts to be built.
All five outposts that allow trading posts begin the game in the reserves.
A final planet, ''Median'', may have a trading post built on it. This planet does not give any trade benefits, but grants two Friendship Points instead of one when the trading post is built. ''Median'' begins the game in the reserves.
There is also the Galactic Library planet ''Kopernicus II'', which does not allow trading posts, but allows science points to be bought and sold for three Astro each.
Trading with a trade planet or establishing a trading post constitutes one action.
=== Trading and Building ===
{| class="wikitable" style="float:right;"
|+ Building Costs at a Glance
! Name !! Carbon !! Food !! Fuel !! Ore !! Science !! Trade
|-
| Level I Booster || - || - || 2 || - || - || -
|-
| Level II Booster || - || - || 2 || - || 1 || -
|-
| Level I Cannon || 2 || - || - || - || - || -
|-
| Level II Cannon || 2 || - || - || - || 1 || -
|-
| Colony Ship || - || 1 || 1 || 1 || - || -
|-
| Level I Module || 1 || 1 || - || 1 || - || -
|-
| Level II Module || 1 || 2 || - || 1 || - || -
|-
| Trade Ship || - || - || 1 || 1 || - || 1
|}
The Trading and Building phase allows players to improve their starships, trading with their established trading posts if necessary. A player may use up to two different trading posts, although they may use each post as many times as they wish (the exception is the Diplomat trading post, which can only be used once). Trading and building may be performed in any order, except that all trades through trading posts must be performed all at once.
A player may also use their trade modules to buy resources from their opponent - the opponent cannot refuse such a transaction. The two players may also trade resources, science points, and Astro on any agreeable terms.
== Winning ==
The objective is to have at least ten Victory Points on a given turn. A Victory Point is awarded for each colony and Level II module, as well as from certain missions (''Monument'' and ''Plague''). In addition, there are two special victory points that may be obtained, akin to the Largest Army and Longest Trade Route from ''Settlers'':
* A player may be awarded the ''Friend of the People'' Victory Point if they have at least three Friendship Points and have strictly more than the opponent. This point is relinquished if the opponent moves into a tie for Friendship Points.
* A player may be similarly awarded the ''Hero of the People'' Victory Point for having at least three Fame Points and strictly more than the opponent, which must be similarly relinquished.
==Starship Catan Light==
A simpler, one-player version of Starship Catan can be played online after registration (which is free) on [http://www.playcatan.com Playcatan]. In this version, the game lasts for 18 turns. Like the two-player version, the player starts with 25 Astro, but unlike it, the player only starts with one booster and no cannons. At the beginning of the first turn, a booster or cannon is chosen, for free. Before the second turn and every three turns after that (fifth, eighth, etc.), a booster or cannon may be bought for three Astro, or a command or logistics module for one Astro. Before the first, second, and seventeenth turns, the modules may not be chosen. The modules cannot be upgraded to level II. If a fourth booster or cannon is bought, two of them become level II boosters/cannons and the third disappears; it is impossible to buy more than five of either.
There is no production. A sector is chosen, and the die is rolled and added to the boosters. The cards are:
*Lost planets, which are the same as in the two player version.
*Trade planets, but only the planets that buy and sell for 1, 2, 3, and 4 Astro exist. There are also no planets that buy/sell trade goods; these are acquired in a different way. The only purpose of these planets is to gain Astro (by buying at a planet with a cheaper price and selling at a planet with a more expensive price), because resources are not used to build anything.
*Kopernicus II, which, like the two-player game, sells science points for 3 Astro. However, they cannot be sold back, and only one may be bought on each visit.
*The same four adventure planets (Pallas, Hades, Picasso, and Poseidon), which are much less complex. They give trade goods for science points, but it is only possible to do it once on each adventure planet.
*Pirates. These work similarly to the two-player game, with these minor changes:
**There are only three pirates with two cannons, three with three cannons, and one with four cannons.
**The player knows when he has encountered the pirate with four cannons, who is named "Theo the Terrible."
**If the player is defeated, he does not necessarily end his turn; instead he loses two actions. This can be good if he has a command module and has not yet used any actions; but it can be bad if he only has one action left, in which case he starts with one less on the next turn. Also, no boosters, cannons, or modules are lost.
**If the pirate is defeated, it is replaced by a lost planet. Pirates are the only cards ever removed, and lost planets are the only reserve cards. The player earns a medal, not a resource, except in the case of Theo the Terrible, whose defeat earns the player three medals.
After 18 turns, the game ends. There are no victory points; only fame points are used, calculated in a completely different way than in the two-player game. They are equivalent to victory points in other [[List of Settlers of Catan products|Settlers of Catan games]]. Each medal is worth 5 points, with a 20 point bonus for defeating all 7 pirates. Each trade good is worth 15 points, and each Astro is worth 1.
On Playcatan, after the player has "flown" through a stack, a list of cards in it that the player has seen is available, so if it is played with the regular Starship Catan cards, the player would be allowed to write this down. (Of course, like in the two-player version, the stack through which the player has flown is mixed after each turn).<ref>[http://www.playcatan.com/sternenschiff.php?page=1&lang=1 Starship Catan Light<!-- Bot generated title -->]</ref>
==References==
{{reflist}}
==External links==
*{{bgg|2338|''Starship Catan''}}
*[http://www.playcatan.com/sternenschiff.php?page=4&lang=1 Starship Catan Light online]
{{Catan navbox}}
[[Category:Settlers of Catan]]
[[Category:Dedicated deck card games]]
11z7zbyxkac706atnsb53b1rrpmjrlc
Stock Ticker
0
2051
3930
2009-06-04T20:50:43Z
71.77.26.16
/* Game play */
3930
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text/x-wiki
{{otheruses4|the board game|the telegraphic stock printing device|Ticker tape}}
[[Image:Stock Ticker.JPG|right|300px|thumb|The board and equipment for ''Stock Ticker'']]
'''''Stock Ticker''''' is a now out of print [[board game]] that was popular upon its release and is still played today. It was released by [[Copp-Clark Publishing]], a venerable [[Canada|Canadian]] publisher.
==Game play==
The game has six [[stock]]s, which in fact are [[commodity|commodities]]. These six are [[gold]], [[silver]], [[Bond (finance)|Bond]]s, [[Petroleum|oil]], [[industry|industrials]], and [[cereal|grain]]. During gameplay all the stocks are identical. Each stock begins costing a dollar apiece. Players are given starting money of $5000 and they buy shares in groups of 500, 1000, 2000, or 5000. The stocks move based on the throw of three dice. The first die picks the stock that will be affected, with one of the commodities on each side of the die. The second die determines what whether the stock will move up, down, or pay a dividend. The third die decides if the movement or dividend will be five, ten, or twenty cents. For instance a roll of Industrials, Down, 20 will move the industrials stock from its start value of $1.00 to 80 cents. A roll of Grain, Up, 5 would move grain up to $1.05.
Dividends are paid out only for any stocks that are at or above $1.00 in value. For instance, a five cent dividend pays five cents for each share owned. Thus if a roll is Oil, Dividend, 10, and you own a thousand shares of Oil at $1.25 apiece you will receive a dividend of $100. Note that the dividend is not affected by the value of the share, with only the rule being that stocks worth less than $1.00 do not pay out when a dividend is rolled for them.
If a stock ever reaches $2.00 it [[stock split|splits]]. Everyone who owns the stock doubles the number of sharers owned and the stock goes back to being worth $1.00. If a stock falls to being worth nothing all players lose their investment in that stock and must return their shares to the bank. The stock is then reset at $1.00.
There are two basic strategies to making money at the game. The first is to buy whichever stocks are safely in dividend paying territory. Using this method if a stock splits, and returns to the $1.00 value the owner should sell out and reinvest in a stock that is safely above par. Similarly if a stock drops below a dollar the owner should sell the shares. This technique relies upon the rule that any money invested in a stock paying dividends will earn a greater return than shares that are not paying dividends.
The second strategy is more risky, but can also be immensely profitable. It involves buying stocks when they are near the bottom of the board and at risk of being worth nothing. Since the dice rolling system moves stocks by a fixed amount rather than a percentage of their value these stocks are very volatile. One thousand dollars will buy ten thousand shares of a ten cent stock. While this stock could move down by ten or twenty and be wiped out the most one would lose is a thousand dollars. However there is an equal chance that the stock will move up, and a single roll of Up 20 will triple the original investment. The [[expected value]] of such an investment is zero, but the variance is high. The possible return on investing in a five cent stock, the cheapest possible, is even higher.
==External links==
* {{bgg|2680|''Stock Ticker''}}
* [http://www.productsofcanada.com/store/stock-ticker-board-game.html ''Stock Ticker''] at [[ProductsOfCanada]]
[[Category:Economic simulation board games]]
20vptkpl26e7parj12um2u3veg36shm
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Kingstonlee
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1 revision
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{{otheruses4|the board game|the telegraphic stock printing device|Ticker tape}}
[[Image:Stock Ticker.JPG|right|300px|thumb|The board and equipment for ''Stock Ticker'']]
'''''Stock Ticker''''' is a now out of print [[board game]] that was popular upon its release and is still played today. It was released by [[Copp-Clark Publishing]], a venerable [[Canada|Canadian]] publisher.
==Game play==
The game has six [[stock]]s, which in fact are [[commodity|commodities]]. These six are [[gold]], [[silver]], [[Bond (finance)|Bond]]s, [[Petroleum|oil]], [[industry|industrials]], and [[cereal|grain]]. During gameplay all the stocks are identical. Each stock begins costing a dollar apiece. Players are given starting money of $5000 and they buy shares in groups of 500, 1000, 2000, or 5000. The stocks move based on the throw of three dice. The first die picks the stock that will be affected, with one of the commodities on each side of the die. The second die determines what whether the stock will move up, down, or pay a dividend. The third die decides if the movement or dividend will be five, ten, or twenty cents. For instance a roll of Industrials, Down, 20 will move the industrials stock from its start value of $1.00 to 80 cents. A roll of Grain, Up, 5 would move grain up to $1.05.
Dividends are paid out only for any stocks that are at or above $1.00 in value. For instance, a five cent dividend pays five cents for each share owned. Thus if a roll is Oil, Dividend, 10, and you own a thousand shares of Oil at $1.25 apiece you will receive a dividend of $100. Note that the dividend is not affected by the value of the share, with only the rule being that stocks worth less than $1.00 do not pay out when a dividend is rolled for them.
If a stock ever reaches $2.00 it [[stock split|splits]]. Everyone who owns the stock doubles the number of sharers owned and the stock goes back to being worth $1.00. If a stock falls to being worth nothing all players lose their investment in that stock and must return their shares to the bank. The stock is then reset at $1.00.
There are two basic strategies to making money at the game. The first is to buy whichever stocks are safely in dividend paying territory. Using this method if a stock splits, and returns to the $1.00 value the owner should sell out and reinvest in a stock that is safely above par. Similarly if a stock drops below a dollar the owner should sell the shares. This technique relies upon the rule that any money invested in a stock paying dividends will earn a greater return than shares that are not paying dividends.
The second strategy is more risky, but can also be immensely profitable. It involves buying stocks when they are near the bottom of the board and at risk of being worth nothing. Since the dice rolling system moves stocks by a fixed amount rather than a percentage of their value these stocks are very volatile. One thousand dollars will buy ten thousand shares of a ten cent stock. While this stock could move down by ten or twenty and be wiped out the most one would lose is a thousand dollars. However there is an equal chance that the stock will move up, and a single roll of Up 20 will triple the original investment. The [[expected value]] of such an investment is zero, but the variance is high. The possible return on investing in a five cent stock, the cheapest possible, is even higher.
==External links==
* {{bgg|2680|''Stock Ticker''}}
* [http://www.productsofcanada.com/store/stock-ticker-board-game.html ''Stock Ticker''] at [[ProductsOfCanada]]
[[Category:Economic simulation board games]]
20vptkpl26e7parj12um2u3veg36shm
Strange Synergy
0
2203
4240
2008-11-15T21:27:23Z
McGeddon
26661933
clean up using [[Project:AutoWikiBrowser|AWB]]
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[[Image:StrangeSynergy.jpg|thumb|A game of Strange Synergy underway]]
'''''Strange Synergy''''' is a [[card game]] published by [[Steve Jackson Games]] in which players build a team of [[super hero]]es to battle an opponent's team.
The game supports up to four players. However, there are bases and flags for two more players. Each player receives a team of three "Super Heroes" cards that all share a base special power (such as accelerated movement or higher damage). Each player then receives nine power cards which they will distribute evenly amongst their team. There are three main ways to win the game: kill all opposing team members, stun/freeze (neutralize) all enemies for three turns in a row, or [[capture the flag|capture an opposing team's flag]].
== External links ==
* [http://www.sjgames.com/strangesynergy/ Official ''Strange Synergy'' page] at Steve Jackson Games
* [http://groups.yahoo.com/group/Strange_Synergy_Group/ ''Strange Synergy''] [[Yahoo! Group]]
* {{bgg|6653|''Strange Synergy}}
[[Category:Dedicated deck card games]]
[[Category:Steve Jackson Games games]]
{{card-game-stub}}
9xku83hpa5vajto4mhek998s17ifce6
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Kingstonlee
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1 revision
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[[Image:StrangeSynergy.jpg|thumb|A game of Strange Synergy underway]]
'''''Strange Synergy''''' is a [[card game]] published by [[Steve Jackson Games]] in which players build a team of [[super hero]]es to battle an opponent's team.
The game supports up to four players. However, there are bases and flags for two more players. Each player receives a team of three "Super Heroes" cards that all share a base special power (such as accelerated movement or higher damage). Each player then receives nine power cards which they will distribute evenly amongst their team. There are three main ways to win the game: kill all opposing team members, stun/freeze (neutralize) all enemies for three turns in a row, or [[capture the flag|capture an opposing team's flag]].
== External links ==
* [http://www.sjgames.com/strangesynergy/ Official ''Strange Synergy'' page] at Steve Jackson Games
* [http://groups.yahoo.com/group/Strange_Synergy_Group/ ''Strange Synergy''] [[Yahoo! Group]]
* {{bgg|6653|''Strange Synergy}}
[[Category:Dedicated deck card games]]
[[Category:Steve Jackson Games games]]
{{card-game-stub}}
9xku83hpa5vajto4mhek998s17ifce6
Survival of the Witless
0
2255
4344
2009-01-19T11:41:39Z
4.230.120.52
replaced 'popular' with 'hottest selling' and provided source
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'''''Survival of the Witless''''' is a [[card game]] produced by [[Avalanche Press]] about [[tenure]]. Released in 1997, the game was created due to Avalanche Press founder [[Mike Bennighof]]'s anger at being fired from his teaching job at [[University of Alabama at Birmingham|University of Alabama at Birmingham (UAB)]] for winning a teaching award as an untenured professor<ref name="ap_valhalla">{{cite web | url=http://www.avalanchepress.com/valhalla.php | title=Valhalla of Games | accessdate=2007-11-13}}</ref><ref name="ap_staff_4">{{cite web | url=http://www.avalanchepress.com/Staff_4.php | title=Why Do We Do This? | accessdate=2007-11-13}}</ref>.
''Survival of the Witless'' was Avalanche Press' hottest selling game<ref name="ap_valhalla">{{cite web | url=http://www.avalanchepress.com/valhalla.php | title=Valhalla of Games | accessdate=2007-11-13}}</ref>, but as of 2007 is out of print.
==References==
{{reflist}}
[[Category:Dedicated deck card games]]
{{card-game-stub}}
haxrxz0ju17nxbuq8v8f777ptayyzm2
4345
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2009-12-09T23:30:47Z
Kingstonlee
1735031
1 revision
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'''''Survival of the Witless''''' is a [[card game]] produced by [[Avalanche Press]] about [[tenure]]. Released in 1997, the game was created due to Avalanche Press founder [[Mike Bennighof]]'s anger at being fired from his teaching job at [[University of Alabama at Birmingham|University of Alabama at Birmingham (UAB)]] for winning a teaching award as an untenured professor<ref name="ap_valhalla">{{cite web | url=http://www.avalanchepress.com/valhalla.php | title=Valhalla of Games | accessdate=2007-11-13}}</ref><ref name="ap_staff_4">{{cite web | url=http://www.avalanchepress.com/Staff_4.php | title=Why Do We Do This? | accessdate=2007-11-13}}</ref>.
''Survival of the Witless'' was Avalanche Press' hottest selling game<ref name="ap_valhalla">{{cite web | url=http://www.avalanchepress.com/valhalla.php | title=Valhalla of Games | accessdate=2007-11-13}}</ref>, but as of 2007 is out of print.
==References==
{{reflist}}
[[Category:Dedicated deck card games]]
{{card-game-stub}}
haxrxz0ju17nxbuq8v8f777ptayyzm2
Take Off! (game)
0
2142
4116
2009-10-17T13:13:42Z
60.50.64.221
4116
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text/x-wiki
{{Notability|date=March 2009}}
{{Primary sources|date=March 2009}}
{{Infobox_Game
| subject_name = Take Off!
| image_link =
| image_caption =
| players = 2-6
| ages = 6+
| setup_time = 5-10 min.
| playing_time = 60+ minutes
| complexity = medium
| strategy = medium
| random_chance =
| skills = [[Geography]], [[history]]
}}
'''''Take Off!''''' is a [[board game]] designed teach [[geography]], first released in 1988. The game is developed by Resource Games.
== Game play==
The game uses cards with blue cards representing the [[Western hemisphere]] and brown ones representing the [[Eastern hemisphere]]. Players use 8-sided [[dice]] with which to move their planes along colored lines depicted on the map, moving along lines that match the colors showing on the dice rolled. The dice also features a wild "Jet Facet" side, allowing a player to ride on any line regardless of color. A "Take Off!" face showing on the dice means a player draws a card and must move one of their planes to a country shown on the card. The players goal is to move from [[Hawaii]] all the way from the Eastern world to the Western world (or reverse).
== 15th anniversary ==
In [[2005]], the company announced that they would be releasing a new version of the game updated (such as GDP's and Populations and flags).{{Fact|date=February 2009}}
== External links ==
*[http://www.resourcegames.com/buyTakeOff.html ''Take Off!''] homepage at Resource Games
*{{bgg|4558|''Take Off!''}}
[[Category:Roll-and-move board games]]
[[Category:1988 introductions]]
1a7u4fonavljcnswxj3fhxlzu3iip9h
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2009-12-09T23:30:22Z
Kingstonlee
1735031
1 revision
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wikitext
text/x-wiki
{{Notability|date=March 2009}}
{{Primary sources|date=March 2009}}
{{Infobox_Game
| subject_name = Take Off!
| image_link =
| image_caption =
| players = 2-6
| ages = 6+
| setup_time = 5-10 min.
| playing_time = 60+ minutes
| complexity = medium
| strategy = medium
| random_chance =
| skills = [[Geography]], [[history]]
}}
'''''Take Off!''''' is a [[board game]] designed teach [[geography]], first released in 1988. The game is developed by Resource Games.
== Game play==
The game uses cards with blue cards representing the [[Western hemisphere]] and brown ones representing the [[Eastern hemisphere]]. Players use 8-sided [[dice]] with which to move their planes along colored lines depicted on the map, moving along lines that match the colors showing on the dice rolled. The dice also features a wild "Jet Facet" side, allowing a player to ride on any line regardless of color. A "Take Off!" face showing on the dice means a player draws a card and must move one of their planes to a country shown on the card. The players goal is to move from [[Hawaii]] all the way from the Eastern world to the Western world (or reverse).
== 15th anniversary ==
In [[2005]], the company announced that they would be releasing a new version of the game updated (such as GDP's and Populations and flags).{{Fact|date=February 2009}}
== External links ==
*[http://www.resourcegames.com/buyTakeOff.html ''Take Off!''] homepage at Resource Games
*{{bgg|4558|''Take Off!''}}
[[Category:Roll-and-move board games]]
[[Category:1988 introductions]]
1a7u4fonavljcnswxj3fhxlzu3iip9h
Take the Train
0
2267
4368
2009-06-16T21:27:34Z
Cool3
931657
[[WP:RBK|Reverted]] edits by [[Special:Contributions/67.8.2.10|67.8.2.10]] ([[User talk:67.8.2.10|talk]]) to last version by EoGuy
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{{Orphan|date=February 2009}}
'''Take the Train''' is a [[card game]] of the [[shedding-type game|shedding-type]] family, marketed by the [[U.S. Playing Card Company]] under its Bicycle Games sub-brand. The object of the game is to have the most train fares remaining at the end of the game; train fares are distributed evenly among players, and are lost when a player cannot play from their hand and for each card left when a player empties their hand.
==Setup==
The game includes:
* a deck of 58 cards:
** 48 number cards (1-12) in four colors: blue, green, magenta and orange
** Four "Station" cards, one of each color
** Two "Free Ride" cards
** Two "End of Line" cards
** Two "Transfer" cards (optional)
* 100 blue coin-sized "Train Fare" tokens
* Plastic tray for storage, and for holding extra cards and paid fares
* Instruction pamphlet
Players choose the dealer by some fair means. For the normal game, the Transfer cards are removed, but they can be left in for a more advanced variation. The dealer shuffles while the train fares are distributed evenly (any remainder is placed in the tray, known as the Conductor's Pot). The dealer then deals the cards face-down, one at a time; 13 cards each for 2 or 3 players, 8 for 4 or more. The remaining cards are placed face-down to form the draw pile, known as the Conductor's Hand.
==Play==
Starting on the dealer's left, a player checks to see if they have a Station card. If so, they play it to start the first line. If not, their turn passes (they do NOT need to pay a Fare at this time). If no player has a station, players draw in turn until one is found (again, not yet paying fares).
Once the first Station has been played, that line is open. Players in clockwise fashion proceed to make one of the following plays per turn:<ref name=tttrules>{{cite|author=Bicycle Games|title=Take The Train Instruction Pamphlet|publisher=U.S. Playing Card Company|date=2007}}</ref>
# If a player has one or more cards of the same color as an open line that can be played in ascending (from 7-12) or descending (from 6-1) order to an open end of the line, he may do so. Multiple cards can be played, but the cards played must be played to one end of one line only, and the player must play in sequential order.
# If a player has another Station card, he may play it along with a sequence of the same color descending from 6 or ascending from 7, if any, to open a new line.
# If a player holds a specialty card (see below) that allows him to make a valid play, he may do so.
# If a player cannot make any play, he must "Take the Train"; he pays one Fare to the Conductor's Pot, and draws a card from the Conductor's Hand if it has not been exhausted. If there are no further cards to draw, players must still pay the Fare.
===Ending the game===
The game is over when one player empties his hand of cards, or alternately if a player runs out of Fares. All other players pay one Fare to the pot for each card, and the player with the most Fares left wins.<ref name=tttrules/>
====Multi-round play====
The game can be played in rounds, with score kept based on the number of Fares the winning player had left. Play can then be to 100 or 250, or the highest total after a number of rounds.
===Specialty Cards===
====Free Ride====
A Free Ride card is a wild card that can stand in for any one number card (it cannot be a specialty or Station card). As the number card it stands in for exists, a player may, on their turn, play the card for which the Free Ride is standing in, and take the Free Ride for their own use. This counts as the play for their turn.
====End of Line====
An End of Line card, when placed on one end of a line, prohibits players from adding to that side of the line. To play cards that would normally be played on that end, the players must instead "wrap around" the other end of the line. For instance, if the End of Line was played on the 8 of a line, the 9 of that color, which would normally be played on the 8, instead becomes the last card that can be played on that line; the descending side must "wrap around" from 1 to 12 to 11 etc. until the 9 can be played.
====Transfer====
A Transfer card, used in more advanced variants, allows a player to "split" a line by branching off a sequence of a differing color, beginning from a card of which the player holds a card of the same number in a different color. For instance, with the Magenta line open, a player may not have a playable Magenta card, but DOES have an Orange 5 and a Transfer card, and the Magenta 5 has been played. The player plays the Transfer card next to the Magenta 5, then plays the Orange 5 on the other side. Orange cards 4 to 1 can now be played off of the 5 heading away from the station. Any cards that would normally lie between the Station and the number at which the Transfer was played, as well as anything to the other side of the Station, cannot be played until the Station is played.
==References==
{{reflist}}
[[Category:Shedding-type card games]]
[[Category:Dedicated deck card games]]
Can a transfer card be played twice for the same color train?
The orange train transfers to the green train, and the magenta train also transfers to a branch of the green train.
I found out in my first game with the transfers that this coupled with the end of the line card can cause cards to become unplayable. Example: magenta 4-3-2-1 is transferred off of orange '4', magenta 10-11 off of blue '10', magenta 5-6-STA-7-8-END is played normally. Where now does magenta 9 go? This actually occurred in first game using transfers. Rules state transfers can "wrap" which adds another problem of where the proper place to play cards and where end of line cards can go. Example: Magenta STA-6-5-END is played and magenta 1-12-11-10-9-8-7 is played off a transfer on the green '1'. Where can magenta 2-3-4 be played, since rules state line must be built in same direction? Or take the wrap out, and you are still left with the same problem. Magenta 1 off of blue 1, magenta 12->7-STA-5-6-END. Magenta 2-3-4 are stil unplayable cards.
The only solution seems to be to build only four train lines, period, using transfers to build sections of it before the station is played, or where there is a missing number or numbers, and not build separate train lines off of transfers. I wracked my brain on the logical problems with the rules for quite some time before arriving at this.
fzunraivv5eh8zqk3jdpcduysj632q5
4369
4368
2009-12-09T23:30:50Z
Kingstonlee
1735031
1 revision
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{{Orphan|date=February 2009}}
'''Take the Train''' is a [[card game]] of the [[shedding-type game|shedding-type]] family, marketed by the [[U.S. Playing Card Company]] under its Bicycle Games sub-brand. The object of the game is to have the most train fares remaining at the end of the game; train fares are distributed evenly among players, and are lost when a player cannot play from their hand and for each card left when a player empties their hand.
==Setup==
The game includes:
* a deck of 58 cards:
** 48 number cards (1-12) in four colors: blue, green, magenta and orange
** Four "Station" cards, one of each color
** Two "Free Ride" cards
** Two "End of Line" cards
** Two "Transfer" cards (optional)
* 100 blue coin-sized "Train Fare" tokens
* Plastic tray for storage, and for holding extra cards and paid fares
* Instruction pamphlet
Players choose the dealer by some fair means. For the normal game, the Transfer cards are removed, but they can be left in for a more advanced variation. The dealer shuffles while the train fares are distributed evenly (any remainder is placed in the tray, known as the Conductor's Pot). The dealer then deals the cards face-down, one at a time; 13 cards each for 2 or 3 players, 8 for 4 or more. The remaining cards are placed face-down to form the draw pile, known as the Conductor's Hand.
==Play==
Starting on the dealer's left, a player checks to see if they have a Station card. If so, they play it to start the first line. If not, their turn passes (they do NOT need to pay a Fare at this time). If no player has a station, players draw in turn until one is found (again, not yet paying fares).
Once the first Station has been played, that line is open. Players in clockwise fashion proceed to make one of the following plays per turn:<ref name=tttrules>{{cite|author=Bicycle Games|title=Take The Train Instruction Pamphlet|publisher=U.S. Playing Card Company|date=2007}}</ref>
# If a player has one or more cards of the same color as an open line that can be played in ascending (from 7-12) or descending (from 6-1) order to an open end of the line, he may do so. Multiple cards can be played, but the cards played must be played to one end of one line only, and the player must play in sequential order.
# If a player has another Station card, he may play it along with a sequence of the same color descending from 6 or ascending from 7, if any, to open a new line.
# If a player holds a specialty card (see below) that allows him to make a valid play, he may do so.
# If a player cannot make any play, he must "Take the Train"; he pays one Fare to the Conductor's Pot, and draws a card from the Conductor's Hand if it has not been exhausted. If there are no further cards to draw, players must still pay the Fare.
===Ending the game===
The game is over when one player empties his hand of cards, or alternately if a player runs out of Fares. All other players pay one Fare to the pot for each card, and the player with the most Fares left wins.<ref name=tttrules/>
====Multi-round play====
The game can be played in rounds, with score kept based on the number of Fares the winning player had left. Play can then be to 100 or 250, or the highest total after a number of rounds.
===Specialty Cards===
====Free Ride====
A Free Ride card is a wild card that can stand in for any one number card (it cannot be a specialty or Station card). As the number card it stands in for exists, a player may, on their turn, play the card for which the Free Ride is standing in, and take the Free Ride for their own use. This counts as the play for their turn.
====End of Line====
An End of Line card, when placed on one end of a line, prohibits players from adding to that side of the line. To play cards that would normally be played on that end, the players must instead "wrap around" the other end of the line. For instance, if the End of Line was played on the 8 of a line, the 9 of that color, which would normally be played on the 8, instead becomes the last card that can be played on that line; the descending side must "wrap around" from 1 to 12 to 11 etc. until the 9 can be played.
====Transfer====
A Transfer card, used in more advanced variants, allows a player to "split" a line by branching off a sequence of a differing color, beginning from a card of which the player holds a card of the same number in a different color. For instance, with the Magenta line open, a player may not have a playable Magenta card, but DOES have an Orange 5 and a Transfer card, and the Magenta 5 has been played. The player plays the Transfer card next to the Magenta 5, then plays the Orange 5 on the other side. Orange cards 4 to 1 can now be played off of the 5 heading away from the station. Any cards that would normally lie between the Station and the number at which the Transfer was played, as well as anything to the other side of the Station, cannot be played until the Station is played.
==References==
{{reflist}}
[[Category:Shedding-type card games]]
[[Category:Dedicated deck card games]]
Can a transfer card be played twice for the same color train?
The orange train transfers to the green train, and the magenta train also transfers to a branch of the green train.
I found out in my first game with the transfers that this coupled with the end of the line card can cause cards to become unplayable. Example: magenta 4-3-2-1 is transferred off of orange '4', magenta 10-11 off of blue '10', magenta 5-6-STA-7-8-END is played normally. Where now does magenta 9 go? This actually occurred in first game using transfers. Rules state transfers can "wrap" which adds another problem of where the proper place to play cards and where end of line cards can go. Example: Magenta STA-6-5-END is played and magenta 1-12-11-10-9-8-7 is played off a transfer on the green '1'. Where can magenta 2-3-4 be played, since rules state line must be built in same direction? Or take the wrap out, and you are still left with the same problem. Magenta 1 off of blue 1, magenta 12->7-STA-5-6-END. Magenta 2-3-4 are stil unplayable cards.
The only solution seems to be to build only four train lines, period, using transfers to build sections of it before the station is played, or where there is a missing number or numbers, and not build separate train lines off of transfers. I wracked my brain on the logical problems with the rules for quite some time before arriving at this.
fzunraivv5eh8zqk3jdpcduysj632q5
Taki (card game)
0
2194
4222
2009-10-21T21:59:12Z
Im>Krenakarore
0
/* Similar games */
4222
wikitext
text/x-wiki
'''Taki''' ({{lang-he|טאקי}}) is an [[Israel]]i game which is an expansion of [[Crazy Eights]]. It is made by [[Shafir games]]. The game's creator is [[Haim Shafir]]. The game takes about 20 minutes, is for 2-10 players, and is for ages 5 and up. It is very popular in [[Israel]].
== Game overview ==
Each player must follow with a card of the same color or figure. Special cards may change the direction of play, skip a player's turn, make other players draw cards, change the color and allow a player to discard of more than one card.
== The Game Contains ==
112 cards (2 identical sets of 56).
The Object of the Game is to discard all cards of one's hand.
== How to Play the Game ==
Shuffle all the cards and deal 8 cards to each player.
Put the remainder of the deck in the center as a draw pile. Turn over the top card of the draw pile and place it face up next to the draw pile to form a discard pile. The upper card of the discard pile is called the Leading Card.
The youngest player goes first.
Each player in his turn (starting clockwise) is allowed to discard of a card (or cards) onto the leading card, in one of the following ways:
1. By matching its color.
2. By matching its number or figure.
3. By using a SuperTaki, Switch Color, or Crazy Card.
A player, who cannot play, must draw one card from the draw pile and may use it only in the next round.
A player who is left with one card in his hand must announce "Last card!".
If he fails to do so before the next player made his move, he must draw 4 cards from the draw pile.
The game ends when the first player has discarded his last card.
== Special Cards ==
All the cards which are not regular number cards are Action Cards. An Action Card can affect the player who uses it, the next player or all the players. These cards are the heart of the game and using them wisely is the key for winning-
* Stop - The next player loses his turn.
* +2 - Forces the next player to draw 2 cards or discard another +2 which forces the next player to draw 4 or follow with a +2 as well, etc. The player who cannot follow with a +2 must draw 2 cards for every +2 card which has been played. After he collected the cards, the last +2 card in the draw pile is free to be used as a color or a number.
* Switch Direction - Reverses the direction of the play.
* Switch Color - Allows the user to determine the color to be played by the next player. This card may be played at any time except after +2 which is still active.
* TAKI – Discarding a "TAKI" card allows a player to follow with all the cards of the same color as the TAKI.
A TAKI card must be closed at the end of its use by declaring "Closed TAKI!" after the last card. If the player does not close the TAKI, it is considered still "Open" and the next player may use it to get rid of all his cards of the same color as well. The TAKI remains open until one of the players who made use of it declares "Closed TAKI" or if a card of a different color has been played.
* SuperTaki - A wild TAKI which gives the user the right to choose its color.
* Crazy Card - Forces all the players to pass their cards to the player sitting next to them in the direction chosen by the user. This card is transparent; therefore the leading card after a crazy card had been played remains the one underneath it. The direction of the play after a crazy card had been played is the direction of the switch.
* Plus - Can only be played with another card of the same color. The plus card must be played first and on top of it another card of the same color. Plus may never be played alone. 2 Plus cards of the same color can be played together.
* +3 - The combination of the card Plus and the card 3 creates a special action. A player who discards of this combination forces all the other players to draw 3 cards from the draw pile. The players can avoid it if one of the players holds such a combination (in any color). He may play it (even out of turn), "save" everybody and "punish" the first player who must then draw 3 cards himself.
== End of the game ==
The first player to get rid of all his cards is the winner. The winner opens the next round.
== Scoring points ==
The points scored are 'bad' points. At the end of each round the winner scores (-100) points. All the others score the sum of the cards remaining in their hands as follows: For each Number Card - The value of the card. For each Action Card - As listed for each Action Card.
After 6 rounds, the points are totaled and the champion is the player with the lowest score.
Another version of this game is Ku-Ku Taki. In this one you have to make animal sounds.
<!-- Image with unknown copyright status removed: [[Image:G95.gif]] -->
==Similar games==
TAKI is a member of the [[Card games#Shedding games|shedding]] family of card games. The shedding family of card games consists of games where the objective is to get rid of all your cards while preventing the other players from getting rid of their cards.
*[[Uno (game)|Uno]]
*[[Mau Mau (card game)]]
*[[Mao (card game)|Mao]]
*[[Crazy Eights]]
*[[Macau (card game)|Macau]]
*[[SKIP-BO]]
*[[MAD Magazine Card Game]]
*[[O'NO 99]]
== External links ==
*[http://www.shafirgames.com/ Shafir Games]
*[http://tiktaki.co.nr/ Tik Taki, a downloadable taki game]
*[http://itaki.no-ip.org/taki77/ iTAKI]
*[http://www.sphera.moved.in/taki/ Yaki Taki - the first online taki (en)]
[[Category:Dedicated deck card games]]
[[he:טאקי]]
c9s488ufi7kv54apod8yvab78prfm48
4223
4222
2009-12-09T23:30:33Z
Kingstonlee
1735031
1 revision
4223
wikitext
text/x-wiki
'''Taki''' ({{lang-he|טאקי}}) is an [[Israel]]i game which is an expansion of [[Crazy Eights]]. It is made by [[Shafir games]]. The game's creator is [[Haim Shafir]]. The game takes about 20 minutes, is for 2-10 players, and is for ages 5 and up. It is very popular in [[Israel]].
== Game overview ==
Each player must follow with a card of the same color or figure. Special cards may change the direction of play, skip a player's turn, make other players draw cards, change the color and allow a player to discard of more than one card.
== The Game Contains ==
112 cards (2 identical sets of 56).
The Object of the Game is to discard all cards of one's hand.
== How to Play the Game ==
Shuffle all the cards and deal 8 cards to each player.
Put the remainder of the deck in the center as a draw pile. Turn over the top card of the draw pile and place it face up next to the draw pile to form a discard pile. The upper card of the discard pile is called the Leading Card.
The youngest player goes first.
Each player in his turn (starting clockwise) is allowed to discard of a card (or cards) onto the leading card, in one of the following ways:
1. By matching its color.
2. By matching its number or figure.
3. By using a SuperTaki, Switch Color, or Crazy Card.
A player, who cannot play, must draw one card from the draw pile and may use it only in the next round.
A player who is left with one card in his hand must announce "Last card!".
If he fails to do so before the next player made his move, he must draw 4 cards from the draw pile.
The game ends when the first player has discarded his last card.
== Special Cards ==
All the cards which are not regular number cards are Action Cards. An Action Card can affect the player who uses it, the next player or all the players. These cards are the heart of the game and using them wisely is the key for winning-
* Stop - The next player loses his turn.
* +2 - Forces the next player to draw 2 cards or discard another +2 which forces the next player to draw 4 or follow with a +2 as well, etc. The player who cannot follow with a +2 must draw 2 cards for every +2 card which has been played. After he collected the cards, the last +2 card in the draw pile is free to be used as a color or a number.
* Switch Direction - Reverses the direction of the play.
* Switch Color - Allows the user to determine the color to be played by the next player. This card may be played at any time except after +2 which is still active.
* TAKI – Discarding a "TAKI" card allows a player to follow with all the cards of the same color as the TAKI.
A TAKI card must be closed at the end of its use by declaring "Closed TAKI!" after the last card. If the player does not close the TAKI, it is considered still "Open" and the next player may use it to get rid of all his cards of the same color as well. The TAKI remains open until one of the players who made use of it declares "Closed TAKI" or if a card of a different color has been played.
* SuperTaki - A wild TAKI which gives the user the right to choose its color.
* Crazy Card - Forces all the players to pass their cards to the player sitting next to them in the direction chosen by the user. This card is transparent; therefore the leading card after a crazy card had been played remains the one underneath it. The direction of the play after a crazy card had been played is the direction of the switch.
* Plus - Can only be played with another card of the same color. The plus card must be played first and on top of it another card of the same color. Plus may never be played alone. 2 Plus cards of the same color can be played together.
* +3 - The combination of the card Plus and the card 3 creates a special action. A player who discards of this combination forces all the other players to draw 3 cards from the draw pile. The players can avoid it if one of the players holds such a combination (in any color). He may play it (even out of turn), "save" everybody and "punish" the first player who must then draw 3 cards himself.
== End of the game ==
The first player to get rid of all his cards is the winner. The winner opens the next round.
== Scoring points ==
The points scored are 'bad' points. At the end of each round the winner scores (-100) points. All the others score the sum of the cards remaining in their hands as follows: For each Number Card - The value of the card. For each Action Card - As listed for each Action Card.
After 6 rounds, the points are totaled and the champion is the player with the lowest score.
Another version of this game is Ku-Ku Taki. In this one you have to make animal sounds.
<!-- Image with unknown copyright status removed: [[Image:G95.gif]] -->
==Similar games==
TAKI is a member of the [[Card games#Shedding games|shedding]] family of card games. The shedding family of card games consists of games where the objective is to get rid of all your cards while preventing the other players from getting rid of their cards.
*[[Uno (game)|Uno]]
*[[Mau Mau (card game)]]
*[[Mao (card game)|Mao]]
*[[Crazy Eights]]
*[[Macau (card game)|Macau]]
*[[SKIP-BO]]
*[[MAD Magazine Card Game]]
*[[O'NO 99]]
== External links ==
*[http://www.shafirgames.com/ Shafir Games]
*[http://tiktaki.co.nr/ Tik Taki, a downloadable taki game]
*[http://itaki.no-ip.org/taki77/ iTAKI]
*[http://www.sphera.moved.in/taki/ Yaki Taki - the first online taki (en)]
[[Category:Dedicated deck card games]]
[[he:טאקי]]
c9s488ufi7kv54apod8yvab78prfm48
Talecraft
0
2244
4322
2008-11-15T21:28:41Z
McGeddon
26661933
orphan flagging, added [[:Category:Orphaned articles|orphan]] tag using [[Project:AutoWikiBrowser|AWB]]
4322
wikitext
text/x-wiki
{{orphan|date=November 2008}}
'''''Talecraft''''' is a [[Philippines|Philippine]] based story-telling card game developed by Ria Lu. It aims to promote the creation of stories by means of randomly picked cards that decide the key elements of the author's narrative. It is currently being published by Komikasi Enterprise.
==Game mechanics==
The card set is divided into three stacks: Genre, Archetype, and Key. The Genre stack decides the genre of the story. The Archetypes define the characters, and the Key determine the plot line or the keywords that are required to be used.
At the beginning of each game, each player randomly picks one card from genre, two from archetype, and six keys. They are then asked to formulate a narrative based from the cards they have received. If the player got a key card known as "Pick", the player is required to get a card from either the Genre or Archetype stack and add it into his story. Meanwhile, the "Swap" key card allows the player to discard one of any of his cards at hand and chooses a new card from the same stack as the discarded.
All the players are given five minutes each to create their stories, after which they share their tale with their peers.
Given that the quality of stories are based on personal tastes, the game is often played with no winners being declared.<ref name="HowToWin">[http://talecraft.komikasi.com/ "How To Win"]. Retrieved on [[2007]]-[[10-28]].</ref> However, this is not a requirement, as the game could be played in different variations, where authors of the best stories could be decided upon by votes or non-player judges.
==References==
<!--See http://en.Wikipedia.org/wiki/Wikipedia:Footnotes for an explanation of how to generate footnotes using the <ref(erences/)> tags-->
<div class="references-small" style="-moz-column-count:2; column-count:2;">
<references />
</div>
==External links==
* [http://talecraft.komikasi.com/ Talecraft's official web site]
* [http://www.komikasi.com/ Komikasi official web site]
[[Category:Dedicated deck card games]]
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{{orphan|date=November 2008}}
'''''Talecraft''''' is a [[Philippines|Philippine]] based story-telling card game developed by Ria Lu. It aims to promote the creation of stories by means of randomly picked cards that decide the key elements of the author's narrative. It is currently being published by Komikasi Enterprise.
==Game mechanics==
The card set is divided into three stacks: Genre, Archetype, and Key. The Genre stack decides the genre of the story. The Archetypes define the characters, and the Key determine the plot line or the keywords that are required to be used.
At the beginning of each game, each player randomly picks one card from genre, two from archetype, and six keys. They are then asked to formulate a narrative based from the cards they have received. If the player got a key card known as "Pick", the player is required to get a card from either the Genre or Archetype stack and add it into his story. Meanwhile, the "Swap" key card allows the player to discard one of any of his cards at hand and chooses a new card from the same stack as the discarded.
All the players are given five minutes each to create their stories, after which they share their tale with their peers.
Given that the quality of stories are based on personal tastes, the game is often played with no winners being declared.<ref name="HowToWin">[http://talecraft.komikasi.com/ "How To Win"]. Retrieved on [[2007]]-[[10-28]].</ref> However, this is not a requirement, as the game could be played in different variations, where authors of the best stories could be decided upon by votes or non-player judges.
==References==
<!--See http://en.Wikipedia.org/wiki/Wikipedia:Footnotes for an explanation of how to generate footnotes using the <ref(erences/)> tags-->
<div class="references-small" style="-moz-column-count:2; column-count:2;">
<references />
</div>
==External links==
* [http://talecraft.komikasi.com/ Talecraft's official web site]
* [http://www.komikasi.com/ Komikasi official web site]
[[Category:Dedicated deck card games]]
0fxxbcugz8b314it0gk17kmy4blhxge
Tarocchini
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2199
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Tabletop
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Spell stength => strength
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{{Unreferenced|date=March 2007}}
{{Infobox card game
| title = Tarocchini
| subtitle =
| image_link = [[Image:Tarockkarten in der Hand eines Spielers.jpg|220px]]
| image_caption =
| alt_names =
| type = [[Trick-taking]]
| players = 4
| ages =
| num_cards = 62
| deck = [[Tarot]]
| play = Counter-clockwise
| card_rank = R D C V A 10 9 8 7 6<br /> Trump suit 21-1
| origin = [[Italy]]
| related = [[French tarot]]
| playing_time = 30 min.
| random_chance = Moderate
| skills = Tactics, Strategy
| footnotes =
}}
'''Tarocchini''', the diminutive form of Tarocco, referring to the reduction of the Bolognese pack from 78 to 62 cards, which probably occurred in the early 16th century, also known as '''Partita''', is a point [[trick-taking]] [[Tarot (game)|Tarot card]] [[card game]] from the 17th century.
Tarocchini is played by 4 players in two partnerships sitting opposite each other. The middle part of the game is very similar to the basic [[Tarot (game)|Tarot game]]. It adds a round of point-counting before and after the game based on sets and runs of the cards. An unusual feature is that the partners are allowed to make certain limited signals to each other during play.
The game is popular in the [[Bologna]] region of [[Italy]] and has been confined mostly to this area. Tarocchini is a very complex game of cards, yet the rules have changed little over the years.
==Deck description==
Partita can be played with a standard Tarot deck (where the 2–5 number cards
in each suit have been removed), though normally, a special Tarot deck, the Tarocco Bolognese is used. The trump cards are in a non-standard order (probably because of this, the Bologna tarot decks were amongst the last to add numbers to the trump cards). The biggest difference in ordering is amongst what is known as the "Papi" (cards 2-5; Popess, Empress, Emperor, and Pope). In this version, all 4 Papi are equal (the last one played is the highest, in regards to taking a trick). In the Tarocco Bolognese, these cards are replaced by 2 pairs of identical looking moors.
<table border="1"><tr><th>'''Trump'''</th><th>'''Name of the card'''</th><th>'''Card Points'''
</th></tr><tr><td>20*</td><td>Judgement (Angelo)</td><td>5
</td></tr><tr><td>19*</td><td>World (Mondo)</td><td>5
</td></tr><tr><td>18*</td><td>Sun (Sole)</td><td>-
</td></tr><tr><td>17*</td><td>Moon (Luna)</td><td>-
</td></tr><tr><td>16</td><td>Star (Stella)</td><td>-
</td></tr><tr><td>15</td><td>Tower (Saetta)</td><td>-
</td></tr><tr><td>14</td><td>Devil (Diavolo)</td><td>-
</td></tr><tr><td>13</td><td>Death (Morte)</td><td>-
</td></tr><tr><td>12</td><td>Traitor (Traditore)</td><td>-
</td></tr><tr><td>11</td><td>Hermit (Vecchio)</td><td>-
</td></tr><tr><td>10</td><td>Wheel (Ruota)</td><td>-
</td><td></td></tr><tr><td>9</td><td>Strength (Forza)</td><td>-
</td><td></td></tr><tr><td>8</td><td>Justice (Giustizia)</td><td>- </td><td></td></tr><tr><td>7</td><td>Temperance (Tempra)</td><td>-
</td><td></td></tr><tr><td>6</td><td>Chariot (Carro)</td><td>-
</td><td></td></tr><tr><td>5</td><td>Love (Amore)</td><td>-
</td><td></td></tr><tr><td>4</td><td>Popess</td><td>-
</td><td></td></tr><tr><td>3</td><td>Empress</td><td>-
</td><td></td></tr><tr><td>2</td><td>Emperor</td><td>-
</td><td></td></tr><tr><td>1</td><td>Pope</td><td>-
</td><td></td></tr><tr><td>0</td><td>Magician (Bagattino)</td><td>5
</td><td></td></tr><tr><td>•</td><td>Fool (Matto)</td><td>5
</td><td></td></tr><tr><td>Suit</td><td>Kings</td><td>5
</td><td></td></tr><tr><td>Suit</td><td>Queens</td><td>4
</td><td></td></tr><tr><td>Suit</td><td>Knights</td><td>3
</td><td></td></tr><tr><td>Suit</td><td>Jacks</td><td>2
</td><td></td></tr><tr><td>Suit</td><td>Pip cards</td><td>1
</td></tr></table>
:Note'':Trump cards 17, 18, 19, 20, are not numbered in present day Bologna tarot decks.''
==Starting the game==
As usual for Tarot card games, dealing and card play are counter-clockwise. The dealer gives 15 cards to each player, in 3 rounds of five cards apiece. The dealer takes the last two cards into his hand. The dealer has to discard two cards, which can not be "5 point" cards (such as kings, or the trumps worth 5 points). The cards that the dealer discards are counted as points to his side, unless he and his partner capture no tricks at all during the card play in which case the cards must be surrendered to the opponents.
After the first 5 cards have been dealt, if all players agree the game may ''amdare a monte''. If this happens, all the cards are thrown in, and the deal passes to the next player. The first player speaks first, declaring a monte if he wishes to restart the game. This continues with each player until it reaches the dealer. If all have declared a monte, then the game will be restarted.
==Parts==
The game consists of three parts. Just after the hand has been dealt, all
players may score their hands according to the meld points contained
within. Next, normal card play occurs. Finally, the partners score any
[[Meld (cards)|meld points]] that they have in their captured tricks. The scoring of
meld points after card play is unique to the Bolognesi tarot games.
===First declaration===
After the cards have been dealt, each player may declare certain
combinations of cards that they hold in their hand. They do not have to
declare anything, and may optionally declare a smaller set or run than they
actually have. Anything that is declared must be placed face-up on the
table. The decision of what to declare is an interesting strategic
choice.
===Gameplay===
Once the first declaration of points is finished, normal card play insues. Note that some information has been disclosed by the declarations, so players will have more clues than usual as to the contents of the other players' hands. The last trick of the game has a bonus of 6 points. Once all tricks have been captured, count normal points in groups of 4 cards. The dealer (and his partner) will end up with two extra cards from the discard. If there are no points in these cards, they should be scored as 0 points. This will result in a total of 77 points for this part of the game.
During the actual card play, the partners are permitted to make certain signals to each other. Only one signal can be given at a time.
*When a player has the lead, the partner may instruct his partner to lead his highest trump by saying ''sminchiate''.
*The player may strike the center of the table when playing a card. This indicates he has the highest remaining card in the suit of the card played (including trumps).
*If the player strikes the edge of the table, that indicates he has the second highest card in the suit of the card played (including trumps).
*If leading, the player may draw back the card slightly toward himself before laying it down, signaling that the partner should play his highest card in an attempt to capture the trick.
===Scoring===
After the normal card play points have been counted, the captured tricks are examined for meld points.
====Meld points====
The meld points are counted twice during a hand. The first time is from individual hands before card play has started. The second time is from the collected tricks of both partners.
'''Meld Points (Sets)''' ''Combination'' ''Point Value''
Sets (cricche) Three/four tarocchi 18/36
Three/four Kings 17/34
Three/four Queens 14/28
Three/four Knights 13/26
Three/four Jacks 12/24
'''Meld Points (Sets)''' ''Combination'' ''Point Value''
Runs Triplets
King +2 of 3 of the same suit 10 (+5 each extra card)
+2 of 3 top trumps (Q, Kn, J and Ace)
+2 of 3 or more Papi (20, 19, 18)
+2 of 3 or more Aces
==See also==
*[[Tarot card games]]
*[[Trionfi (cards)]]
==External links==
*[http://pagat.com/tarot/ottocen.html Tarocco Bolognese: Ottocento] at [[Pagat.com]]
{{Tarot, tarock and tarocchi games}}
[[Category:Tarot card games]]
[[Category:Dedicated deck card games]]
[[Category:Italian card games]]
[[it:Tarocchino bolognese]]
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{{Unreferenced|date=March 2007}}
{{Infobox card game
| title = Tarocchini
| subtitle =
| image_link = [[Image:Tarockkarten in der Hand eines Spielers.jpg|220px]]
| image_caption =
| alt_names =
| type = [[Trick-taking]]
| players = 4
| ages =
| num_cards = 62
| deck = [[Tarot]]
| play = Counter-clockwise
| card_rank = R D C V A 10 9 8 7 6<br /> Trump suit 21-1
| origin = [[Italy]]
| related = [[French tarot]]
| playing_time = 30 min.
| random_chance = Moderate
| skills = Tactics, Strategy
| footnotes =
}}
'''Tarocchini''', the diminutive form of Tarocco, referring to the reduction of the Bolognese pack from 78 to 62 cards, which probably occurred in the early 16th century, also known as '''Partita''', is a point [[trick-taking]] [[Tarot (game)|Tarot card]] [[card game]] from the 17th century.
Tarocchini is played by 4 players in two partnerships sitting opposite each other. The middle part of the game is very similar to the basic [[Tarot (game)|Tarot game]]. It adds a round of point-counting before and after the game based on sets and runs of the cards. An unusual feature is that the partners are allowed to make certain limited signals to each other during play.
The game is popular in the [[Bologna]] region of [[Italy]] and has been confined mostly to this area. Tarocchini is a very complex game of cards, yet the rules have changed little over the years.
==Deck description==
Partita can be played with a standard Tarot deck (where the 2–5 number cards
in each suit have been removed), though normally, a special Tarot deck, the Tarocco Bolognese is used. The trump cards are in a non-standard order (probably because of this, the Bologna tarot decks were amongst the last to add numbers to the trump cards). The biggest difference in ordering is amongst what is known as the "Papi" (cards 2-5; Popess, Empress, Emperor, and Pope). In this version, all 4 Papi are equal (the last one played is the highest, in regards to taking a trick). In the Tarocco Bolognese, these cards are replaced by 2 pairs of identical looking moors.
<table border="1"><tr><th>'''Trump'''</th><th>'''Name of the card'''</th><th>'''Card Points'''
</th></tr><tr><td>20*</td><td>Judgement (Angelo)</td><td>5
</td></tr><tr><td>19*</td><td>World (Mondo)</td><td>5
</td></tr><tr><td>18*</td><td>Sun (Sole)</td><td>-
</td></tr><tr><td>17*</td><td>Moon (Luna)</td><td>-
</td></tr><tr><td>16</td><td>Star (Stella)</td><td>-
</td></tr><tr><td>15</td><td>Tower (Saetta)</td><td>-
</td></tr><tr><td>14</td><td>Devil (Diavolo)</td><td>-
</td></tr><tr><td>13</td><td>Death (Morte)</td><td>-
</td></tr><tr><td>12</td><td>Traitor (Traditore)</td><td>-
</td></tr><tr><td>11</td><td>Hermit (Vecchio)</td><td>-
</td></tr><tr><td>10</td><td>Wheel (Ruota)</td><td>-
</td><td></td></tr><tr><td>9</td><td>Strength (Forza)</td><td>-
</td><td></td></tr><tr><td>8</td><td>Justice (Giustizia)</td><td>- </td><td></td></tr><tr><td>7</td><td>Temperance (Tempra)</td><td>-
</td><td></td></tr><tr><td>6</td><td>Chariot (Carro)</td><td>-
</td><td></td></tr><tr><td>5</td><td>Love (Amore)</td><td>-
</td><td></td></tr><tr><td>4</td><td>Popess</td><td>-
</td><td></td></tr><tr><td>3</td><td>Empress</td><td>-
</td><td></td></tr><tr><td>2</td><td>Emperor</td><td>-
</td><td></td></tr><tr><td>1</td><td>Pope</td><td>-
</td><td></td></tr><tr><td>0</td><td>Magician (Bagattino)</td><td>5
</td><td></td></tr><tr><td>•</td><td>Fool (Matto)</td><td>5
</td><td></td></tr><tr><td>Suit</td><td>Kings</td><td>5
</td><td></td></tr><tr><td>Suit</td><td>Queens</td><td>4
</td><td></td></tr><tr><td>Suit</td><td>Knights</td><td>3
</td><td></td></tr><tr><td>Suit</td><td>Jacks</td><td>2
</td><td></td></tr><tr><td>Suit</td><td>Pip cards</td><td>1
</td></tr></table>
:Note'':Trump cards 17, 18, 19, 20, are not numbered in present day Bologna tarot decks.''
==Starting the game==
As usual for Tarot card games, dealing and card play are counter-clockwise. The dealer gives 15 cards to each player, in 3 rounds of five cards apiece. The dealer takes the last two cards into his hand. The dealer has to discard two cards, which can not be "5 point" cards (such as kings, or the trumps worth 5 points). The cards that the dealer discards are counted as points to his side, unless he and his partner capture no tricks at all during the card play in which case the cards must be surrendered to the opponents.
After the first 5 cards have been dealt, if all players agree the game may ''amdare a monte''. If this happens, all the cards are thrown in, and the deal passes to the next player. The first player speaks first, declaring a monte if he wishes to restart the game. This continues with each player until it reaches the dealer. If all have declared a monte, then the game will be restarted.
==Parts==
The game consists of three parts. Just after the hand has been dealt, all
players may score their hands according to the meld points contained
within. Next, normal card play occurs. Finally, the partners score any
[[Meld (cards)|meld points]] that they have in their captured tricks. The scoring of
meld points after card play is unique to the Bolognesi tarot games.
===First declaration===
After the cards have been dealt, each player may declare certain
combinations of cards that they hold in their hand. They do not have to
declare anything, and may optionally declare a smaller set or run than they
actually have. Anything that is declared must be placed face-up on the
table. The decision of what to declare is an interesting strategic
choice.
===Gameplay===
Once the first declaration of points is finished, normal card play insues. Note that some information has been disclosed by the declarations, so players will have more clues than usual as to the contents of the other players' hands. The last trick of the game has a bonus of 6 points. Once all tricks have been captured, count normal points in groups of 4 cards. The dealer (and his partner) will end up with two extra cards from the discard. If there are no points in these cards, they should be scored as 0 points. This will result in a total of 77 points for this part of the game.
During the actual card play, the partners are permitted to make certain signals to each other. Only one signal can be given at a time.
*When a player has the lead, the partner may instruct his partner to lead his highest trump by saying ''sminchiate''.
*The player may strike the center of the table when playing a card. This indicates he has the highest remaining card in the suit of the card played (including trumps).
*If the player strikes the edge of the table, that indicates he has the second highest card in the suit of the card played (including trumps).
*If leading, the player may draw back the card slightly toward himself before laying it down, signaling that the partner should play his highest card in an attempt to capture the trick.
===Scoring===
After the normal card play points have been counted, the captured tricks are examined for meld points.
====Meld points====
The meld points are counted twice during a hand. The first time is from individual hands before card play has started. The second time is from the collected tricks of both partners.
'''Meld Points (Sets)''' ''Combination'' ''Point Value''
Sets (cricche) Three/four tarocchi 18/36
Three/four Kings 17/34
Three/four Queens 14/28
Three/four Knights 13/26
Three/four Jacks 12/24
'''Meld Points (Sets)''' ''Combination'' ''Point Value''
Runs Triplets
King +2 of 3 of the same suit 10 (+5 each extra card)
+2 of 3 top trumps (Q, Kn, J and Ace)
+2 of 3 or more Papi (20, 19, 18)
+2 of 3 or more Aces
==See also==
*[[Tarot card games]]
*[[Trionfi (cards)]]
==External links==
*[http://pagat.com/tarot/ottocen.html Tarocco Bolognese: Ottocento] at [[Pagat.com]]
{{Tarot, tarock and tarocchi games}}
[[Category:Tarot card games]]
[[Category:Dedicated deck card games]]
[[Category:Italian card games]]
[[it:Tarocchino bolognese]]
tcooqd8io8ckg3wvqg4v3osi6pvfjwj
Tarot
0
2287
4410
2009-12-06T15:14:54Z
Mr.Slade
3099601
clarified a point in etymology
4410
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text/x-wiki
{{Otheruses4|the card decks created for trick-taking games and later used for divinatory and esoteric/occult purposes||Tarot (disambiguation)}}
[[Image:Viscontisforzatarot.jpg|thumb|right|[[Visconti-Sforza tarot deck]]. The Devil card is a 20th-century remake of the card supposedly missing from the original 15th-century deck.]]
The '''tarot''' (first known as '''tarocchi''', also '''tarock''' and similar names), {{pron-en|ˈtɑːroʊ}}, is a pack of cards (most commonly numbering seventy-eight), used from the mid fifteenth century in various parts of [[Europe]] to play card games such as [[Italy|Italian]] [[Tarocchini]] and [[French Tarot]]. From the late 18th century until the present time the Tarot has also found use by [[Mystics|mystics]] and [[Occultists|occultists]] in efforts at [[Divination|divination]] or as a map of mental and spiritual pathways.
The tarot has four [[suit (cards)|suits]] corresponding to the suits of conventional playing cards. Each of these suits has [[pip]] cards numbering from ace to ten and four [[face card]]s for a total of fourteen cards. In addition, the tarot is distinguished by a separate 21-card trump suit and a single card known as the Fool. Depending on the game, the Fool may act as the top trump or may be played to avoid following suit.<ref name="DummettGame">
{{cite book
| last = Dummett
| first = Michael
| authorlink = Michael Dummett
| title = The Game of Tarot
| publisher = [[Gerald Duckworth and Company Ltd.]]
| date = 1980
| isbn = 0-7156-1014-7
}}
</ref>
[[Rabelais]] gives ''tarau'' as the name of one of the games played by [[Gargantua]] in his ''[[Gargantua and Pantagruel]]''<ref>[[François Rabelais]], ''Gargantua and Pantagruel'', ch. 22, "Les Jeux de Gargantua"</ref>; this is likely the earliest attestation of the French form of the name.
Tarot cards are used throughout much of Europe to play card games.
In [[Anglosphere|English-speaking countries]], where these games are largely unknown, Tarot cards are now used primarily for [[divination|divinatory]] purposes.<ref name="DummettGame" /><ref> [[Paul Huson|Huson, Paul]], (2004) ''Mystical Origins of the Tarot: From Ancient Roots to Modern Usage'', Vermont: Destiny Books, ISBN 0-89281-190-0
[http://www.innertraditions.com/Product.jmdx?action=displayDetail&id=887&searchString=huson&y=7&x=7 ''Mystical Origins of the Tarot'']
</ref> Occultists call the trump cards and the Fool "the [[Major Arcana|major arcana]]" while the ten pip and four court cards in each suit are called [[Minor Arcana|minor arcana]]. The cards are traced by some occult writers to ancient Egypt or the [[Kabbalah]] but there is no documented evidence of such origins or of the usage of tarot for divination before the eighteenth century.<ref name="DummettGame"/>
==Etymology==
The [[English language|English]] and [[French language|French]] word '''tarot''' derives from the Italian ''tarocchi'', which has no known origin or [[etymology]]. One theory relates the name "tarot" to the [[Taro River]] in northern Italy, near [[Parma]]; the game seems to have originated in northern Italy, in [[Milan]] or [[Bologna]].<ref>[[Cassandra Eason]], ''Complete Guide to Tarot'', p. 3 (Crossing Press, 2000; ISBN 1580910688)</ref> Other writers believe it comes from the [[Arabic language|Arabic]] word ''turuq'' (طرق), which means "pathways".<ref>{{cite web |url=http://www.buzzle.com/articles/history-of-tarot-cards.html |title=History of Tarot Cards |dateformat=mdy |accessdate=January 27 2009 |last= |first= |date=July 15 2008 |work= |publisher=Buzzle.com }}</ref> Alternatively, it may be from the Arabic ''tarach'',<ref>[http://www.etymonline.com/index.php?search=tarot&searchmode=none Etymology for ''Tarot''], Douglas Harper - The Online Etymology Dictionary</ref> "reject". According to a French etymology, the [[Italian language|Italian]] ''tarocco'' derived from ''tara'':<ref>[http://www.cnrtl.fr/definition/tarot French etymology for ''tarot''] Portail Lexical: Lexicographie - Centre National de Ressources Textuelle et Lexicales</ref> "devaluation of a merchandise; deduction, the act of deducting".
==History==
Playing cards first entered [[Europe]] in the late 14th century, probably from [[Mamluk Sultanate (Cairo)|Mamluk Egypt]], with suits very similar to the Tarot suits of Swords, Staves, Cups and Coins (also known as disks, and [[pentacle]]s) and those still used in traditional [[Italy|Italian]], [[Spain|Spanish]] and [[Portugal|Portuguese]] decks.<ref>[[Donald Laycock]] in ''Skeptical—a Handbook of Pseudoscience and the Paranormal'', ed [[Donald Laycock]], [[David Vernon (writer)|David Vernon]], [[Colin Groves]], [[Simon Brown]], Imagecraft, Canberra, 1989, ISBN 0731657942, p. 67</ref> The first documentary evidence is a ban on their use in 1367, [[Bern, Switzerland]]. Wide use of [[playing cards]] in Europe can, with some certainty, be traced from 1377 onwards.<ref name=Banzhaf>{{cite book |last1=Banzhaf |first1=Hajo |title=Il Grande Libro dei Tarocchi |year=1994 |publisher=Hermes Edizioni |location=Roma |language=Italian |isbn=8-8793-8047-8 |page=16 |pages=192 }}</ref>
The first known Tarot cards were created between 1430 and 1450 in [[Milan, Italy|Milan]], [[Ferrara, Italy|Ferrara]] and [[Bologna, Italy|Bologna]] in northern [[Italy]] when additional trump cards with allegorical [[illustration]]s were added to the common four-suit pack. These new decks were originally called ''carte da trionfi'', triumph cards, and the additional cards known simply as ''trionfi'', which became "trumps" in English. The first literary evidence of the existence of ''carte da trionfi'' is a written statement in the court records in Ferrara, in 1442.<ref>Michael Dummett: The Game of Tarot, 1980, p. 67</ref> The oldest surviving Tarot cards are from fifteen fragmented decks painted in the mid 15th century for the Visconti-Sforza family, the rulers of Milan.<ref>[[Place, Robert M.]] (2005) ''The Tarot: History,Symbolism,and Divination,'', Tarcher/Penguin, New York, ISBN 1-58542-349-1</ref>
Divination using playing cards is in evidence as early as 1540 in a book entitled ''The Oracles of Francesco Marcolino da Forli'' which allows a simple method of divination, though the cards are used only to select a random oracle and have no meaning in themselves. But manuscripts from 1735 (''The Square of Sevens'') and 1750 (''Pratesi Cartomancer'') document rudimentary divinatory meanings for the cards of the tarot as well as a system for laying out the cards.[[Giacomo Casanova]] wrote in his diary that in 1765 his [[Russia]]n mistress frequently used a deck of playing cards for divination.<ref>{{cite web |url=http://fulltextarchive.com/pages/The-Complete-Memoires-of-Jacques-Casanova-de57.php#p103 |title=The Complete Memoires of Jacques Casanova de Seingalt |accessdate= January 22nd 2009 |accessmonthday= |accessdaymonth= |accessyear= |author= |last=CASANOVA |first=Giacomo |authorlink= |coauthors=MACHEN, Arthur |date= |year= |month= |work= |publisher= |location= |pages= |language= |doi= |archiveurl= |archivedate= |quote= }}</ref>
===Early decks===
Picture-card packs are first mentioned by [[Martiano da Tortona]] probably between 1418 and 1425, since in 1418 the painter he mentions, [[Michelino da Besozzo]], returned to Milan while Martiano himself died in 1425. He describes a deck with sixteen picture cards with images of the [[Greek mythology|Greek]] gods and suits depicting four kinds of birds, not the common suits. However the sixteen cards were obviously regarded as "trumps" as, about twenty-five years later, [[Jacopo Antonio Marcello]] called them a ''ludus triumphorum'', or "game of trumps".<ref>{{cite book |title=The Death of the Child Valerio Marcello |last=King |first=Margareth |authorlink= |coauthors= |year=1994 |publisher=University of Chicago Press |location=Chicago |isbn=0226436209, 9780226436203 |page=341 |pages=484 |url= }}</ref>
Special motifs on cards added to regular packs show [[philosophical]], [[social]], [[poetical]], [[astronomical]], and [[heraldic]] ideas, [[Ancient Rome|Roman]]/[[Greece|Greek]]/[[Babylonian]] heroes, as in the case of the Sola-Busca-Tarocchi (1491)<ref>[http://books.google.com/books?id=qqm1AAAAIAAJ&q=Sola-Busca-Tarocchi++1491&dq=Sola-Busca-Tarocchi++1491&lr=&hl=cs The game of Tarot: from Ferrara to Salt Lake City], Michael A. E. Dummett, Sylvia Mann pg. 76 - United States Games Systems (1980) ISBN 0715610147</ref> and the Boiardo Tarocchi poem, written at an unknown date between 1461 and 1494.<ref>[http://www.geocities.com/autorbis/boiardolife.html Tarot and its History] - Autorbis</ref>
[[Image:Jean Dodal Tarot trump 01.jpg|left|thumb|''Le Bateleur'': ''The Magician'' from the [[Tarot of Marseilles]]]]
Two playing card decks from Milan ( the Brera-Brambrilla and Cary-Yale-Tarocchi)—extant, but fragmentary—were made circa 1440. Three documents dating from 1 January 1441 to July 1442, use the term ''trionfi''. The document from January 1441 is regarded as an unreliable reference; however, the same painter, [[Sagramoro]], was commissioned by the same patron, [[Leonello d'Este]], as in the February 1442 document. The game seemed to gain in importance in the year 1450, a [[Jubilee (Christian)|Jubilee]] year in Italy, which saw many festivities and the movement of many pilgrims.
Three mid-15th century sets were made for members of the Visconti family.<ref name="Boureau">Alain Boureau [http://books.google.com/books?id=UVw09a69vcMC&pg=PA170&dq=This+is+one+of+a+set+of+tarot+cards+made+for+members+of+the+Visconti+and+Sforza+families&lr=&hl=cs#v=onepage&q=&f=false The myth of Pope Joan] pg. 170 - University Of Chicago Press (2001) ISBN 0226067459</ref>The first deck, and probably the prototype, is called the Cary-Yale Tarot (or Visconti-Modrone Tarot), was created between 1442 and 1447 by an anonymous painter for Filippo Maria Visconti<ref name="Boureau"/>. The cards (only sixty-six) are today in the Cary collection of the Beinecke Rare Book Library at Yale University, New Haven. The most famous was painted in the mid 15th century, to celebrate Francesco Sforza and his wife Bianca Maria Visconti, daughter of the duke Filippo Maria. Probably, these cards were painted by [[Bonifacio Bembo]] or Francesco Zavattari in 1451-53<ref name="Boureau"/>. Of the original cards, thirty-five are in the [[Pierpont Morgan Library]], twenty-six are at the [[Accademia Carrara]], thirteen are at the [[Casa Colleoni]]<ref name="Boureau"/> and two, 'The Devil' and 'The Tower', are lost or else never made. This [[Visconti-Sforza tarot deck|"Visconti-Sforza" deck]], which has been widely reproduced, reflects conventional iconography of the time to a significant degree.<ref name="BertiVisconti">
{{cite book
| last = Berti
| first = Giordano
| authorlink = Giordano Berti
| title = Visconti Tarot
| publisher = [[Lo Scarabeo, Torino]]
| date = 2002
}}
</ref>
Hand-painted tarot cards remained a privilege of the upper classes and, although some sermons inveighing against the evil inherent in cards can be traced to the 14th century, most civil governments did not routinely condemn tarot cards during tarot's early history{{Citation needed|date=June 2008}}. In fact, in some jurisdictions, tarot cards were specifically exempted from laws otherwise prohibiting the playing of cards.
Because the earliest tarot cards were hand painted, the number of the decks produced is thought to have been rather small, and it was only after the invention of the [[printing press]] that mass production of cards became possible. Decks survive from this era from various cities in [[France]], being the most popular pattern today a deck from the southern city of [[Marseilles]], thus named the [[Tarot de Marseilles]].<ref>[http://books.google.com/books?id=dVne-RK9UVYC&pg=PA280&dq=the+best+known+deck+is+the+Tarot+de+Marseilles&lr=&hl=cs#v=onepage&q=&f=false Mystical Origins of the Tarot: From Ancient Roots to Modern Usage], Paul Huson, pg. 280 - Destiny Books (2004) ISBN 0892811900</ref>
==Tarot, tarock and tarocchi games==
{{Main|Tarot, tarock and tarocchi games}}
The original purpose of tarot cards was for playing games, with the first basic rules appearing in the manuscript of Martiano da Tortona before 1425.<ref>[http://trionfi.com/0/b/11/t1.php Description of the Michelino deck - translated text]</ref>
The game of Tarot is known in many variations (mostly cultural), first basic rules for the game of ''Tarocco'' appear in the manuscript of Martiano da Tortona (before 1425; [http://trionfi.com/0/b/11/ translated text]), the next are known from the year 1637. In Italy the game has become less popular; one version named [http://pagat.com/tarot/ottocen.html Tarocco Bolognese: Ottocento] has still survived and there are still others played in [[Piedmont]], but the number of games outside of Italy is much higher. The [[French tarot]] game is the most popular in its native country and there are regional tarot games often known as ''tarock'',''tarok'',or ''tarokk'' widely played in central Europe.
Although the [[Icehouse]] games Gnostica and Zarcana are played using tarot cards, they have no relation to traditional Tarot play.
==Divinatory, esoteric and occult tarot==
{{Main|Divinatory, esoteric and occult tarot}}
Tarot cards would later become associated with [[mysticism]] and [[Magic (paranormal)|magic]].<ref>Huson, Paul ''Mystical Origins of the Tarot: From Ancient Roots to Modern Usage''. Vermont: Destiny Books, 2004</ref> Tarot was not widely adopted by mystics, occultists and secret societies until the 18th and 19th centuries. The tradition began in 1781, when [[Antoine Court de Gebelin|Antoine Court de Gébelin]], a [[Switzerland|Swiss]] [[clergy]]man and [[Freemasonry|Freemason]], published ''Le Monde Primitif'', a speculative study which included religious [[symbolism]] and its survivals in the modern world. De Gébelin first asserted that symbolism of the ''[[Tarot de Marseille]]'' represented the [[Western mystery traditions|mysteries]] of [[Isis]] and [[Thoth]]. Gébelin further claimed that the name "tarot" came from the [[Egyptian language|Egyptian]] words ''tar'', meaning "royal", and ''ro'', meaning "road", and that the Tarot therefore represented a "royal road" to wisdom. De Gébelin also asserted that the [[Gypsy|Gypsies]], who were among the first to use cards for divination, were descendants of the Ancient Egyptians (hence their common name; though by this time it was more popularly used as a [[stereotype]] for any nomadic tribe) and had introduced the cards to Europe. De Gébelin wrote this treatise before [[Jean-François Champollion]] had deciphered [[Egyptian hieroglyph]]s, or indeed before the [[Rosetta Stone]] had been discovered, and later [[Egyptology|Egyptologists]] found nothing in the Egyptian language to support de Gébelin's fanciful [[etymology|etymologies]]. Despite this, the identification of the Tarot cards with the Egyptian "Book of Thoth" was already firmly established in occult practice and continues in modern [[urban legend]] to the present day.
[[Image:AntoineCourtdeGebelin.jpg|thumb|Antoine Court de Gébelin]]
==Other uses ==
===Literature===
Tarot was used as early as the 16th century to compose poems, called "tarocchi appropriati", describing ladies of the court or famous personages. In modern literature, two exceptional examples of [[novels]] centered on the Tarot are ''[[The Greater Trumps]]'' (1932) by [[Charles Williams]] and ''[[Il Castello dei destini incrociati]]'' (1969) (English translation: ''[[The Castle of Crossed Destinies]]'' [1979]) by [[Italo Calvino]]. In the former, the Tarot is used by the main characters to move through space and time, create matter, and raise powerful natural storms. In the latter, Mediaeval travellers meeting at a castle are inexplicably unable to speak, and use a Tarot deck to describe their stories, which are reconstructed by the narrator, calling forth implications of the nature of communication, fate, and the presence of the transcendent in daily life.
Tarots also appear in [[T.S. Eliot]]'s modernist poem [[The Waste Land]] (1922), in connection with the figure of Madame Sosostris, one of the characters which appear in the first part, "The Burial of the Dead". Some of the cards mentioned in the poem really exist in the tarot deck (the Hanged Man, the Wheel), some have been invented by Eliot.
The [[2007]] novel ''[[Sepulchre (Kate Mosse novel)|Sepulchre]]'' by [[British people|British]] author [[Kate Mosse]] features a fictional Tarot deck.
===Psychological===
[[Carl Jung]] was the first psychologist to attach importance to tarot symbolism.<ref>[http://books.google.com/books?id=bad4zfFWblUC&pg=PA4&dq=Carl+Jung+was+first+to+use+tarot+symbolism&lr=&hl=cs#v=onepage&q=&f=false Tarot for Writers], Corrine Kenner, pg. 4 - Llewellyn Publications (2009) ISBN 0738714577</ref> He may have regarded the tarot cards as representing [[archetypes]]: fundamental types of persons or situations embedded in the subconscious of all human beings. The theory of archetypes gives rise to several psychological uses. Since the cards represent these different archetypes within each individual, ideas of the subject's self-perception can be gained by asking them to select a card that they 'identify with'. Equally, the subject can try and clarify the situation by imagining it in terms of the archetypal ideas associated with each card. For instance, someone rushing in heedlessly like the Knight of Swords, or blindly keeping the world at bay like the Rider-Waite-Smith [[Two of Swords]].
More recently [[Timothy Leary]] has suggested that the Tarot Trump cards are a pictorial representation of human development from infant to adult, with the Fool symbolizing the newborn infant, the Magician symbolizing the stage at which an infant begins to play with artifacts, etc. In Leary's view the Tarot Trumps may be viewed as a blueprint for the human race as it matures.
==Varieties ==
[[Image:Nicolas Conver Tarot trump 07.jpg|200px|thumb|[[The Chariot (Tarot card)|''Le Chariot'']], from Nicolas Conver's 1760 deck.]]
[[Image:Tiertarock Mannheim ca 1778.jpg|thumb|200px| Example of 18th century "[[Tiertarock]]" or animal tarot.]]
A variety of styles of tarot decks and designs exist and a number of typical regional patterns have emerged. Historically, one of the most important designs is the one usually known as the [[Tarot of Marseille|Tarot de Marseilles]]. This standard pattern was the one studied by Court de Gébelin, and cards based on this style illustrate his ''Le Monde primitif''. The Tarot de Marseilles was also popularized in the 20th century by [[Paul Marteau]]{{Citation needed|date=June 2008}}. Some current editions of cards based on the Marseilles design go back to a deck of a particular Marseilles design that was printed by [[Nicolas Conver]] in 1760. Other regional styles include the "[[Troccas|Swiss]]" Tarot; this one substitutes [[Juno (mythology)|Juno]] and [[Jupiter (god)|Jupiter]] for the Papess, or [[The High Priestess|High Priestess]] and the Pope, or [[Hierophant]]. In [[Florence]] an expanded deck called ''[[Minchiate]]'' was used; this deck of ninety six cards includes [[astrology|astrological]] symbols including the four elements, as well as traditional Tarot motifs.
Some decks exist primarily as artwork; and such art decks sometimes contain only the twenty two trump cards.
===French suited tarots===
[[Image:Tarockkarten in der Hand eines Spielers.jpg|thumb|left|125px|Central European 54 card Tarock deck]]
[[Image:Tarots cards deal whitebg.jpg|thumb|200px|Bourgeois Tarot or [[Tarot Nouveau]].]]
French suited tarot cards began to appear in [[Germany]] during the 18th century. The first generation of French suited tarots depicted scenes of animals on the trumps and were thus called "Tiertarock" decks ('tier' being German for 'animal'.) Card maker [[Göbl]] of [[Munich]] is often credited for this design innovation. French suited tarot cards are a modern deck used for the tarot/tarock card games commonly played in France and central Europe. The symbolism of French suited tarot trumps depart considerably from the older Italian suited design. With very few exceptional recent cases such as the [[Tarocchi di Alan]], [[Tarot of Reincarnation]] and the [[Tarot de la Nature]], French suited tarot cards are nearly exclusively used for [[card games]] and rarely for divination.
===Non-occult Italian-suited Tarot decks===
These were the earliest form of Tarot deck to be invented, being first devised in the fifteenth century in northern Italy. The occult Tarot decks are based on decks of this type. Four decks of this category are still used to play certain games: [[Image:Tarot Piedmont 0.jpg|thumb|left|[[Tarocco Piemontese]]:the Fool.]]
*The '''[[Tarocco Piemontese]]''' consists of the four suits of swords, batons, clubs and coins, each headed by a king, queen, cavalier and jack, followed by numerals 10 down to 1. The trumps rank as follows: The Angel (20—although it only bears the second-highest number, it is nonetheless the highest), the World (21), the Sun (19), the Moon (18), the Star (17), the Tower (16), the Devil (15), Temperance (14), death (13), the Hanged Man (12), Strength (11), the Wheel of Fortune (10), the Hermit (9), Justice (8), the Chariot (7), the Lovers (6), the Pope (5), the Emperor (4), the Empress (3), the Popess (2) and the Bagatto (1). There is also the Fool (''Matto'').
*The Swiss '''[[Troccas|Tarot de Besançon]]''' is similar, but is of a different graphical design, and replaces the Pope with Jupiter, the Popess with Juno, and the Angel with the Judgement. The trumps rank in numerical order and the Tower is known as the House of God.
*The '''Tarocco Bolognese''' omits numeral cards two to five in plain suits, leaving it with 62 cards, and has somewhat different trumps, not all of which are numbered and four of which are equal in rank. It has a different graphical design.
*The '''Tarocco Siciliano''' changes some of the trumps, and replaces the 21 with a card labelled ''Miseria'' (destitution). It omits the Two and Three of coins, and numerals one to four in batons, swords and cups: it thus has 64 cards. The cards are quite small and, again, of a different graphical design.[[#cite_note-8|<sup>[9]</sup>]]
===Occult tarot decks===
[[Etteilla]] was the first to issue a revised tarot deck specifically designed for occult purposes rather than game playing. In keeping with the belief that tarot cards are derived from the Book of [[Thoth]], Etteilla's tarot contained themes related to ancient [[Egypt]].
The seventy eight card tarot deck used by esotericists has two distinct parts:
*The '''[[Major Arcana]]''' (greater secrets), or trump cards, consists of twenty two cards without [[suit (card)|suits]]; [[The Fool (Tarot card)|The Fool]], [[The Magician (Tarot card)|The Magician]], [[The High Priestess]], [[The Empress (Tarot card)|The Empress]], [[The Emperor (Tarot card)|The Emperor]], [[The Hierophant]], [[The Lovers]], [[The Chariot (Tarot card)|The Chariot]], [[Strength (Tarot card)|Strength]], [[The Hermit]], [[Wheel of Fortune (Tarot card)|Wheel of Fortune]], [[Justice (Tarot card)|Justice]], [[The Hanged Man (tarot card)|The Hanged Man]], [[Death (Tarot card)|Death]], [[Temperance (Tarot card)|Temperance]], [[The Devil (Tarot card)|The Devil]], [[The Tower (Tarot card)|The Tower]], [[The Star (Tarot card)|The Star]], [[The Moon (Tarot card)|The Moon]], [[The Sun (Tarot card)|The Sun]], [[Judgement (Tarot card)|Judgement]], and [[The World (Tarot card)|The World]].
*The '''[[Minor Arcana]]''' (lesser secrets) consists of fifty six cards, divided into four suits of fourteen cards each; ten numbered cards and four court cards. The court cards are the King, Queen, Knight and Jack, in each of the four tarot suits. The traditional Italian tarot suits are [[Suit of swords|swords]], [[Suit of wands|batons/wands]], [[Suit of coins|coins]] and [[Suit of cups|cups]]; in modern tarot decks, however, the batons suit is often called wands, rods or staves, while the coins suit is often called pentacles or disks.
The terms "major arcana" and "minor arcana" were first used by [[Jean Baptiste Pitois]] (also known as Paul Christian), and are never used in relation to Tarot card games.
[[Image:Thothdeckcover.jpg|thumb|Cover of the [[Thoth Tarot]] deck, designed by [[Aleister Crowley]] and painted by [[Lady Frieda Harris]]. The cover is similar to the illustration of the Two of Disks.]]
Tarot is often used in conjunction with the study of the [[Hermetic Qabalah]].<ref>Israel Regardie, "The Tree of Life", (London, Rider, 1932)</ref> In these decks all the cards are illustrated in accordance with Qabalistic principles, most being under the influence of the Rider-Waite-Smith deck and bearing illustrated scenes on all the suit cards. The images on the 'Rider-Waite' deck were drawn by artist [[Pamela Colman Smith|Pamela Colman-Smith]], to the instructions of Christian mystic and occultist [[Arthur Edward Waite]], and were originally published by the Rider Company in 1910. This deck is considered a simple, user friendly one but nevertheless its imagery, especially in the Major Arcana, is complex and replete with esoteric symbolism. The subjects of the Major Arcana are based on those of the earliest decks, but have been significantly modified to reflect Waite and Smith's view of Tarot. An important difference from [[Tarot of Marseille|Marseilles]] style decks is that Smith drew scenes with esoteric meanings on the suit cards. However the Rider-Waite wasn't the first deck to include completely illustrated suit cards. The first to do so was the 15th century Sola-Busca deck.<ref>[http://books.google.com/books?id=xAmMNnJlfnoC&pg=PA442&dq=solar+busca+deck+tarot&lr=&hl=cs#v=onepage&q=&f=false The new encyclopedia of the occult], John Michael Greer pg. 442 - Llewellyn Publications (2003) ISBN 1567183360</ref>
Older decks such as the [[Visconti-Sforza]] and Marseilles are less detailed than modern esoteric decks. A Marseilles type deck is usually distinguished by having repetitive motifs on the pip cards, similar to Italian or Spanish playing cards, as opposed to the full scenes found on "[[Rider-Waite]]" style decks. These more simply illustrated "[[Tarot of Marseilles|Marseilles]]" style decks are also used esoterically, for divination, and for game play, though the [[French tarot|French card game of tarot]] is now generally played using a relatively modern 19th century design of German origin. Such playing tarot decks generally have twenty one trump cards with genre scenes from 19th century life, a Fool, and have court and pip cards that closely resemble today's French playing cards.)
The Marseilles style Tarot decks generally feature numbered minor arcana cards that look very much like the pip cards of modern playing card decks. The Marseilles' numbered minor arcana cards do not have scenes depicted on them; rather, they sport a geometric arrangement of the number of suit symbols (e.g., swords, rods/wands, cups, coins/pentacles) corresponding to the number of the card (accompanied by botanical and other non-scenic flourishes), while the court cards are often illustrated with flat, two-dimensional drawings.
A widely used [[modernism|modernist]] esoteric Tarot deck is [[Aleister Crowley]]'s [[Thoth Tarot]] ''(Thoth'' pronounced {{IPA-en|ˈtoʊt|}} or {{IPA-en|ˈθɒθ|}}). Crowley, at the height of a lifetime's work dedicated to occultism, engaged the artist [[Lady Frieda Harris]] to paint the cards for the deck according to his specifications. His system of Tarot correspondences, published in The Book of Thoth & Liber 777, are an evolution and expansion upon that which he learned in the [[Hermetic Order of the Golden Dawn]].<ref>[http://books.google.com/books?id=YJD93CFeDIAC&pg=PA285&dq=Aleister+Crowley+system+of+Tarot+correspondences&lr=&hl=cs#v=onepage&q=Aleister%20Crowley%20system%20of%20Tarot%20correspondences&f=false Tarot for Your Self: A Workbook for Personal Transformation], Mary K. Greer pg. 285 - New Page Books (2002) ISBN 1564145883</ref>
In contrast to the Thoth deck's colorfulness, the illustrations on [[Paul Foster Case]]'s [[B.O.T.A. Tarot]] deck are black line drawings on white cards; this is an unlaminated deck intended to be colored by its owner.
Other esoteric decks include the [[Golden Dawn Tarot]], which claims to be based on a deck by [[SL MacGregor Mathers]].
The variety of decks presently available is almost endless, and grows yearly. For instance, cat-lovers may have the [[Tarot of the Cat People]], a deck replete with cats in every picture. The Tarot of the Witches and the [[Aquarian Tarot]] retain the conventional cards with varying designs. The [[Tree of Life Tarot]]'s cards are stark symbolic catalogs, the [[Cosmic Tarot]], and The [[Alchemical Tarot]] that combines traditional alchemical symbols with tarot images.
These contemporary divination decks change the cards to varying degrees. For example, the [[Motherpeace Tarot]] is notable for its circular cards and feminist angle: the male characters have been replaced by females. The [[Tarot of Baseball]] has suits of bats, mitts, balls and bases; "coaches" and "MVPs" instead of Queens and Kings; and major arcana cards like "The Catcher", "The Rule Book" and "Batting a Thousand". In the [[Silicon Valley Tarot]], major arcana cards include The Hacker, Flame War, The Layoff and The Garage; the suits are Networks, Cubicles, Disks and Hosts; the court cards CIO, Salesman, [[Marketeer]] and New Hire. Another tarot in recent years has been the Robin Wood Tarot. This deck retains the Rider-Waite theme while adding some very soft and colorful Pagan symbolism. As with other decks, the cards are available with a companion book written by Ms. Wood which details all of the symbolism and colors utilized in the Major and Minor Arcana.
Unconventionality is taken to an extreme by [[Morgan's Tarot]], produced in 1970 by Morgan Robbins and illustrated by Darshan Chorpash Zenith. Morgan's Tarot has no suits, no card ranking and no explicit order of the cards. It has eighty eight cards rather than the more conventional seventy eight, and its simple line drawings show a strong influence from the [[psychedelic]] era. Nevertheless, in the introductory booklet that accompanies the deck (comprehensively mirrored on [http://www.sleepbot.com/morgan/intro.html dfoley's website], with permission from [http://www.usgamesinc.com/ U.S. Games Systems]), Robbins claims spiritual inspiration for the cards and cites the influence of [[Tibetan Buddhism]] in particular.
====Deck-specific symbolism====
Many popular decks have modified the traditional symbolism to reflect the esoteric beliefs of their creators.
=====Rider-Waite-Smith-deck=====
[[Image:RWS Tarot 00 Fool.jpg|thumb|right|[[The Fool (Tarot card)|The Fool]] from the [[Rider-Waite tarot deck]].]]
The tarot created by [[A.E. Waite]] and [[Pamela Coleman Smith]] departs from the earlier tarot design with its use of scenic pip cards and the alteration of how the Strength and Justice cards are ranked.
=====Crowley-Harris Book of Thoth deck=====
Each card in the [[Thoth tarot deck|Thoth deck]] is intricately detailed with Astrological, Zodiacal, Elemental and Qabalistic symbols related to each card. Colours are used symbolically, especially the cards related to the five elements of Spirit, Fire, Water, Air and Earth. Crowley wrote a book--[[The Book of Thoth (Crowley)]] to accompany, describe, and expand on his deck and the data regarding the pathways within. Unlike the popular Waite-Smith Tarot, the Thoth Tarot retains the traditional order of the trumps but uses alternative nomenclature for both the trumps and of the courts.
=====Mythic Tarot=====
The [[Mythic Tarot deck]] links Tarot symbolism with the classical Greek Myths.
=====Hermetic Tarot=====
Hermetic Tarot utilizes the Tarot archetypes to function as a textbook and mnemonic device for teaching and revealing the gnosis of alchemical symbolical language and its profound and philosophical meanings. An example of this practice is found in the rituals of the 19th Century Hermetic Order of the Golden Dawn. In the 20th Century Hermetic use of the Tarot archetypes as a handbook and revealer of perennial wisdom was further developed in the work of Carl Gustav Jung and his exploration into the psyche and active imagination. A 21st Century example of a Hermetic rooted Tarot deck is that of Tarot ReVisioned, a black and white deck and book for the Major Arcana by Leigh J. McCloskey.<ref> McCloskey, Leigh, ''Tarot ReVisioned, adpress''</ref>
===Popular culture Tarot Decks===
The Vertigo Tarot deck employs characters from titles of American publisher [[Vertigo Comics]] including such imagery as [[John Constantine]] from ''[[Hellblazer]]'', in the role of The Fool zero card. The cards were illustrated by [[Dave McKean]] with text by [[Rachel Pollack]] and the accompanying book holds an introduction by [[Neil Gaiman]]. In France, where the tarot game is most popular, there have been tarot decks published depicting characters from [[Asterix]], [[Disney]], and [[Tex Avery]] cartoons.
===Modern oracle cards===
Recently, the use of tarot for [[divination]], or as a store of [[symbolism]], has inspired the creation of modern [[oracle card decks]]. These are card decks for inspiration or divination containing images of [[angel]]s, [[faery|faeries]], [[goddess]]es, [[Power Animal]]s, etc. Although obviously influenced by divinatory Tarot, they do not follow the traditional structure of Tarot; they often lack any suits of numbered cards, and the set of cards differs from the conventional [[major arcana]].
==See also==
*[[Cartomancy]]
*[[Hofamterspiel]]
*[[Playing card]]
*[[Trick-taking game]]
*[[Trionfi]]
==References==
{{reflist}}
== Further reading ==
* Nichols, Sallie, ''[http://books.google.com/books?id=43vymTMJKrsC&printsec=frontcover Jung and Tarot: an Archetypal Journey]'', York Beach : Weiser, 1980
==External links==
{{Wiktionary}}
*[http://www.tarotica.com/faq/ JK's Tarot FAQ]
*[http://www.pagat.com/tarot/ Tarot card games]
*[http://www.sacred-texts.com/tarot/index.htm Early esoteric literature]
{{Major Arcana}}
[[Category:Tarot| ]]
[[Category:Occult]]
[[Category:Divination]]
[[Category:Cartomancy]]
[[Category:Tarot card games]]
[[Category:Trick-taking card games]]
[[Category:Dedicated deck card games]]
[[Category:Playing cards]]
[[Category:Italian card games]]
[[Category:Italian Renaissance]]
[[Category:Christian iconography]]
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{{Otheruses4|the card decks created for trick-taking games and later used for divinatory and esoteric/occult purposes||Tarot (disambiguation)}}
[[Image:Viscontisforzatarot.jpg|thumb|right|[[Visconti-Sforza tarot deck]]. The Devil card is a 20th-century remake of the card supposedly missing from the original 15th-century deck.]]
The '''tarot''' (first known as '''tarocchi''', also '''tarock''' and similar names), {{pron-en|ˈtɑːroʊ}}, is a pack of cards (most commonly numbering seventy-eight), used from the mid fifteenth century in various parts of [[Europe]] to play card games such as [[Italy|Italian]] [[Tarocchini]] and [[French Tarot]]. From the late 18th century until the present time the Tarot has also found use by [[Mystics|mystics]] and [[Occultists|occultists]] in efforts at [[Divination|divination]] or as a map of mental and spiritual pathways.
The tarot has four [[suit (cards)|suits]] corresponding to the suits of conventional playing cards. Each of these suits has [[pip]] cards numbering from ace to ten and four [[face card]]s for a total of fourteen cards. In addition, the tarot is distinguished by a separate 21-card trump suit and a single card known as the Fool. Depending on the game, the Fool may act as the top trump or may be played to avoid following suit.<ref name="DummettGame">
{{cite book
| last = Dummett
| first = Michael
| authorlink = Michael Dummett
| title = The Game of Tarot
| publisher = [[Gerald Duckworth and Company Ltd.]]
| date = 1980
| isbn = 0-7156-1014-7
}}
</ref>
[[Rabelais]] gives ''tarau'' as the name of one of the games played by [[Gargantua]] in his ''[[Gargantua and Pantagruel]]''<ref>[[François Rabelais]], ''Gargantua and Pantagruel'', ch. 22, "Les Jeux de Gargantua"</ref>; this is likely the earliest attestation of the French form of the name.
Tarot cards are used throughout much of Europe to play card games.
In [[Anglosphere|English-speaking countries]], where these games are largely unknown, Tarot cards are now used primarily for [[divination|divinatory]] purposes.<ref name="DummettGame" /><ref> [[Paul Huson|Huson, Paul]], (2004) ''Mystical Origins of the Tarot: From Ancient Roots to Modern Usage'', Vermont: Destiny Books, ISBN 0-89281-190-0
[http://www.innertraditions.com/Product.jmdx?action=displayDetail&id=887&searchString=huson&y=7&x=7 ''Mystical Origins of the Tarot'']
</ref> Occultists call the trump cards and the Fool "the [[Major Arcana|major arcana]]" while the ten pip and four court cards in each suit are called [[Minor Arcana|minor arcana]]. The cards are traced by some occult writers to ancient Egypt or the [[Kabbalah]] but there is no documented evidence of such origins or of the usage of tarot for divination before the eighteenth century.<ref name="DummettGame"/>
==Etymology==
The [[English language|English]] and [[French language|French]] word '''tarot''' derives from the Italian ''tarocchi'', which has no known origin or [[etymology]]. One theory relates the name "tarot" to the [[Taro River]] in northern Italy, near [[Parma]]; the game seems to have originated in northern Italy, in [[Milan]] or [[Bologna]].<ref>[[Cassandra Eason]], ''Complete Guide to Tarot'', p. 3 (Crossing Press, 2000; ISBN 1580910688)</ref> Other writers believe it comes from the [[Arabic language|Arabic]] word ''turuq'' (طرق), which means "pathways".<ref>{{cite web |url=http://www.buzzle.com/articles/history-of-tarot-cards.html |title=History of Tarot Cards |dateformat=mdy |accessdate=January 27 2009 |last= |first= |date=July 15 2008 |work= |publisher=Buzzle.com }}</ref> Alternatively, it may be from the Arabic ''tarach'',<ref>[http://www.etymonline.com/index.php?search=tarot&searchmode=none Etymology for ''Tarot''], Douglas Harper - The Online Etymology Dictionary</ref> "reject". According to a French etymology, the [[Italian language|Italian]] ''tarocco'' derived from ''tara'':<ref>[http://www.cnrtl.fr/definition/tarot French etymology for ''tarot''] Portail Lexical: Lexicographie - Centre National de Ressources Textuelle et Lexicales</ref> "devaluation of a merchandise; deduction, the act of deducting".
==History==
Playing cards first entered [[Europe]] in the late 14th century, probably from [[Mamluk Sultanate (Cairo)|Mamluk Egypt]], with suits very similar to the Tarot suits of Swords, Staves, Cups and Coins (also known as disks, and [[pentacle]]s) and those still used in traditional [[Italy|Italian]], [[Spain|Spanish]] and [[Portugal|Portuguese]] decks.<ref>[[Donald Laycock]] in ''Skeptical—a Handbook of Pseudoscience and the Paranormal'', ed [[Donald Laycock]], [[David Vernon (writer)|David Vernon]], [[Colin Groves]], [[Simon Brown]], Imagecraft, Canberra, 1989, ISBN 0731657942, p. 67</ref> The first documentary evidence is a ban on their use in 1367, [[Bern, Switzerland]]. Wide use of [[playing cards]] in Europe can, with some certainty, be traced from 1377 onwards.<ref name=Banzhaf>{{cite book |last1=Banzhaf |first1=Hajo |title=Il Grande Libro dei Tarocchi |year=1994 |publisher=Hermes Edizioni |location=Roma |language=Italian |isbn=8-8793-8047-8 |page=16 |pages=192 }}</ref>
The first known Tarot cards were created between 1430 and 1450 in [[Milan, Italy|Milan]], [[Ferrara, Italy|Ferrara]] and [[Bologna, Italy|Bologna]] in northern [[Italy]] when additional trump cards with allegorical [[illustration]]s were added to the common four-suit pack. These new decks were originally called ''carte da trionfi'', triumph cards, and the additional cards known simply as ''trionfi'', which became "trumps" in English. The first literary evidence of the existence of ''carte da trionfi'' is a written statement in the court records in Ferrara, in 1442.<ref>Michael Dummett: The Game of Tarot, 1980, p. 67</ref> The oldest surviving Tarot cards are from fifteen fragmented decks painted in the mid 15th century for the Visconti-Sforza family, the rulers of Milan.<ref>[[Place, Robert M.]] (2005) ''The Tarot: History,Symbolism,and Divination,'', Tarcher/Penguin, New York, ISBN 1-58542-349-1</ref>
Divination using playing cards is in evidence as early as 1540 in a book entitled ''The Oracles of Francesco Marcolino da Forli'' which allows a simple method of divination, though the cards are used only to select a random oracle and have no meaning in themselves. But manuscripts from 1735 (''The Square of Sevens'') and 1750 (''Pratesi Cartomancer'') document rudimentary divinatory meanings for the cards of the tarot as well as a system for laying out the cards.[[Giacomo Casanova]] wrote in his diary that in 1765 his [[Russia]]n mistress frequently used a deck of playing cards for divination.<ref>{{cite web |url=http://fulltextarchive.com/pages/The-Complete-Memoires-of-Jacques-Casanova-de57.php#p103 |title=The Complete Memoires of Jacques Casanova de Seingalt |accessdate= January 22nd 2009 |accessmonthday= |accessdaymonth= |accessyear= |author= |last=CASANOVA |first=Giacomo |authorlink= |coauthors=MACHEN, Arthur |date= |year= |month= |work= |publisher= |location= |pages= |language= |doi= |archiveurl= |archivedate= |quote= }}</ref>
===Early decks===
Picture-card packs are first mentioned by [[Martiano da Tortona]] probably between 1418 and 1425, since in 1418 the painter he mentions, [[Michelino da Besozzo]], returned to Milan while Martiano himself died in 1425. He describes a deck with sixteen picture cards with images of the [[Greek mythology|Greek]] gods and suits depicting four kinds of birds, not the common suits. However the sixteen cards were obviously regarded as "trumps" as, about twenty-five years later, [[Jacopo Antonio Marcello]] called them a ''ludus triumphorum'', or "game of trumps".<ref>{{cite book |title=The Death of the Child Valerio Marcello |last=King |first=Margareth |authorlink= |coauthors= |year=1994 |publisher=University of Chicago Press |location=Chicago |isbn=0226436209, 9780226436203 |page=341 |pages=484 |url= }}</ref>
Special motifs on cards added to regular packs show [[philosophical]], [[social]], [[poetical]], [[astronomical]], and [[heraldic]] ideas, [[Ancient Rome|Roman]]/[[Greece|Greek]]/[[Babylonian]] heroes, as in the case of the Sola-Busca-Tarocchi (1491)<ref>[http://books.google.com/books?id=qqm1AAAAIAAJ&q=Sola-Busca-Tarocchi++1491&dq=Sola-Busca-Tarocchi++1491&lr=&hl=cs The game of Tarot: from Ferrara to Salt Lake City], Michael A. E. Dummett, Sylvia Mann pg. 76 - United States Games Systems (1980) ISBN 0715610147</ref> and the Boiardo Tarocchi poem, written at an unknown date between 1461 and 1494.<ref>[http://www.geocities.com/autorbis/boiardolife.html Tarot and its History] - Autorbis</ref>
[[Image:Jean Dodal Tarot trump 01.jpg|left|thumb|''Le Bateleur'': ''The Magician'' from the [[Tarot of Marseilles]]]]
Two playing card decks from Milan ( the Brera-Brambrilla and Cary-Yale-Tarocchi)—extant, but fragmentary—were made circa 1440. Three documents dating from 1 January 1441 to July 1442, use the term ''trionfi''. The document from January 1441 is regarded as an unreliable reference; however, the same painter, [[Sagramoro]], was commissioned by the same patron, [[Leonello d'Este]], as in the February 1442 document. The game seemed to gain in importance in the year 1450, a [[Jubilee (Christian)|Jubilee]] year in Italy, which saw many festivities and the movement of many pilgrims.
Three mid-15th century sets were made for members of the Visconti family.<ref name="Boureau">Alain Boureau [http://books.google.com/books?id=UVw09a69vcMC&pg=PA170&dq=This+is+one+of+a+set+of+tarot+cards+made+for+members+of+the+Visconti+and+Sforza+families&lr=&hl=cs#v=onepage&q=&f=false The myth of Pope Joan] pg. 170 - University Of Chicago Press (2001) ISBN 0226067459</ref>The first deck, and probably the prototype, is called the Cary-Yale Tarot (or Visconti-Modrone Tarot), was created between 1442 and 1447 by an anonymous painter for Filippo Maria Visconti<ref name="Boureau"/>. The cards (only sixty-six) are today in the Cary collection of the Beinecke Rare Book Library at Yale University, New Haven. The most famous was painted in the mid 15th century, to celebrate Francesco Sforza and his wife Bianca Maria Visconti, daughter of the duke Filippo Maria. Probably, these cards were painted by [[Bonifacio Bembo]] or Francesco Zavattari in 1451-53<ref name="Boureau"/>. Of the original cards, thirty-five are in the [[Pierpont Morgan Library]], twenty-six are at the [[Accademia Carrara]], thirteen are at the [[Casa Colleoni]]<ref name="Boureau"/> and two, 'The Devil' and 'The Tower', are lost or else never made. This [[Visconti-Sforza tarot deck|"Visconti-Sforza" deck]], which has been widely reproduced, reflects conventional iconography of the time to a significant degree.<ref name="BertiVisconti">
{{cite book
| last = Berti
| first = Giordano
| authorlink = Giordano Berti
| title = Visconti Tarot
| publisher = [[Lo Scarabeo, Torino]]
| date = 2002
}}
</ref>
Hand-painted tarot cards remained a privilege of the upper classes and, although some sermons inveighing against the evil inherent in cards can be traced to the 14th century, most civil governments did not routinely condemn tarot cards during tarot's early history{{Citation needed|date=June 2008}}. In fact, in some jurisdictions, tarot cards were specifically exempted from laws otherwise prohibiting the playing of cards.
Because the earliest tarot cards were hand painted, the number of the decks produced is thought to have been rather small, and it was only after the invention of the [[printing press]] that mass production of cards became possible. Decks survive from this era from various cities in [[France]], being the most popular pattern today a deck from the southern city of [[Marseilles]], thus named the [[Tarot de Marseilles]].<ref>[http://books.google.com/books?id=dVne-RK9UVYC&pg=PA280&dq=the+best+known+deck+is+the+Tarot+de+Marseilles&lr=&hl=cs#v=onepage&q=&f=false Mystical Origins of the Tarot: From Ancient Roots to Modern Usage], Paul Huson, pg. 280 - Destiny Books (2004) ISBN 0892811900</ref>
==Tarot, tarock and tarocchi games==
{{Main|Tarot, tarock and tarocchi games}}
The original purpose of tarot cards was for playing games, with the first basic rules appearing in the manuscript of Martiano da Tortona before 1425.<ref>[http://trionfi.com/0/b/11/t1.php Description of the Michelino deck - translated text]</ref>
The game of Tarot is known in many variations (mostly cultural), first basic rules for the game of ''Tarocco'' appear in the manuscript of Martiano da Tortona (before 1425; [http://trionfi.com/0/b/11/ translated text]), the next are known from the year 1637. In Italy the game has become less popular; one version named [http://pagat.com/tarot/ottocen.html Tarocco Bolognese: Ottocento] has still survived and there are still others played in [[Piedmont]], but the number of games outside of Italy is much higher. The [[French tarot]] game is the most popular in its native country and there are regional tarot games often known as ''tarock'',''tarok'',or ''tarokk'' widely played in central Europe.
Although the [[Icehouse]] games Gnostica and Zarcana are played using tarot cards, they have no relation to traditional Tarot play.
==Divinatory, esoteric and occult tarot==
{{Main|Divinatory, esoteric and occult tarot}}
Tarot cards would later become associated with [[mysticism]] and [[Magic (paranormal)|magic]].<ref>Huson, Paul ''Mystical Origins of the Tarot: From Ancient Roots to Modern Usage''. Vermont: Destiny Books, 2004</ref> Tarot was not widely adopted by mystics, occultists and secret societies until the 18th and 19th centuries. The tradition began in 1781, when [[Antoine Court de Gebelin|Antoine Court de Gébelin]], a [[Switzerland|Swiss]] [[clergy]]man and [[Freemasonry|Freemason]], published ''Le Monde Primitif'', a speculative study which included religious [[symbolism]] and its survivals in the modern world. De Gébelin first asserted that symbolism of the ''[[Tarot de Marseille]]'' represented the [[Western mystery traditions|mysteries]] of [[Isis]] and [[Thoth]]. Gébelin further claimed that the name "tarot" came from the [[Egyptian language|Egyptian]] words ''tar'', meaning "royal", and ''ro'', meaning "road", and that the Tarot therefore represented a "royal road" to wisdom. De Gébelin also asserted that the [[Gypsy|Gypsies]], who were among the first to use cards for divination, were descendants of the Ancient Egyptians (hence their common name; though by this time it was more popularly used as a [[stereotype]] for any nomadic tribe) and had introduced the cards to Europe. De Gébelin wrote this treatise before [[Jean-François Champollion]] had deciphered [[Egyptian hieroglyph]]s, or indeed before the [[Rosetta Stone]] had been discovered, and later [[Egyptology|Egyptologists]] found nothing in the Egyptian language to support de Gébelin's fanciful [[etymology|etymologies]]. Despite this, the identification of the Tarot cards with the Egyptian "Book of Thoth" was already firmly established in occult practice and continues in modern [[urban legend]] to the present day.
[[Image:AntoineCourtdeGebelin.jpg|thumb|Antoine Court de Gébelin]]
==Other uses ==
===Literature===
Tarot was used as early as the 16th century to compose poems, called "tarocchi appropriati", describing ladies of the court or famous personages. In modern literature, two exceptional examples of [[novels]] centered on the Tarot are ''[[The Greater Trumps]]'' (1932) by [[Charles Williams]] and ''[[Il Castello dei destini incrociati]]'' (1969) (English translation: ''[[The Castle of Crossed Destinies]]'' [1979]) by [[Italo Calvino]]. In the former, the Tarot is used by the main characters to move through space and time, create matter, and raise powerful natural storms. In the latter, Mediaeval travellers meeting at a castle are inexplicably unable to speak, and use a Tarot deck to describe their stories, which are reconstructed by the narrator, calling forth implications of the nature of communication, fate, and the presence of the transcendent in daily life.
Tarots also appear in [[T.S. Eliot]]'s modernist poem [[The Waste Land]] (1922), in connection with the figure of Madame Sosostris, one of the characters which appear in the first part, "The Burial of the Dead". Some of the cards mentioned in the poem really exist in the tarot deck (the Hanged Man, the Wheel), some have been invented by Eliot.
The [[2007]] novel ''[[Sepulchre (Kate Mosse novel)|Sepulchre]]'' by [[British people|British]] author [[Kate Mosse]] features a fictional Tarot deck.
===Psychological===
[[Carl Jung]] was the first psychologist to attach importance to tarot symbolism.<ref>[http://books.google.com/books?id=bad4zfFWblUC&pg=PA4&dq=Carl+Jung+was+first+to+use+tarot+symbolism&lr=&hl=cs#v=onepage&q=&f=false Tarot for Writers], Corrine Kenner, pg. 4 - Llewellyn Publications (2009) ISBN 0738714577</ref> He may have regarded the tarot cards as representing [[archetypes]]: fundamental types of persons or situations embedded in the subconscious of all human beings. The theory of archetypes gives rise to several psychological uses. Since the cards represent these different archetypes within each individual, ideas of the subject's self-perception can be gained by asking them to select a card that they 'identify with'. Equally, the subject can try and clarify the situation by imagining it in terms of the archetypal ideas associated with each card. For instance, someone rushing in heedlessly like the Knight of Swords, or blindly keeping the world at bay like the Rider-Waite-Smith [[Two of Swords]].
More recently [[Timothy Leary]] has suggested that the Tarot Trump cards are a pictorial representation of human development from infant to adult, with the Fool symbolizing the newborn infant, the Magician symbolizing the stage at which an infant begins to play with artifacts, etc. In Leary's view the Tarot Trumps may be viewed as a blueprint for the human race as it matures.
==Varieties ==
[[Image:Nicolas Conver Tarot trump 07.jpg|200px|thumb|[[The Chariot (Tarot card)|''Le Chariot'']], from Nicolas Conver's 1760 deck.]]
[[Image:Tiertarock Mannheim ca 1778.jpg|thumb|200px| Example of 18th century "[[Tiertarock]]" or animal tarot.]]
A variety of styles of tarot decks and designs exist and a number of typical regional patterns have emerged. Historically, one of the most important designs is the one usually known as the [[Tarot of Marseille|Tarot de Marseilles]]. This standard pattern was the one studied by Court de Gébelin, and cards based on this style illustrate his ''Le Monde primitif''. The Tarot de Marseilles was also popularized in the 20th century by [[Paul Marteau]]{{Citation needed|date=June 2008}}. Some current editions of cards based on the Marseilles design go back to a deck of a particular Marseilles design that was printed by [[Nicolas Conver]] in 1760. Other regional styles include the "[[Troccas|Swiss]]" Tarot; this one substitutes [[Juno (mythology)|Juno]] and [[Jupiter (god)|Jupiter]] for the Papess, or [[The High Priestess|High Priestess]] and the Pope, or [[Hierophant]]. In [[Florence]] an expanded deck called ''[[Minchiate]]'' was used; this deck of ninety six cards includes [[astrology|astrological]] symbols including the four elements, as well as traditional Tarot motifs.
Some decks exist primarily as artwork; and such art decks sometimes contain only the twenty two trump cards.
===French suited tarots===
[[Image:Tarockkarten in der Hand eines Spielers.jpg|thumb|left|125px|Central European 54 card Tarock deck]]
[[Image:Tarots cards deal whitebg.jpg|thumb|200px|Bourgeois Tarot or [[Tarot Nouveau]].]]
French suited tarot cards began to appear in [[Germany]] during the 18th century. The first generation of French suited tarots depicted scenes of animals on the trumps and were thus called "Tiertarock" decks ('tier' being German for 'animal'.) Card maker [[Göbl]] of [[Munich]] is often credited for this design innovation. French suited tarot cards are a modern deck used for the tarot/tarock card games commonly played in France and central Europe. The symbolism of French suited tarot trumps depart considerably from the older Italian suited design. With very few exceptional recent cases such as the [[Tarocchi di Alan]], [[Tarot of Reincarnation]] and the [[Tarot de la Nature]], French suited tarot cards are nearly exclusively used for [[card games]] and rarely for divination.
===Non-occult Italian-suited Tarot decks===
These were the earliest form of Tarot deck to be invented, being first devised in the fifteenth century in northern Italy. The occult Tarot decks are based on decks of this type. Four decks of this category are still used to play certain games: [[Image:Tarot Piedmont 0.jpg|thumb|left|[[Tarocco Piemontese]]:the Fool.]]
*The '''[[Tarocco Piemontese]]''' consists of the four suits of swords, batons, clubs and coins, each headed by a king, queen, cavalier and jack, followed by numerals 10 down to 1. The trumps rank as follows: The Angel (20—although it only bears the second-highest number, it is nonetheless the highest), the World (21), the Sun (19), the Moon (18), the Star (17), the Tower (16), the Devil (15), Temperance (14), death (13), the Hanged Man (12), Strength (11), the Wheel of Fortune (10), the Hermit (9), Justice (8), the Chariot (7), the Lovers (6), the Pope (5), the Emperor (4), the Empress (3), the Popess (2) and the Bagatto (1). There is also the Fool (''Matto'').
*The Swiss '''[[Troccas|Tarot de Besançon]]''' is similar, but is of a different graphical design, and replaces the Pope with Jupiter, the Popess with Juno, and the Angel with the Judgement. The trumps rank in numerical order and the Tower is known as the House of God.
*The '''Tarocco Bolognese''' omits numeral cards two to five in plain suits, leaving it with 62 cards, and has somewhat different trumps, not all of which are numbered and four of which are equal in rank. It has a different graphical design.
*The '''Tarocco Siciliano''' changes some of the trumps, and replaces the 21 with a card labelled ''Miseria'' (destitution). It omits the Two and Three of coins, and numerals one to four in batons, swords and cups: it thus has 64 cards. The cards are quite small and, again, of a different graphical design.[[#cite_note-8|<sup>[9]</sup>]]
===Occult tarot decks===
[[Etteilla]] was the first to issue a revised tarot deck specifically designed for occult purposes rather than game playing. In keeping with the belief that tarot cards are derived from the Book of [[Thoth]], Etteilla's tarot contained themes related to ancient [[Egypt]].
The seventy eight card tarot deck used by esotericists has two distinct parts:
*The '''[[Major Arcana]]''' (greater secrets), or trump cards, consists of twenty two cards without [[suit (card)|suits]]; [[The Fool (Tarot card)|The Fool]], [[The Magician (Tarot card)|The Magician]], [[The High Priestess]], [[The Empress (Tarot card)|The Empress]], [[The Emperor (Tarot card)|The Emperor]], [[The Hierophant]], [[The Lovers]], [[The Chariot (Tarot card)|The Chariot]], [[Strength (Tarot card)|Strength]], [[The Hermit]], [[Wheel of Fortune (Tarot card)|Wheel of Fortune]], [[Justice (Tarot card)|Justice]], [[The Hanged Man (tarot card)|The Hanged Man]], [[Death (Tarot card)|Death]], [[Temperance (Tarot card)|Temperance]], [[The Devil (Tarot card)|The Devil]], [[The Tower (Tarot card)|The Tower]], [[The Star (Tarot card)|The Star]], [[The Moon (Tarot card)|The Moon]], [[The Sun (Tarot card)|The Sun]], [[Judgement (Tarot card)|Judgement]], and [[The World (Tarot card)|The World]].
*The '''[[Minor Arcana]]''' (lesser secrets) consists of fifty six cards, divided into four suits of fourteen cards each; ten numbered cards and four court cards. The court cards are the King, Queen, Knight and Jack, in each of the four tarot suits. The traditional Italian tarot suits are [[Suit of swords|swords]], [[Suit of wands|batons/wands]], [[Suit of coins|coins]] and [[Suit of cups|cups]]; in modern tarot decks, however, the batons suit is often called wands, rods or staves, while the coins suit is often called pentacles or disks.
The terms "major arcana" and "minor arcana" were first used by [[Jean Baptiste Pitois]] (also known as Paul Christian), and are never used in relation to Tarot card games.
[[Image:Thothdeckcover.jpg|thumb|Cover of the [[Thoth Tarot]] deck, designed by [[Aleister Crowley]] and painted by [[Lady Frieda Harris]]. The cover is similar to the illustration of the Two of Disks.]]
Tarot is often used in conjunction with the study of the [[Hermetic Qabalah]].<ref>Israel Regardie, "The Tree of Life", (London, Rider, 1932)</ref> In these decks all the cards are illustrated in accordance with Qabalistic principles, most being under the influence of the Rider-Waite-Smith deck and bearing illustrated scenes on all the suit cards. The images on the 'Rider-Waite' deck were drawn by artist [[Pamela Colman Smith|Pamela Colman-Smith]], to the instructions of Christian mystic and occultist [[Arthur Edward Waite]], and were originally published by the Rider Company in 1910. This deck is considered a simple, user friendly one but nevertheless its imagery, especially in the Major Arcana, is complex and replete with esoteric symbolism. The subjects of the Major Arcana are based on those of the earliest decks, but have been significantly modified to reflect Waite and Smith's view of Tarot. An important difference from [[Tarot of Marseille|Marseilles]] style decks is that Smith drew scenes with esoteric meanings on the suit cards. However the Rider-Waite wasn't the first deck to include completely illustrated suit cards. The first to do so was the 15th century Sola-Busca deck.<ref>[http://books.google.com/books?id=xAmMNnJlfnoC&pg=PA442&dq=solar+busca+deck+tarot&lr=&hl=cs#v=onepage&q=&f=false The new encyclopedia of the occult], John Michael Greer pg. 442 - Llewellyn Publications (2003) ISBN 1567183360</ref>
Older decks such as the [[Visconti-Sforza]] and Marseilles are less detailed than modern esoteric decks. A Marseilles type deck is usually distinguished by having repetitive motifs on the pip cards, similar to Italian or Spanish playing cards, as opposed to the full scenes found on "[[Rider-Waite]]" style decks. These more simply illustrated "[[Tarot of Marseilles|Marseilles]]" style decks are also used esoterically, for divination, and for game play, though the [[French tarot|French card game of tarot]] is now generally played using a relatively modern 19th century design of German origin. Such playing tarot decks generally have twenty one trump cards with genre scenes from 19th century life, a Fool, and have court and pip cards that closely resemble today's French playing cards.)
The Marseilles style Tarot decks generally feature numbered minor arcana cards that look very much like the pip cards of modern playing card decks. The Marseilles' numbered minor arcana cards do not have scenes depicted on them; rather, they sport a geometric arrangement of the number of suit symbols (e.g., swords, rods/wands, cups, coins/pentacles) corresponding to the number of the card (accompanied by botanical and other non-scenic flourishes), while the court cards are often illustrated with flat, two-dimensional drawings.
A widely used [[modernism|modernist]] esoteric Tarot deck is [[Aleister Crowley]]'s [[Thoth Tarot]] ''(Thoth'' pronounced {{IPA-en|ˈtoʊt|}} or {{IPA-en|ˈθɒθ|}}). Crowley, at the height of a lifetime's work dedicated to occultism, engaged the artist [[Lady Frieda Harris]] to paint the cards for the deck according to his specifications. His system of Tarot correspondences, published in The Book of Thoth & Liber 777, are an evolution and expansion upon that which he learned in the [[Hermetic Order of the Golden Dawn]].<ref>[http://books.google.com/books?id=YJD93CFeDIAC&pg=PA285&dq=Aleister+Crowley+system+of+Tarot+correspondences&lr=&hl=cs#v=onepage&q=Aleister%20Crowley%20system%20of%20Tarot%20correspondences&f=false Tarot for Your Self: A Workbook for Personal Transformation], Mary K. Greer pg. 285 - New Page Books (2002) ISBN 1564145883</ref>
In contrast to the Thoth deck's colorfulness, the illustrations on [[Paul Foster Case]]'s [[B.O.T.A. Tarot]] deck are black line drawings on white cards; this is an unlaminated deck intended to be colored by its owner.
Other esoteric decks include the [[Golden Dawn Tarot]], which claims to be based on a deck by [[SL MacGregor Mathers]].
The variety of decks presently available is almost endless, and grows yearly. For instance, cat-lovers may have the [[Tarot of the Cat People]], a deck replete with cats in every picture. The Tarot of the Witches and the [[Aquarian Tarot]] retain the conventional cards with varying designs. The [[Tree of Life Tarot]]'s cards are stark symbolic catalogs, the [[Cosmic Tarot]], and The [[Alchemical Tarot]] that combines traditional alchemical symbols with tarot images.
These contemporary divination decks change the cards to varying degrees. For example, the [[Motherpeace Tarot]] is notable for its circular cards and feminist angle: the male characters have been replaced by females. The [[Tarot of Baseball]] has suits of bats, mitts, balls and bases; "coaches" and "MVPs" instead of Queens and Kings; and major arcana cards like "The Catcher", "The Rule Book" and "Batting a Thousand". In the [[Silicon Valley Tarot]], major arcana cards include The Hacker, Flame War, The Layoff and The Garage; the suits are Networks, Cubicles, Disks and Hosts; the court cards CIO, Salesman, [[Marketeer]] and New Hire. Another tarot in recent years has been the Robin Wood Tarot. This deck retains the Rider-Waite theme while adding some very soft and colorful Pagan symbolism. As with other decks, the cards are available with a companion book written by Ms. Wood which details all of the symbolism and colors utilized in the Major and Minor Arcana.
Unconventionality is taken to an extreme by [[Morgan's Tarot]], produced in 1970 by Morgan Robbins and illustrated by Darshan Chorpash Zenith. Morgan's Tarot has no suits, no card ranking and no explicit order of the cards. It has eighty eight cards rather than the more conventional seventy eight, and its simple line drawings show a strong influence from the [[psychedelic]] era. Nevertheless, in the introductory booklet that accompanies the deck (comprehensively mirrored on [http://www.sleepbot.com/morgan/intro.html dfoley's website], with permission from [http://www.usgamesinc.com/ U.S. Games Systems]), Robbins claims spiritual inspiration for the cards and cites the influence of [[Tibetan Buddhism]] in particular.
====Deck-specific symbolism====
Many popular decks have modified the traditional symbolism to reflect the esoteric beliefs of their creators.
=====Rider-Waite-Smith-deck=====
[[Image:RWS Tarot 00 Fool.jpg|thumb|right|[[The Fool (Tarot card)|The Fool]] from the [[Rider-Waite tarot deck]].]]
The tarot created by [[A.E. Waite]] and [[Pamela Coleman Smith]] departs from the earlier tarot design with its use of scenic pip cards and the alteration of how the Strength and Justice cards are ranked.
=====Crowley-Harris Book of Thoth deck=====
Each card in the [[Thoth tarot deck|Thoth deck]] is intricately detailed with Astrological, Zodiacal, Elemental and Qabalistic symbols related to each card. Colours are used symbolically, especially the cards related to the five elements of Spirit, Fire, Water, Air and Earth. Crowley wrote a book--[[The Book of Thoth (Crowley)]] to accompany, describe, and expand on his deck and the data regarding the pathways within. Unlike the popular Waite-Smith Tarot, the Thoth Tarot retains the traditional order of the trumps but uses alternative nomenclature for both the trumps and of the courts.
=====Mythic Tarot=====
The [[Mythic Tarot deck]] links Tarot symbolism with the classical Greek Myths.
=====Hermetic Tarot=====
Hermetic Tarot utilizes the Tarot archetypes to function as a textbook and mnemonic device for teaching and revealing the gnosis of alchemical symbolical language and its profound and philosophical meanings. An example of this practice is found in the rituals of the 19th Century Hermetic Order of the Golden Dawn. In the 20th Century Hermetic use of the Tarot archetypes as a handbook and revealer of perennial wisdom was further developed in the work of Carl Gustav Jung and his exploration into the psyche and active imagination. A 21st Century example of a Hermetic rooted Tarot deck is that of Tarot ReVisioned, a black and white deck and book for the Major Arcana by Leigh J. McCloskey.<ref> McCloskey, Leigh, ''Tarot ReVisioned, adpress''</ref>
===Popular culture Tarot Decks===
The Vertigo Tarot deck employs characters from titles of American publisher [[Vertigo Comics]] including such imagery as [[John Constantine]] from ''[[Hellblazer]]'', in the role of The Fool zero card. The cards were illustrated by [[Dave McKean]] with text by [[Rachel Pollack]] and the accompanying book holds an introduction by [[Neil Gaiman]]. In France, where the tarot game is most popular, there have been tarot decks published depicting characters from [[Asterix]], [[Disney]], and [[Tex Avery]] cartoons.
===Modern oracle cards===
Recently, the use of tarot for [[divination]], or as a store of [[symbolism]], has inspired the creation of modern [[oracle card decks]]. These are card decks for inspiration or divination containing images of [[angel]]s, [[faery|faeries]], [[goddess]]es, [[Power Animal]]s, etc. Although obviously influenced by divinatory Tarot, they do not follow the traditional structure of Tarot; they often lack any suits of numbered cards, and the set of cards differs from the conventional [[major arcana]].
==See also==
*[[Cartomancy]]
*[[Hofamterspiel]]
*[[Playing card]]
*[[Trick-taking game]]
*[[Trionfi]]
==References==
{{reflist}}
== Further reading ==
* Nichols, Sallie, ''[http://books.google.com/books?id=43vymTMJKrsC&printsec=frontcover Jung and Tarot: an Archetypal Journey]'', York Beach : Weiser, 1980
==External links==
{{Wiktionary}}
*[http://www.tarotica.com/faq/ JK's Tarot FAQ]
*[http://www.pagat.com/tarot/ Tarot card games]
*[http://www.sacred-texts.com/tarot/index.htm Early esoteric literature]
{{Major Arcana}}
[[Category:Tarot| ]]
[[Category:Occult]]
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[[Category:Trick-taking card games]]
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[[Category:Italian Renaissance]]
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{{Otheruses4|the card decks created for trick-taking games and later used for divinatory and esoteric/occult purposes||Tarot (disambiguation)}}
[[Image:Viscontisforzatarot.jpg|thumb|right|[[Visconti-Sforza tarot deck]]. The Devil card is a 20th-century remake of the card supposedly missing from the original 15th-century deck.]]
The '''tarot''' (first known as '''tarocchi''', also '''tarock''' and similar names), {{pron-en|ˈtɑːroʊ}}, is a pack of cards (most commonly numbering seventy-eight), used from the mid fifteenth century in various parts of [[Europe]] to play card games such as [[Italy|Italian]] [[Tarocchini]] and [[French Tarot]]. From the late 18th century until the present time the Tarot has also found use by [[Mystics|mystics]] and [[Occultists|occultists]] in efforts at [[Divination|divination]] or as a map of mental and spiritual pathways.
The tarot has four [[suit (cards)|suits]] corresponding to the suits of conventional playing cards. Each of these suits has [[pip]] cards numbering from ace to ten and four [[face card]]s for a total of fourteen cards. In addition, the tarot is distinguished by a separate 21-card trump suit and a single card known as the Fool. Depending on the game, the Fool may act as the top trump or may be played to avoid following suit.<ref name="DummettGame">
{{cite book
| last = Dummett
| first = Michael
| authorlink = Michael Dummett
| title = The Game of Tarot
| publisher = [[Gerald Duckworth and Company Ltd.]]
| date = 1980
| isbn = 0-7156-1014-7
}}
</ref>
[[Rabelais]] gives ''tarau'' as the name of one of the games played by [[Gargantua]] in his ''[[Gargantua and Pantagruel]]''<ref>[[François Rabelais]], ''Gargantua and Pantagruel'', ch. 22, "Les Jeux de Gargantua"</ref>; this is likely the earliest attestation of the French form of the name.
Tarot cards are used throughout much of Europe to play card games.
In [[Anglosphere|English-speaking countries]], where these games are largely unknown, Tarot cards are now used primarily for [[divination|divinatory]] purposes.<ref name="DummettGame" /><ref> [[Paul Huson|Huson, Paul]], (2004) ''Mystical Origins of the Tarot: From Ancient Roots to Modern Usage'', Vermont: Destiny Books, ISBN 0-89281-190-0
[http://www.innertraditions.com/Product.jmdx?action=displayDetail&id=887&searchString=huson&y=7&x=7 ''Mystical Origins of the Tarot'']
</ref> Occultists call the trump cards and the Fool "the [[Major Arcana|major arcana]]" while the ten pip and four court cards in each suit are called [[Minor Arcana|minor arcana]]. The cards are traced by some occult writers to ancient Egypt or the [[Kabbalah]] but there is no documented evidence of such origins or of the usage of tarot for divination before the eighteenth century.<ref name="DummettGame"/>
==Etymology==
The [[English language|English]] and [[French language|French]] word '''tarot''' derives from the Italian ''tarocchi'', which has no known origin or [[etymology]]. One theory relates the name "tarot" to the [[Taro River]] in northern Italy, near [[Parma]]; the game seems to have originated in northern Italy, in [[Milan]] or [[Bologna]].<ref>[[Cassandra Eason]], ''Complete Guide to Tarot'', p. 3 (Crossing Press, 2000; ISBN 1580910688)</ref> Other writers believe it comes from the [[Arabic language|Arabic]] word ''turuq'' (طرق), which means "pathways".<ref>{{cite web |url=http://www.buzzle.com/articles/history-of-tarot-cards.html |title=History of Tarot Cards |dateformat=mdy |accessdate=January 27 2009 |last= |first= |date=July 15 2008 |work= |publisher=Buzzle.com }}</ref> Alternatively, it may be from the Arabic ''tarach'',<ref>[http://www.etymonline.com/index.php?search=tarot&searchmode=none Etymology for ''Tarot''], Douglas Harper - The Online Etymology Dictionary</ref> "reject". According to a French etymology, the [[Italian language|Italian]] ''tarocco'' derived from ''tara'':<ref>[http://www.cnrtl.fr/definition/tarot French etymology for ''tarot''] Portail Lexical: Lexicographie - Centre National de Ressources Textuelle et Lexicales</ref> "devaluation of a merchandise; deduction, the act of deducting".
==History==
Playing cards first entered [[Europe]] in the late 14th century, probably from [[Mamluk Sultanate (Cairo)|Mamluk Egypt]], with suits very similar to the Tarot suits of Swords, Staves, Cups and Coins (also known as disks, and [[pentacle]]s) and those still used in traditional [[Italy|Italian]], [[Spain|Spanish]] and [[Portugal|Portuguese]] decks.<ref>[[Donald Laycock]] in ''Skeptical—a Handbook of Pseudoscience and the Paranormal'', ed [[Donald Laycock]], [[David Vernon (writer)|David Vernon]], [[Colin Groves]], [[Simon Brown]], Imagecraft, Canberra, 1989, ISBN 0731657942, p. 67</ref> The first documentary evidence is a ban on their use in 1367, [[Bern, Switzerland]]. Wide use of [[playing cards]] in Europe can, with some certainty, be traced from 1377 onwards.<ref name=Banzhaf>{{cite book |last1=Banzhaf |first1=Hajo |title=Il Grande Libro dei Tarocchi |year=1994 |publisher=Hermes Edizioni |location=Roma |language=Italian |isbn=8-8793-8047-8 |page=16 |pages=192 }}</ref>
The first known Tarot cards were created between 1430 and 1450 in [[Milan, Italy|Milan]], [[Ferrara, Italy|Ferrara]] and [[Bologna, Italy|Bologna]] in northern [[Italy]] when additional trump cards with allegorical [[illustration]]s were added to the common four-suit pack. These new decks were originally called ''carte da trionfi'', triumph cards, and the additional cards known simply as ''trionfi'', which became "trumps" in English. The first literary evidence of the existence of ''carte da trionfi'' is a written statement in the court records in Ferrara, in 1442.<ref>Michael Dummett: The Game of Tarot, 1980, p. 67</ref> The oldest surviving Tarot cards are from fifteen fragmented decks painted in the mid 15th century for the Visconti-Sforza family, the rulers of Milan.<ref>[[Place, Robert M.]] (2005) ''The Tarot: History,Symbolism,and Divination,'', Tarcher/Penguin, New York, ISBN 1-58542-349-1</ref>
Divination using playing cards is in evidence as early as 1540 in a book entitled ''The Oracles of Francesco Marcolino da Forli'' which allows a simple method of divination, though the cards are used only to select a random oracle and have no meaning in themselves. But manuscripts from 1735 (''The Square of Sevens'') and 1750 (''Pratesi Cartomancer'') document rudimentary divinatory meanings for the cards of the tarot as well as a system for laying out the cards.[[Giacomo Casanova]] wrote in his diary that in 1765 his [[Russia]]n mistress frequently used a deck of playing cards for divination.<ref>{{cite web |url=http://fulltextarchive.com/pages/The-Complete-Memoires-of-Jacques-Casanova-de57.php#p103 |title=The Complete Memoires of Jacques Casanova de Seingalt |accessdate= January 22nd 2009 |accessmonthday= |accessdaymonth= |accessyear= |author= |last=CASANOVA |first=Giacomo |authorlink= |coauthors=MACHEN, Arthur |date= |year= |month= |work= |publisher= |location= |pages= |language= |doi= |archiveurl= |archivedate= |quote= }}</ref>
===Early decks===
Picture-card packs are first mentioned by [[Martiano da Tortona]] probably between 1418 and 1425, since in 1418 the painter he mentions, [[Michelino da Besozzo]], returned to Milan while Martiano himself died in 1425. He describes a deck with sixteen picture cards with images of the [[Greek mythology|Greek]] gods and suits depicting four kinds of birds, not the common suits. However the sixteen cards were obviously regarded as "trumps" as, about twenty-five years later, [[Jacopo Antonio Marcello]] called them a ''ludus triumphorum'', or "game of trumps".<ref>{{cite book |title=The Death of the Child Valerio Marcello |last=King |first=Margareth |authorlink= |coauthors= |year=1994 |publisher=University of Chicago Press |location=Chicago |isbn=0226436209, 9780226436203 |page=341 |pages=484 |url= }}</ref>
Special motifs on cards added to regular packs show [[philosophical]], [[social]], [[poetical]], [[astronomical]], and [[heraldic]] ideas, [[Ancient Rome|Roman]]/[[Greece|Greek]]/[[Babylonian]] heroes, as in the case of the Sola-Busca-Tarocchi (1491)<ref>[http://books.google.com/books?id=qqm1AAAAIAAJ&q=Sola-Busca-Tarocchi++1491&dq=Sola-Busca-Tarocchi++1491&lr=&hl=cs The game of Tarot: from Ferrara to Salt Lake City], Michael A. E. Dummett, Sylvia Mann pg. 76 - United States Games Systems (1980) ISBN 0715610147</ref> and the Boiardo Tarocchi poem, written at an unknown date between 1461 and 1494.<ref>[http://web.archive.org/20040107171729/www.geocities.com/autorbis/boiardolife.html Tarot and its History] - Autorbis</ref>
[[Image:Jean Dodal Tarot trump 01.jpg|left|thumb|''Le Bateleur'': ''The Magician'' from the [[Tarot of Marseilles]]]]
Two playing card decks from Milan ( the Brera-Brambrilla and Cary-Yale-Tarocchi)—extant, but fragmentary—were made circa 1440. Three documents dating from 1 January 1441 to July 1442, use the term ''trionfi''. The document from January 1441 is regarded as an unreliable reference; however, the same painter, [[Sagramoro]], was commissioned by the same patron, [[Leonello d'Este]], as in the February 1442 document. The game seemed to gain in importance in the year 1450, a [[Jubilee (Christian)|Jubilee]] year in Italy, which saw many festivities and the movement of many pilgrims.
Three mid-15th century sets were made for members of the Visconti family.<ref name="Boureau">Alain Boureau [http://books.google.com/books?id=UVw09a69vcMC&pg=PA170&dq=This+is+one+of+a+set+of+tarot+cards+made+for+members+of+the+Visconti+and+Sforza+families&lr=&hl=cs#v=onepage&q=&f=false The myth of Pope Joan] pg. 170 - University Of Chicago Press (2001) ISBN 0226067459</ref>The first deck, and probably the prototype, is called the Cary-Yale Tarot (or Visconti-Modrone Tarot), was created between 1442 and 1447 by an anonymous painter for Filippo Maria Visconti<ref name="Boureau"/>. The cards (only sixty-six) are today in the Cary collection of the Beinecke Rare Book Library at Yale University, New Haven. The most famous was painted in the mid 15th century, to celebrate Francesco Sforza and his wife Bianca Maria Visconti, daughter of the duke Filippo Maria. Probably, these cards were painted by [[Bonifacio Bembo]] or Francesco Zavattari in 1451-53<ref name="Boureau"/>. Of the original cards, thirty-five are in the [[Pierpont Morgan Library]], twenty-six are at the [[Accademia Carrara]], thirteen are at the [[Casa Colleoni]]<ref name="Boureau"/> and two, 'The Devil' and 'The Tower', are lost or else never made. This [[Visconti-Sforza tarot deck|"Visconti-Sforza" deck]], which has been widely reproduced, reflects conventional iconography of the time to a significant degree.<ref name="BertiVisconti">
{{cite book
| last = Berti
| first = Giordano
| authorlink = Giordano Berti
| title = Visconti Tarot
| publisher = [[Lo Scarabeo, Torino]]
| date = 2002
}}
</ref>
Hand-painted tarot cards remained a privilege of the upper classes and, although some sermons inveighing against the evil inherent in cards can be traced to the 14th century, most civil governments did not routinely condemn tarot cards during tarot's early history{{Citation needed|date=June 2008}}. In fact, in some jurisdictions, tarot cards were specifically exempted from laws otherwise prohibiting the playing of cards.
Because the earliest tarot cards were hand painted, the number of the decks produced is thought to have been rather small, and it was only after the invention of the [[printing press]] that mass production of cards became possible. Decks survive from this era from various cities in [[France]], being the most popular pattern today a deck from the southern city of [[Marseilles]], thus named the [[Tarot de Marseilles]].<ref>[http://books.google.com/books?id=dVne-RK9UVYC&pg=PA280&dq=the+best+known+deck+is+the+Tarot+de+Marseilles&lr=&hl=cs#v=onepage&q=&f=false Mystical Origins of the Tarot: From Ancient Roots to Modern Usage], Paul Huson, pg. 280 - Destiny Books (2004) ISBN 0892811900</ref>
==Tarot, tarock and tarocchi games==
{{Main|Tarot, tarock and tarocchi games}}
The original purpose of tarot cards was for playing games, with the first basic rules appearing in the manuscript of Martiano da Tortona before 1425.<ref>[http://trionfi.com/0/b/11/t1.php Description of the Michelino deck - translated text]</ref>
The game of Tarot is known in many variations (mostly cultural), first basic rules for the game of ''Tarocco'' appear in the manuscript of Martiano da Tortona (before 1425; [http://trionfi.com/0/b/11/ translated text]), the next are known from the year 1637. In Italy the game has become less popular; one version named [http://pagat.com/tarot/ottocen.html Tarocco Bolognese: Ottocento] has still survived and there are still others played in [[Piedmont]], but the number of games outside of Italy is much higher. The [[French tarot]] game is the most popular in its native country and there are regional tarot games often known as ''tarock'',''tarok'',or ''tarokk'' widely played in central Europe.
Although the [[Icehouse]] games Gnostica and Zarcana are played using tarot cards, they have no relation to traditional Tarot play.
==Divinatory, esoteric and occult tarot==
{{Main|Divinatory, esoteric and occult tarot}}
Tarot cards would later become associated with [[mysticism]] and [[Magic (paranormal)|magic]].<ref>Huson, Paul ''Mystical Origins of the Tarot: From Ancient Roots to Modern Usage''. Vermont: Destiny Books, 2004</ref> Tarot was not widely adopted by mystics, occultists and secret societies until the 18th and 19th centuries. The tradition began in 1781, when [[Antoine Court de Gebelin|Antoine Court de Gébelin]], a [[Switzerland|Swiss]] [[clergy]]man and [[Freemasonry|Freemason]], published ''Le Monde Primitif'', a speculative study which included religious [[symbolism]] and its survivals in the modern world. De Gébelin first asserted that symbolism of the ''[[Tarot de Marseille]]'' represented the [[Western mystery traditions|mysteries]] of [[Isis]] and [[Thoth]]. Gébelin further claimed that the name "tarot" came from the [[Egyptian language|Egyptian]] words ''tar'', meaning "royal", and ''ro'', meaning "road", and that the Tarot therefore represented a "royal road" to wisdom. De Gébelin also asserted that the [[Gypsy|Gypsies]], who were among the first to use cards for divination, were descendants of the Ancient Egyptians (hence their common name; though by this time it was more popularly used as a [[stereotype]] for any nomadic tribe) and had introduced the cards to Europe. De Gébelin wrote this treatise before [[Jean-François Champollion]] had deciphered [[Egyptian hieroglyph]]s, or indeed before the [[Rosetta Stone]] had been discovered, and later [[Egyptology|Egyptologists]] found nothing in the Egyptian language to support de Gébelin's fanciful [[etymology|etymologies]]. Despite this, the identification of the Tarot cards with the Egyptian "Book of Thoth" was already firmly established in occult practice and continues in modern [[urban legend]] to the present day.
[[Image:AntoineCourtdeGebelin.jpg|thumb|Antoine Court de Gébelin]]
==Other uses ==
===Literature===
Tarot was used as early as the 16th century to compose poems, called "tarocchi appropriati", describing ladies of the court or famous personages. In modern literature, two exceptional examples of [[novels]] centered on the Tarot are ''[[The Greater Trumps]]'' (1932) by [[Charles Williams]] and ''[[Il Castello dei destini incrociati]]'' (1969) (English translation: ''[[The Castle of Crossed Destinies]]'' [1979]) by [[Italo Calvino]]. In the former, the Tarot is used by the main characters to move through space and time, create matter, and raise powerful natural storms. In the latter, Mediaeval travellers meeting at a castle are inexplicably unable to speak, and use a Tarot deck to describe their stories, which are reconstructed by the narrator, calling forth implications of the nature of communication, fate, and the presence of the transcendent in daily life.
Tarots also appear in [[T.S. Eliot]]'s modernist poem [[The Waste Land]] (1922), in connection with the figure of Madame Sosostris, one of the characters which appear in the first part, "The Burial of the Dead". Some of the cards mentioned in the poem really exist in the tarot deck (the Hanged Man, the Wheel), some have been invented by Eliot.
The [[2007]] novel ''[[Sepulchre (Kate Mosse novel)|Sepulchre]]'' by [[British people|British]] author [[Kate Mosse]] features a fictional Tarot deck.
===Psychological===
[[Carl Jung]] was the first psychologist to attach importance to tarot symbolism.<ref>[http://books.google.com/books?id=bad4zfFWblUC&pg=PA4&dq=Carl+Jung+was+first+to+use+tarot+symbolism&lr=&hl=cs#v=onepage&q=&f=false Tarot for Writers], Corrine Kenner, pg. 4 - Llewellyn Publications (2009) ISBN 0738714577</ref> He may have regarded the tarot cards as representing [[archetypes]]: fundamental types of persons or situations embedded in the subconscious of all human beings. The theory of archetypes gives rise to several psychological uses. Since the cards represent these different archetypes within each individual, ideas of the subject's self-perception can be gained by asking them to select a card that they 'identify with'. Equally, the subject can try and clarify the situation by imagining it in terms of the archetypal ideas associated with each card. For instance, someone rushing in heedlessly like the Knight of Swords, or blindly keeping the world at bay like the Rider-Waite-Smith [[Two of Swords]].
More recently [[Timothy Leary]] has suggested that the Tarot Trump cards are a pictorial representation of human development from infant to adult, with the Fool symbolizing the newborn infant, the Magician symbolizing the stage at which an infant begins to play with artifacts, etc. In Leary's view the Tarot Trumps may be viewed as a blueprint for the human race as it matures.
==Varieties ==
[[Image:Nicolas Conver Tarot trump 07.jpg|200px|thumb|[[The Chariot (Tarot card)|''Le Chariot'']], from Nicolas Conver's 1760 deck.]]
[[Image:Tiertarock Mannheim ca 1778.jpg|thumb|200px| Example of 18th century "[[Tiertarock]]" or animal tarot.]]
A variety of styles of tarot decks and designs exist and a number of typical regional patterns have emerged. Historically, one of the most important designs is the one usually known as the [[Tarot of Marseille|Tarot de Marseilles]]. This standard pattern was the one studied by Court de Gébelin, and cards based on this style illustrate his ''Le Monde primitif''. The Tarot de Marseilles was also popularized in the 20th century by [[Paul Marteau]]{{Citation needed|date=June 2008}}. Some current editions of cards based on the Marseilles design go back to a deck of a particular Marseilles design that was printed by [[Nicolas Conver]] in 1760. Other regional styles include the "[[Troccas|Swiss]]" Tarot; this one substitutes [[Juno (mythology)|Juno]] and [[Jupiter (god)|Jupiter]] for the Papess, or [[The High Priestess|High Priestess]] and the Pope, or [[Hierophant]]. In [[Florence]] an expanded deck called ''[[Minchiate]]'' was used; this deck of ninety six cards includes [[astrology|astrological]] symbols including the four elements, as well as traditional Tarot motifs.
Some decks exist primarily as artwork; and such art decks sometimes contain only the twenty two trump cards.
===French suited tarots===
[[Image:Tarockkarten in der Hand eines Spielers.jpg|thumb|left|125px|Central European 54 card Tarock deck]]
[[Image:Tarots cards deal whitebg.jpg|thumb|200px|Bourgeois Tarot or [[Tarot Nouveau]].]]
French suited tarot cards began to appear in [[Germany]] during the 18th century. The first generation of French suited tarots depicted scenes of animals on the trumps and were thus called "Tiertarock" decks ('tier' being German for 'animal'.) Card maker [[Göbl]] of [[Munich]] is often credited for this design innovation. French suited tarot cards are a modern deck used for the tarot/tarock card games commonly played in France and central Europe. The symbolism of French suited tarot trumps depart considerably from the older Italian suited design. With very few exceptional recent cases such as the [[Tarocchi di Alan]], [[Tarot of Reincarnation]] and the [[Tarot de la Nature]], French suited tarot cards are nearly exclusively used for [[card games]] and rarely for divination.
===Non-occult Italian-suited Tarot decks===
These were the earliest form of Tarot deck to be invented, being first devised in the fifteenth century in northern Italy. The occult Tarot decks are based on decks of this type. Four decks of this category are still used to play certain games: [[Image:Tarot Piedmont 0.jpg|thumb|left|[[Tarocco Piemontese]]:the Fool.]]
*The '''[[Tarocco Piemontese]]''' consists of the four suits of swords, batons, clubs and coins, each headed by a king, queen, cavalier and jack, followed by numerals 10 down to 1. The trumps rank as follows: The Angel (20—although it only bears the second-highest number, it is nonetheless the highest), the World (21), the Sun (19), the Moon (18), the Star (17), the Tower (16), the Devil (15), Temperance (14), death (13), the Hanged Man (12), Strength (11), the Wheel of Fortune (10), the Hermit (9), Justice (8), the Chariot (7), the Lovers (6), the Pope (5), the Emperor (4), the Empress (3), the Popess (2) and the Bagatto (1). There is also the Fool (''Matto'').
*The Swiss '''[[Troccas|Tarot de Besançon]]''' is similar, but is of a different graphical design, and replaces the Pope with Jupiter, the Popess with Juno, and the Angel with the Judgement. The trumps rank in numerical order and the Tower is known as the House of God.
*The '''Tarocco Bolognese''' omits numeral cards two to five in plain suits, leaving it with 62 cards, and has somewhat different trumps, not all of which are numbered and four of which are equal in rank. It has a different graphical design.
*The '''Tarocco Siciliano''' changes some of the trumps, and replaces the 21 with a card labelled ''Miseria'' (destitution). It omits the Two and Three of coins, and numerals one to four in batons, swords and cups: it thus has 64 cards. The cards are quite small and, again, of a different graphical design.[[#cite_note-8|<sup>[9]</sup>]]
===Occult tarot decks===
[[Etteilla]] was the first to issue a revised tarot deck specifically designed for occult purposes rather than game playing. In keeping with the belief that tarot cards are derived from the Book of [[Thoth]], Etteilla's tarot contained themes related to ancient [[Egypt]].
The seventy eight card tarot deck used by esotericists has two distinct parts:
*The '''[[Major Arcana]]''' (greater secrets), or trump cards, consists of twenty two cards without [[suit (card)|suits]]; [[The Fool (Tarot card)|The Fool]], [[The Magician (Tarot card)|The Magician]], [[The High Priestess]], [[The Empress (Tarot card)|The Empress]], [[The Emperor (Tarot card)|The Emperor]], [[The Hierophant]], [[The Lovers]], [[The Chariot (Tarot card)|The Chariot]], [[Strength (Tarot card)|Strength]], [[The Hermit]], [[Wheel of Fortune (Tarot card)|Wheel of Fortune]], [[Justice (Tarot card)|Justice]], [[The Hanged Man (tarot card)|The Hanged Man]], [[Death (Tarot card)|Death]], [[Temperance (Tarot card)|Temperance]], [[The Devil (Tarot card)|The Devil]], [[The Tower (Tarot card)|The Tower]], [[The Star (Tarot card)|The Star]], [[The Moon (Tarot card)|The Moon]], [[The Sun (Tarot card)|The Sun]], [[Judgement (Tarot card)|Judgement]], and [[The World (Tarot card)|The World]].
*The '''[[Minor Arcana]]''' (lesser secrets) consists of fifty six cards, divided into four suits of fourteen cards each; ten numbered cards and four court cards. The court cards are the King, Queen, Knight and Jack, in each of the four tarot suits. The traditional Italian tarot suits are [[Suit of swords|swords]], [[Suit of wands|batons/wands]], [[Suit of coins|coins]] and [[Suit of cups|cups]]; in modern tarot decks, however, the batons suit is often called wands, rods or staves, while the coins suit is often called pentacles or disks.
The terms "major arcana" and "minor arcana" were first used by [[Jean Baptiste Pitois]] (also known as Paul Christian), and are never used in relation to Tarot card games.
[[Image:Thothdeckcover.jpg|thumb|Cover of the [[Thoth Tarot]] deck, designed by [[Aleister Crowley]] and painted by [[Lady Frieda Harris]]. The cover is similar to the illustration of the Two of Disks.]]
Tarot is often used in conjunction with the study of the [[Hermetic Qabalah]].<ref>Israel Regardie, "The Tree of Life", (London, Rider, 1932)</ref> In these decks all the cards are illustrated in accordance with Qabalistic principles, most being under the influence of the Rider-Waite-Smith deck and bearing illustrated scenes on all the suit cards. The images on the 'Rider-Waite' deck were drawn by artist [[Pamela Colman Smith|Pamela Colman-Smith]], to the instructions of Christian mystic and occultist [[Arthur Edward Waite]], and were originally published by the Rider Company in 1910. This deck is considered a simple, user friendly one but nevertheless its imagery, especially in the Major Arcana, is complex and replete with esoteric symbolism. The subjects of the Major Arcana are based on those of the earliest decks, but have been significantly modified to reflect Waite and Smith's view of Tarot. An important difference from [[Tarot of Marseille|Marseilles]] style decks is that Smith drew scenes with esoteric meanings on the suit cards. However the Rider-Waite wasn't the first deck to include completely illustrated suit cards. The first to do so was the 15th century Sola-Busca deck.<ref>[http://books.google.com/books?id=xAmMNnJlfnoC&pg=PA442&dq=solar+busca+deck+tarot&lr=&hl=cs#v=onepage&q=&f=false The new encyclopedia of the occult], John Michael Greer pg. 442 - Llewellyn Publications (2003) ISBN 1567183360</ref>
Older decks such as the [[Visconti-Sforza]] and Marseilles are less detailed than modern esoteric decks. A Marseilles type deck is usually distinguished by having repetitive motifs on the pip cards, similar to Italian or Spanish playing cards, as opposed to the full scenes found on "[[Rider-Waite]]" style decks. These more simply illustrated "[[Tarot of Marseilles|Marseilles]]" style decks are also used esoterically, for divination, and for game play, though the [[French tarot|French card game of tarot]] is now generally played using a relatively modern 19th century design of German origin. Such playing tarot decks generally have twenty one trump cards with genre scenes from 19th century life, a Fool, and have court and pip cards that closely resemble today's French playing cards.)
The Marseilles style Tarot decks generally feature numbered minor arcana cards that look very much like the pip cards of modern playing card decks. The Marseilles' numbered minor arcana cards do not have scenes depicted on them; rather, they sport a geometric arrangement of the number of suit symbols (e.g., swords, rods/wands, cups, coins/pentacles) corresponding to the number of the card (accompanied by botanical and other non-scenic flourishes), while the court cards are often illustrated with flat, two-dimensional drawings.
A widely used [[modernism|modernist]] esoteric Tarot deck is [[Aleister Crowley]]'s [[Thoth Tarot]] ''(Thoth'' pronounced {{IPA-en|ˈtoʊt|}} or {{IPA-en|ˈθɒθ|}}). Crowley, at the height of a lifetime's work dedicated to occultism, engaged the artist [[Lady Frieda Harris]] to paint the cards for the deck according to his specifications. His system of Tarot correspondences, published in The Book of Thoth & Liber 777, are an evolution and expansion upon that which he learned in the [[Hermetic Order of the Golden Dawn]].<ref>[http://books.google.com/books?id=YJD93CFeDIAC&pg=PA285&dq=Aleister+Crowley+system+of+Tarot+correspondences&lr=&hl=cs#v=onepage&q=Aleister%20Crowley%20system%20of%20Tarot%20correspondences&f=false Tarot for Your Self: A Workbook for Personal Transformation], Mary K. Greer pg. 285 - New Page Books (2002) ISBN 1564145883</ref>
In contrast to the Thoth deck's colorfulness, the illustrations on [[Paul Foster Case]]'s [[B.O.T.A. Tarot]] deck are black line drawings on white cards; this is an unlaminated deck intended to be colored by its owner.
Other esoteric decks include the [[Golden Dawn Tarot]], which claims to be based on a deck by [[SL MacGregor Mathers]].
The variety of decks presently available is almost endless, and grows yearly. For instance, cat-lovers may have the [[Tarot of the Cat People]], a deck replete with cats in every picture. The Tarot of the Witches and the [[Aquarian Tarot]] retain the conventional cards with varying designs. The [[Tree of Life Tarot]]'s cards are stark symbolic catalogs, the [[Cosmic Tarot]], and The [[Alchemical Tarot]] that combines traditional alchemical symbols with tarot images.
These contemporary divination decks change the cards to varying degrees. For example, the [[Motherpeace Tarot]] is notable for its circular cards and feminist angle: the male characters have been replaced by females. The [[Tarot of Baseball]] has suits of bats, mitts, balls and bases; "coaches" and "MVPs" instead of Queens and Kings; and major arcana cards like "The Catcher", "The Rule Book" and "Batting a Thousand". In the [[Silicon Valley Tarot]], major arcana cards include The Hacker, Flame War, The Layoff and The Garage; the suits are Networks, Cubicles, Disks and Hosts; the court cards CIO, Salesman, [[Marketeer]] and New Hire. Another tarot in recent years has been the Robin Wood Tarot. This deck retains the Rider-Waite theme while adding some very soft and colorful Pagan symbolism. As with other decks, the cards are available with a companion book written by Ms. Wood which details all of the symbolism and colors utilized in the Major and Minor Arcana.
Unconventionality is taken to an extreme by [[Morgan's Tarot]], produced in 1970 by Morgan Robbins and illustrated by Darshan Chorpash Zenith. Morgan's Tarot has no suits, no card ranking and no explicit order of the cards. It has eighty eight cards rather than the more conventional seventy eight, and its simple line drawings show a strong influence from the [[psychedelic]] era. Nevertheless, in the introductory booklet that accompanies the deck (comprehensively mirrored on [http://www.sleepbot.com/morgan/intro.html dfoley's website], with permission from [http://www.usgamesinc.com/ U.S. Games Systems]), Robbins claims spiritual inspiration for the cards and cites the influence of [[Tibetan Buddhism]] in particular.
====Deck-specific symbolism====
Many popular decks have modified the traditional symbolism to reflect the esoteric beliefs of their creators.
=====Rider-Waite-Smith-deck=====
[[Image:RWS Tarot 00 Fool.jpg|thumb|right|[[The Fool (Tarot card)|The Fool]] from the [[Rider-Waite tarot deck]].]]
The tarot created by [[A.E. Waite]] and [[Pamela Coleman Smith]] departs from the earlier tarot design with its use of scenic pip cards and the alteration of how the Strength and Justice cards are ranked.
=====Crowley-Harris Book of Thoth deck=====
Each card in the [[Thoth tarot deck|Thoth deck]] is intricately detailed with Astrological, Zodiacal, Elemental and Qabalistic symbols related to each card. Colours are used symbolically, especially the cards related to the five elements of Spirit, Fire, Water, Air and Earth. Crowley wrote a book--[[The Book of Thoth (Crowley)]] to accompany, describe, and expand on his deck and the data regarding the pathways within. Unlike the popular Waite-Smith Tarot, the Thoth Tarot retains the traditional order of the trumps but uses alternative nomenclature for both the trumps and of the courts.
=====Mythic Tarot=====
The [[Mythic Tarot deck]] links Tarot symbolism with the classical Greek Myths.
=====Hermetic Tarot=====
Hermetic Tarot utilizes the Tarot archetypes to function as a textbook and mnemonic device for teaching and revealing the gnosis of alchemical symbolical language and its profound and philosophical meanings. An example of this practice is found in the rituals of the 19th Century Hermetic Order of the Golden Dawn. In the 20th Century Hermetic use of the Tarot archetypes as a handbook and revealer of perennial wisdom was further developed in the work of Carl Gustav Jung and his exploration into the psyche and active imagination. A 21st Century example of a Hermetic rooted Tarot deck is that of Tarot ReVisioned, a black and white deck and book for the Major Arcana by Leigh J. McCloskey.<ref> McCloskey, Leigh, ''Tarot ReVisioned, adpress''</ref>
===Popular culture Tarot Decks===
The Vertigo Tarot deck employs characters from titles of American publisher [[Vertigo Comics]] including such imagery as [[John Constantine]] from ''[[Hellblazer]]'', in the role of The Fool zero card. The cards were illustrated by [[Dave McKean]] with text by [[Rachel Pollack]] and the accompanying book holds an introduction by [[Neil Gaiman]]. In France, where the tarot game is most popular, there have been tarot decks published depicting characters from [[Asterix]], [[Disney]], and [[Tex Avery]] cartoons.
===Modern oracle cards===
Recently, the use of tarot for [[divination]], or as a store of [[symbolism]], has inspired the creation of modern [[oracle card decks]]. These are card decks for inspiration or divination containing images of [[angel]]s, [[faery|faeries]], [[goddess]]es, [[Power Animal]]s, etc. Although obviously influenced by divinatory Tarot, they do not follow the traditional structure of Tarot; they often lack any suits of numbered cards, and the set of cards differs from the conventional [[major arcana]].
==See also==
*[[Cartomancy]]
*[[Hofamterspiel]]
*[[Playing card]]
*[[Trick-taking game]]
*[[Trionfi]]
==References==
{{reflist}}
== Further reading ==
* Nichols, Sallie, ''[http://books.google.com/books?id=43vymTMJKrsC&printsec=frontcover Jung and Tarot: an Archetypal Journey]'', York Beach : Weiser, 1980
==External links==
{{Wiktionary}}
*[http://www.tarotica.com/faq/ JK's Tarot FAQ]
*[http://www.pagat.com/tarot/ Tarot card games]
*[http://www.sacred-texts.com/tarot/index.htm Early esoteric literature]
{{Major Arcana}}
[[Category:Tarot| ]]
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{{Otheruses4|the card decks created for trick-taking games and later used for divinatory and esoteric/occult purposes||Tarot (disambiguation)}}
[[Image:Viscontisforzatarot.jpg|thumb|right|[[Visconti-Sforza tarot deck]]. The Devil card is a 20th-century remake of the card supposedly missing from the original 15th-century deck.]]
The '''tarot''' (first known as '''tarocchi''', also '''tarock''' and similar names), {{pron-en|ˈtɑːroʊ}}, is a pack of cards (most commonly numbering 78), used from the mid fifteenth century in various parts of [[Europe]] to play card games such as [[Italy|Italian]] [[Tarocchini]] and [[French Tarot]]. From the late 18th century until the present time the Tarot has also found use by [[Mystics|mystics]] and [[Occultists|occultists]] in efforts at [[Divination|divination]] or as a map of mental and spiritual pathways.
The tarot has four [[suit (cards)|suits]] corresponding to the suits of conventional playing cards. Each of these suits has [[pip]] cards numbering from ace to ten and four [[face card]]s for a total of fourteen cards. In addition, the tarot is distinguished by a separate 21-card trump suit and a single card known as the Fool. Depending on the game, the Fool may act as the top trump or may be played to avoid following suit.<ref name="DummettGame">
{{cite book
| last = Dummett
| first = Michael
| authorlink = Michael Dummett
| title = The Game of Tarot
| publisher = [[Gerald Duckworth and Company Ltd.]]
| date = 1980
| isbn = 0-7156-1014-7
}}
</ref>
[[Rabelais]] gives ''tarau'' as the name of one of the games played by [[Gargantua]] in his ''[[Gargantua and Pantagruel]]''<ref>[[François Rabelais]], ''Gargantua and Pantagruel'', ch. 22, "Les Jeux de Gargantua"</ref>; this is likely the earliest attestation of the French form of the name.
Tarot cards are used throughout much of Europe to play card games.
In [[Anglosphere|English-speaking countries]], where these games are largely unknown, Tarot cards are now used primarily for [[divination|divinatory]] purposes.<ref name="DummettGame" /><ref> [[Paul Huson|Huson, Paul]], (2004) ''Mystical Origins of the Tarot: From Ancient Roots to Modern Usage'', Vermont: Destiny Books, ISBN 0-89281-190-0
[http://www.innertraditions.com/Product.jmdx?action=displayDetail&id=887&searchString=huson&y=7&x=7 ''Mystical Origins of the Tarot'']
</ref> Occultists call the trump cards and the Fool "the [[Major Arcana|major arcana]]" while the ten pip and four court cards in each suit are called [[Minor Arcana|minor arcana]]. The cards are traced by some occult writers to ancient Egypt or the [[Kabbalah]] but there is no documented evidence of such origins or of the usage of tarot for divination before the eighteenth century.<ref name="DummettGame"/>
==Etymology==
The [[English language|English]] and [[French language|French]] word '''tarot''' derives from the Italian ''tarocchi'', which has no known origin or [[etymology]]. One theory relates the name "tarot" to the [[Taro River]] in northern Italy, near [[Parma]]; the game seems to have originated in northern Italy, in [[Milan]] or [[Bologna]].<ref>[[Cassandra Eason]], ''Complete Guide to Tarot'', p. 3 (Crossing Press, 2000; ISBN 1580910688)</ref> Other writers believe it comes from the [[Arabic language|Arabic]] word ''turuq'' (طرق), which means "pathways."<ref>{{cite web |url=http://www.buzzle.com/articles/history-of-tarot-cards.html |title=History of Tarot Cards |dateformat=mdy |accessdate=January 27 2009 |last= |first= |date=July 15 2008 |work= |publisher=Buzzle.com }}</ref> Alternatively, it may be from the Arabic ''tarach'',<ref>[http://www.etymonline.com/index.php?search=tarot&searchmode=none Etymology for ''Tarot''], Douglas Harper - The Online Etymology Dictionary</ref> "reject." According to a French etymology, the [[Italian language|Italian]] ''tarocco'' derived from ''tara'':<ref>[http://www.cnrtl.fr/definition/tarot French etymology for ''tarot''] Portail Lexical: Lexicographie - Centre National de Ressources Textuelle et Lexicales</ref> "devaluation of a merchandise; deduction, the act of deducting."
==History==
Playing cards first entered [[Europe]] in the late 14th century, probably from [[Mamluk Sultanate (Cairo)|Mamluk Egypt]], with suits very similar to the Tarot suits of Swords, Staves, Cups and Coins (also known as disks, and [[pentacle]]s) and those still used in traditional [[Italy|Italian]], [[Spain|Spanish]] and [[Portugal|Portuguese]] decks.<ref>[[Donald Laycock]] in ''Skeptical—a Handbook of Pseudoscience and the Paranormal'', ed [[Donald Laycock]], [[David Vernon (writer)|David Vernon]], [[Colin Groves]], [[Simon Brown]], Imagecraft, Canberra, 1989, ISBN 0731657942, p. 67</ref> The first documented evidence of playing cards is a ban on their use in 1367, [[Bern, Switzerland]]. Wide use of [[playing cards]] in Europe can, with some certainty, be traced from 1377 onwards.<ref name=Banzhaf>{{cite book |last1=Banzhaf |first1=Hajo |title=Il Grande Libro dei Tarocchi |year=1994 |publisher=Hermes Edizioni |location=Roma |language=Italian |isbn=8-8793-8047-8 |page=16 |pages=192 }}</ref>
The first known Tarot cards were created between 1430 and 1450 in [[Milan, Italy|Milan]], [[Ferrara, Italy|Ferrara]] and [[Bologna, Italy|Bologna]] in northern [[Italy]] when additional trump cards with allegorical [[illustration]]s were added to the common four-suit pack. These new decks were originally called ''carte da trionfi'', triumph cards, and the additional cards known simply as ''trionfi'', which became "trumps" in English. The first literary evidence of the existence of ''carte da trionfi'' is a written statement in the court records in Ferrara, in 1442.<ref>Michael Dummett: The Game of Tarot, 1980, p. 67</ref> The oldest surviving Tarot cards are from fifteen fragmented decks painted in the mid 15th century for the [https://occulttarot.com/visconti-sforza/ Visconti-Sforza] family, the rulers of Milan.<ref>[[Place, Robert M.]] (2005) ''The Tarot: History,Symbolism,and Divination,'', Tarcher/Penguin, New York, ISBN 1-58542-349-1</ref>
[https://tarotsmith.com/reading/playingcards/ Divination using playing cards] is in evidence as early as 1540 in a book entitled ''The Oracles of Francesco Marcolino da Forli'' which allows a simple method of divination, though the cards are used only to select a random oracle and have no meaning in themselves. But manuscripts from 1735 (''The Square of Sevens'') and 1750 (''Pratesi Cartomancer'') document rudimentary divinatory meanings for the cards of the tarot as well as a system for laying out the cards.[[Giacomo Casanova]] wrote in his diary that in 1765 his [[Russia]]n mistress frequently used a deck of playing cards for divination.<ref>{{cite web |url=http://fulltextarchive.com/pages/The-Complete-Memoires-of-Jacques-Casanova-de57.php#p103 |title=The Complete Memoires of Jacques Casanova de Seingalt |accessdate= January 22nd 2009 |accessmonthday= |accessdaymonth= |accessyear= |author= |last=CASANOVA |first=Giacomo |authorlink= |coauthors=MACHEN, Arthur |date= |year= |month= |work= |publisher= |location= |pages= |language= |doi= |archiveurl= |archivedate= |quote= }}</ref>
===Early decks===
Picture-card packs are first mentioned by [[Martiano da Tortona]] probably between 1418 and 1425, since in 1418 the painter he mentions, [[Michelino da Besozzo]], returned to Milan while Martiano himself died in 1425. He describes a deck with sixteen picture cards with images of the [[Greek mythology|Greek]] gods and suits depicting four kinds of birds, not the common suits. However the sixteen cards were obviously regarded as "trumps" as, about twenty-five years later, [[Jacopo Antonio Marcello]] called them a ''ludus triumphorum'', or "game of trumps."<ref>{{cite book |title=The Death of the Child Valerio Marcello |last=King |first=Margareth |authorlink= |coauthors= |year=1994 |publisher=University of Chicago Press |location=Chicago |isbn=0226436209, 9780226436203 |page=341 |pages=484 |url= }}</ref>
Special motifs on cards added to regular packs show [[philosophical]], [[social]], [[poetical]], [[astronomical]], and [[heraldic]] ideas, [[Ancient Rome|Roman]]/[[Greece|Greek]]/[[Babylonian]] heroes, as in the case of the Sola-Busca-Tarocchi (1491)<ref>[http://books.google.com/books?id=qqm1AAAAIAAJ&q=Sola-Busca-Tarocchi++1491&dq=Sola-Busca-Tarocchi++1491&lr=&hl=cs The game of Tarot: from Ferrara to Salt Lake City], Michael A. E. Dummett, Sylvia Mann pg. 76 - United States Games Systems (1980) ISBN 0715610147</ref> and the Boiardo Tarocchi poem, written at an unknown date between 1461 and 1494.<ref>[http://web.archive.org/20040107171729/www.geocities.com/autorbis/boiardolife.html Tarot and its History] - Autorbis</ref>
[[Image:Jean Dodal Tarot trump 01.jpg|left|thumb|''Le Bateleur'': ''The Magician'' from the [[Tarot of Marseilles]]]]
Two playing card decks from Milan ( the Brera-Brambrilla and Cary-Yale-Tarocchi)—extant, but fragmentary—were made circa 1440. Three documents dating from 1 January 1441 to July 1442, use the term ''trionfi''. The document from January 1441 is regarded as an unreliable reference; however, the same painter, [[Sagramoro]], was commissioned by the same patron, [[Leonello d'Este]], as in the February 1442 document. The game seemed to gain in importance in the year 1450, a [[Jubilee (Christian)|Jubilee]] year in Italy, which saw many festivities and the movement of many pilgrims.
Three mid-15th century sets were made for members of the Visconti family.<ref name="Boureau">Alain Boureau [http://books.google.com/books?id=UVw09a69vcMC&pg=PA170&dq=This+is+one+of+a+set+of+tarot+cards+made+for+members+of+the+Visconti+and+Sforza+families&lr=&hl=cs#v=onepage&q=&f=false The myth of Pope Joan] pg. 170 - University Of Chicago Press (2001) ISBN 0226067459</ref>The first deck, and probably the prototype, is called the Cary-Yale Tarot (or Visconti-Modrone Tarot), was created between 1442 and 1447 by an anonymous painter for Filippo Maria Visconti<ref name="Boureau"/>. The cards (only sixty-six) are today in the Cary collection of the Beinecke Rare Book Library at Yale University, New Haven. The most famous was painted in the mid 15th century, to celebrate Francesco Sforza and his wife Bianca Maria Visconti, daughter of the duke Filippo Maria. Probably, these cards were painted by [[Bonifacio Bembo]] or Francesco Zavattari in 1451-53<ref name="Boureau"/>. Of the original cards, thirty-five are in the [[Pierpont Morgan Library]], twenty-six are at the [[Accademia Carrara]], thirteen are at the [[Casa Colleoni]]<ref name="Boureau"/> and two, "The Devil" and "The Tower," are lost or else never made. This [[Visconti-Sforza tarot deck|"Visconti-Sforza" deck]], which has been widely reproduced, reflects conventional iconography of the time to a significant degree.<ref name="BertiVisconti">
{{cite book
| last = Berti
| first = Giordano
| authorlink = Giordano Berti
| title = Visconti Tarot
| publisher = [[Lo Scarabeo, Torino]]
| date = 2002
}}
</ref>
Hand-painted tarot cards remained a privilege of the upper classes and, although some sermons inveighing against the evil inherent in cards can be traced to the 14th century, most civil governments did not routinely condemn tarot cards during tarot's early history{{Citation needed|date=June 2008}}. In fact, in some jurisdictions, tarot cards were specifically exempted from laws otherwise prohibiting the playing of cards.
Because the earliest tarot cards were hand-painted, the number of the decks produced is thought to have been rather small, and it was only after the invention of the [[printing press]] that mass production of cards became possible. Decks survive from this era from various cities in [[France]], being the most popular pattern today a deck from the southern city of [[Marseilles]], thus named the [[Tarot de Marseilles]].<ref>[http://books.google.com/books?id=dVne-RK9UVYC&pg=PA280&dq=the+best+known+deck+is+the+Tarot+de+Marseilles&lr=&hl=cs#v=onepage&q=&f=false Mystical Origins of the Tarot: From Ancient Roots to Modern Usage], Paul Huson, pg. 280 - Destiny Books (2004) ISBN 0892811900</ref>
==Tarot, tarock and tarocchi games==
{{Main|Tarot, tarock and tarocchi games}}
The original purpose of tarot cards was for playing games, with the first basic rules appearing in the manuscript of Martiano da Tortona before 1425.<ref>[http://trionfi.com/0/b/11/t1.php Description of the Michelino deck - translated text]</ref>
The game of Tarot is known in many variations (mostly cultural), first basic rules for the game of ''Tarocco'' appear in the manuscript of Martiano da Tortona (before 1425; [http://trionfi.com/0/b/11/ translated text]), the next are known from the year 1637. In Italy the game has become less popular; one version named [http://pagat.com/tarot/ottocen.html Tarocco Bolognese: Ottocento] has still survived and there are still others played in [[Piedmont]], but the number of games outside of Italy is much higher. The [[French tarot]] game is the most popular in its native country and there are regional tarot games often known as ''tarock'',''tarok'',or ''tarokk'' widely played in central Europe.
Although the [[Icehouse]] games Gnostica and Zarcana are played using tarot cards, they have no relation to traditional Tarot play.
==Divinatory, esoteric and occult tarot==
{{Main|Divinatory, esoteric and occult tarot}}
Tarot cards would later become associated with [[mysticism]] and [[Magic (paranormal)|magic]].<ref>Huson, Paul ''Mystical Origins of the Tarot: From Ancient Roots to Modern Usage''. Vermont: Destiny Books, 2004</ref> Tarot was not widely adopted by mystics, occultists and secret societies until the 18th and 19th centuries. The tradition began in 1781, when [[Antoine Court de Gebelin|Antoine Court de Gébelin]], a [[Switzerland|Swiss]] [[clergy]]man and [[Freemasonry|Freemason]], published ''Le Monde Primitif'', a speculative study which included religious [[symbolism]] and its survivals in the modern world. De Gébelin first asserted that symbolism of the ''[[Tarot de Marseille]]'' represented the [[Western mystery traditions|mysteries]] of [[Isis]] and [[Thoth]]. Gébelin further claimed that the name "tarot" came from the [[Egyptian language|Egyptian]] words ''tar'', meaning "royal", and ''ro'', meaning "road", and that the Tarot therefore represented a "royal road" to wisdom. De Gébelin also asserted that the [[Gypsy|Gypsies]], who were among the first to use cards for divination, were descendants of the Ancient Egyptians (hence their common name; though by this time it was more popularly used as a [[stereotype]] for any nomadic tribe) and had introduced the cards to Europe. De Gébelin wrote this treatise before [[Jean-François Champollion]] had deciphered [[Egyptian hieroglyph]]s, or indeed before the [[Rosetta Stone]] had been discovered, and later [[Egyptology|Egyptologists]] found nothing in the Egyptian language to support de Gébelin's fanciful [[etymology|etymologies]]. Despite this, the identification of the Tarot cards with the Egyptian "Book of Thoth" was already firmly established in occult practice and continues in modern [[urban legend]] to the present day.
[[Image:AntoineCourtdeGebelin.jpg|thumb|Antoine Court de Gébelin]]
==Other uses ==
===Literature===
Tarot was used as early as the 16th century to compose poems, called "tarocchi appropriati", describing ladies of the court or famous personages. In modern literature, two exceptional examples of [[novels]] centered on the Tarot are ''[[The Greater Trumps]]'' (1932) by [[Charles Williams]] and ''[[Il Castello dei destini incrociati]]'' (1969) (English translation: ''[[The Castle of Crossed Destinies]]'' [1979]) by [[Italo Calvino]]. In the former, the Tarot is used by the main characters to move through space and time, create matter, and raise powerful natural storms. In the latter, Mediaeval travellers meeting at a castle are inexplicably unable to speak, and use a Tarot deck to describe their stories, which are reconstructed by the narrator, calling forth implications of the nature of communication, fate, and the presence of the transcendent in daily life.
Tarots also appear in [[T.S. Eliot]]'s modernist poem [[The Waste Land]] (1922), in connection with the figure of Madame Sosostris, one of the characters which appear in the first part, "The Burial of the Dead." Some of the cards mentioned in the poem really exist in the tarot deck (the Hanged Man, the Wheel), some have been invented by Eliot.
The [[2007]] novel ''[[Sepulchre (Kate Mosse novel)|Sepulchre]]'' by [[British people|British]] author [[Kate Mosse]] features a fictional Tarot deck.
===Psychological===
[[Carl Jung]] was the first psychologist to attach importance to tarot symbolism.<ref>[http://books.google.com/books?id=bad4zfFWblUC&pg=PA4&dq=Carl+Jung+was+first+to+use+tarot+symbolism&lr=&hl=cs#v=onepage&q=&f=false Tarot for Writers], Corrine Kenner, pg. 4 - Llewellyn Publications (2009) ISBN 0738714577</ref> He may have regarded the tarot cards as representing [[archetypes]]: fundamental types of persons or situations embedded in the subconscious of all human beings. The theory of archetypes gives rise to several psychological uses. Since the cards represent these different archetypes within each individual, ideas of the subject's self-perception can be gained by asking them to select a card that they "identify with." Equally, the subject can try and clarify the situation by imagining it in terms of the archetypal ideas associated with each card. For instance, someone rushing in heedlessly like the Knight of Swords, or blindly keeping the world at bay like the Rider-Waite-Smith [[Two of Swords]].
More recently [[Timothy Leary]] has suggested that the Tarot Trump cards are a pictorial representation of human development from infant to adult, with the Fool symbolizing the newborn infant, the Magician symbolizing the stage at which an infant begins to play with artifacts, etc. In [https://tarotsmith.com/decks/bifrosttarot/#extra2 Leary's view], the Tarot Trumps may be viewed as a blueprint for the human race as it matures. Leary also added two extra trump cards to match the trumps to a trifold system of octave rhythms and also matched the trumps up with the [https://en.wikipedia.org/wiki/Periodic_table periodic table of elements].
==Varieties ==
[[Image:Nicolas Conver Tarot trump 07.jpg|200px|thumb|[[The Chariot (Tarot card)|''Le Chariot'']], from Nicolas Conver's 1760 deck.]]
[[Image:Tiertarock Mannheim ca 1778.jpg|thumb|200px| Example of 18th century "[[Tiertarock]]" or animal tarot.]]
A variety of styles of tarot decks and designs exist and a number of typical regional patterns have emerged. Historically, one of the most important designs is the one usually known as the [[Tarot of Marseille|Tarot de Marseilles]]. This standard pattern was the one studied by Court de Gébelin, and cards based on this style illustrate his ''Le Monde primitif''. The Tarot de Marseilles was also popularized in the 20th century by [[Paul Marteau]]{{Citation needed|date=June 2008}}. Some current editions of cards based on the Marseilles design go back to a deck of a particular Marseilles design that was printed by [[Nicolas Conver]] in 1760. Other regional styles include the "[[Troccas|Swiss]]" Tarot; this one substitutes [[Juno (mythology)|Juno]] and [[Jupiter (god)|Jupiter]] for the Papess, or [[The High Priestess|High Priestess]] and the Pope, or [[Hierophant]]. In [[Florence]] an expanded deck called ''[[Minchiate]]'' was used; this deck of ninety six cards includes [[astrology|astrological]] symbols including the four elements, as well as traditional Tarot motifs.
Some decks exist primarily as artwork; and such art decks sometimes contain only the 22 trump cards.
===French suited tarots===
[[Image:Tarockkarten in der Hand eines Spielers.jpg|thumb|left|125px|Central European 54 card Tarock deck]]
[[Image:Tarots cards deal whitebg.jpg|thumb|200px|Bourgeois Tarot or [[Tarot Nouveau]].]]
French suited tarot cards began to appear in [[Germany]] during the 18th century. The first generation of French suited tarots depicted scenes of animals on the trumps and were thus called "Tiertarock" decks ("tier" being German for "animal.") Card maker [[Göbl]] of [[Munich]] is often credited for this design innovation. French suited tarot cards are a modern deck used for the tarot/tarock card games commonly played in France and central Europe. The symbolism of French suited tarot trumps depart considerably from the older Italian suited design. With very few exceptional recent cases such as the [[Tarocchi di Alan]], [[Tarot of Reincarnation]] and the [[Tarot de la Nature]], French suited tarot cards are nearly exclusively used for [[card games]] and rarely for divination.
===Non-occult Italian-suited Tarot decks===
These were the earliest form of Tarot deck to be invented, being first devised in the fifteenth century in northern Italy. The occult Tarot decks are based on decks of this type. Four decks of this category are still used to play certain games: [[Image:Tarot Piedmont 0.jpg|thumb|left|[[Tarocco Piemontese]]:the Fool.]]
*The '''[[Tarocco Piemontese]]''' consists of the four suits of swords, batons, clubs and coins, each headed by a king, queen, cavalier and jack, followed by numerals 10 down to 1. The trumps rank as follows: The Angel (20—although it only bears the second-highest number, it is nonetheless the highest), the World (21), the Sun (19), the Moon (18), the Star (17), the Tower (16), the Devil (15), Temperance (14), death (13), the Hanged Man (12), Strength (11), the Wheel of Fortune (10), the Hermit (9), Justice (8), the Chariot (7), the Lovers (6), the Pope (5), the Emperor (4), the Empress (3), the Popess (2) and the Bagatto (1). There is also the Fool (''Matto'').
*The Swiss '''[[Troccas|Tarot de Besançon]]''' is similar, but is of a different graphical design, and replaces the Pope with Jupiter, the Popess with Juno, and the Angel with the Judgement. The trumps rank in numerical order and the Tower is known as the House of God.
*The '''Tarocco Bolognese''' omits numeral cards two to five in plain suits, leaving it with 62 cards, and has somewhat different trumps, not all of which are numbered and four of which are equal in rank. It has a different graphical design.
*The '''Tarocco Siciliano''' changes some of the trumps, and replaces the 21 with a card labelled ''Miseria'' (destitution). It omits the Two and Three of coins, and numerals one to four in batons, swords and cups: it thus has 64 cards. The cards are quite small and, again, of a different graphical design.[[#cite_note-8|<sup>[9]</sup>]]
===Occult tarot decks===
[[Etteilla]] was the first to issue a revised tarot deck specifically designed for [https://occulttarot.com occult] purposes rather than game playing. In keeping with the belief that tarot cards are derived from the Book of [[Thoth]], Etteilla's tarot contained themes related to ancient [[Egypt]].
The seventy eight card tarot deck used by esotericists has two distinct parts:
*The '''[[Major Arcana]]''' (greater secrets), or trump cards, consists of twenty two cards without [[suit (card)|suits]]; [[The Fool (Tarot card)|The Fool]], [[The Magician (Tarot card)|The Magician]], [[The High Priestess]], [[The Empress (Tarot card)|The Empress]], [[The Emperor (Tarot card)|The Emperor]], [[The Hierophant]], [[The Lovers]], [[The Chariot (Tarot card)|The Chariot]], [[Strength (Tarot card)|Strength]], [[The Hermit]], [[Wheel of Fortune (Tarot card)|Wheel of Fortune]], [[Justice (Tarot card)|Justice]], [[The Hanged Man (tarot card)|The Hanged Man]], [[Death (Tarot card)|Death]], [[Temperance (Tarot card)|Temperance]], [[The Devil (Tarot card)|The Devil]], [[The Tower (Tarot card)|The Tower]], [[The Star (Tarot card)|The Star]], [[The Moon (Tarot card)|The Moon]], [[The Sun (Tarot card)|The Sun]], [[Judgement (Tarot card)|Judgement]], and [[The World (Tarot card)|The World]].
*The '''[[Minor Arcana]]''' (lesser secrets) consists of fifty six cards, divided into four suits of fourteen cards each; ten numbered cards and four court cards. The court cards are the King, Queen, Knight and Jack, in each of the four tarot suits. The traditional Italian tarot suits are [[Suit of swords|swords]], [[Suit of wands|batons/wands]], [[Suit of coins|coins]] and [[Suit of cups|cups]]; in modern tarot decks, however, the batons suit is often called wands, rods or staves, while the coins suit is often called pentacles or disks.
The terms "major arcana" and "minor arcana" were first used by [[Jean Baptiste Pitois]] (also known as Paul Christian), and are never used in relation to Tarot card games.
[[Image:Thothdeckcover.jpg|thumb|Cover of the [[Thoth Tarot]] deck, designed by [[Aleister Crowley]] and painted by [[Lady Frieda Harris]]. The cover is similar to the illustration of the Two of Disks.]]
Tarot is often used in conjunction with the study of the [[Hermetic Qabalah]].<ref>Israel Regardie, "The Tree of Life", (London, Rider, 1932)</ref> In these decks all the cards are illustrated in accordance with Qabalistic principles, most being under the influence of the [https://rider-waite.com Rider-Waite-Smith] deck and bearing illustrated scenes on all the suit cards. The images on the "Rider-Waite" deck were drawn by artist [[Pamela Colman Smith|Pamela Colman-Smith]], to the instructions of Christian mystic and occultist [[Arthur Edward Waite]], and were originally published by the Rider Company in 1910. This deck is considered a simple, user friendly one but nevertheless its imagery, especially in the Major Arcana, is complex and replete with esoteric symbolism. The subjects of the Major Arcana are based on those of the earliest decks, but have been significantly modified to reflect Waite and Smith's view of Tarot. An important difference from [[Tarot of Marseille|Marseilles]] style decks is that Smith drew scenes with esoteric meanings on the suit cards. However the Rider-Waite wasn't the first deck to include completely illustrated suit cards. The first to do so was the 15th century Sola-Busca deck.<ref>[http://books.google.com/books?id=xAmMNnJlfnoC&pg=PA442&dq=solar+busca+deck+tarot&lr=&hl=cs#v=onepage&q=&f=false The new encyclopedia of the occult], John Michael Greer pg. 442 - Llewellyn Publications (2003) ISBN 1567183360</ref>
Older decks such as the [[Visconti-Sforza]] and Marseilles are less detailed than modern esoteric decks. A Marseilles type deck is usually distinguished by having repetitive motifs on the pip cards, similar to Italian or Spanish playing cards, as opposed to the full scenes found on "[[Rider-Waite]]" style decks. These more simply illustrated "[[Tarot of Marseilles|Marseilles]]" style decks are also used esoterically, for divination, and for game play, though the [[French tarot|French card game of tarot]] is now generally played using a relatively modern 19th century design of German origin. Such playing tarot decks generally have twenty one trump cards with genre scenes from 19th century life, a Fool, and have court and pip cards that closely resemble today's French playing cards.)
The Marseilles style Tarot decks generally feature numbered minor arcana cards that look very much like the pip cards of modern playing card decks. The Marseilles' numbered minor arcana cards do not have scenes depicted on them; rather, they sport a geometric arrangement of the number of suit symbols (e.g., swords, rods/wands, cups, coins/pentacles) corresponding to the number of the card (accompanied by botanical and other non-scenic flourishes), while the court cards are often illustrated with flat, two-dimensional drawings.
A widely used [[modernism|modernist]] esoteric Tarot deck is [[Aleister Crowley]]'s [https://crowley-thoth.com Thoth Tarot] ''(Thoth'' pronounced {{IPA-en|ˈtoʊt|}} or {{IPA-en|ˈθɒθ|}}). Crowley, at the height of a lifetime's work dedicated to occultism, engaged the artist [[Lady Frieda Harris]] to paint the cards for the deck according to his specifications. His system of Tarot correspondences, published in The Book of Thoth & Liber 777, are an evolution and expansion upon that which he learned in the [[Hermetic Order of the Golden Dawn]].<ref>[http://books.google.com/books?id=YJD93CFeDIAC&pg=PA285&dq=Aleister+Crowley+system+of+Tarot+correspondences&lr=&hl=cs#v=onepage&q=Aleister%20Crowley%20system%20of%20Tarot%20correspondences&f=false Tarot for Your Self: A Workbook for Personal Transformation], Mary K. Greer pg. 285 - New Page Books (2002) ISBN 1564145883</ref>
In contrast to the [[Thoth Tarot|Thoth deck]]'s colorfulness, the illustrations on [[Paul Foster Case]]'s [[B.O.T.A. Tarot]] deck are black line drawings on white cards; this is an unlaminated deck intended to be colored by its owner.
Other historical esoteric decks include the [[Golden Dawn Tarot]], which claims to be based on a deck by [[SL MacGregor Mathers]].
The variety of decks presently available is almost endless, and grows yearly. For instance, cat-lovers may have the [[Tarot of the Cat People]], a deck replete with cats in every picture. The Tarot of the Witches and the [[Aquarian Tarot]] retain the conventional cards with varying designs. The [[Tree of Life Tarot]]'s cards are stark symbolic catalogs, while the [[Cosmic Tarot]], the [https://langustl.com Langustl Tarot] and the [[Alchemical Tarot]] combine traditional alchemical symbols with tarot images.
These contemporary divination decks change the cards to varying degrees. For example, the [[Motherpeace Tarot]] is notable for its circular cards and feminist angle: the male characters have been replaced by females. The [[Tarot of Baseball]] has suits of bats, mitts, balls and bases; "coaches" and "MVPs" instead of Queens and Kings; and major arcana cards like "The Catcher", "The Rule Book" and "Batting a Thousand." In the [[Silicon Valley Tarot]], major arcana cards include The Hacker, Flame War, The Layoff and The Garage; the suits are Networks, Cubicles, Disks and Hosts; the court cards CIO, Salesman, [[Marketeer]] and New Hire. There have been a variety of vampire-themed decks such as the [https://tarotica.com/duncan-streeter/ Duncan-Streeter] deck, which focuses specifically on Vlad the Impaler and likewise contains horrific, gory visions. Another tarot in recent years has been the Robin Wood Tarot. This deck retains the Rider-Waite theme while adding some very soft and colorful Pagan symbolism. As with other decks, the cards are available with a companion book written by Ms. Wood which details all of the symbolism and colors utilized in the Major and Minor Arcana.
Unconventionality is taken to an extreme by [[Morgan's Tarot]], produced in 1970 by Morgan Robbins and illustrated by Darshan Chorpash Zenith. Morgan's Tarot has no suits, no card ranking and no explicit order of the cards. It has 88 cards rather than the more conventional 78, and its simple line drawings show a strong influence from the [[psychedelic]] era. Nevertheless, in the introductory booklet that accompanies the deck (comprehensively mirrored on [http://www.sleepbot.com/morgan/intro.html dfoley's website], with permission from [http://www.usgamesinc.com/ U.S. Games Systems]), Robbins claims spiritual inspiration for the cards and cites the influence of [[Tibetan Buddhism]] in particular.
====Deck-specific symbolism====
Many popular decks have modified the traditional symbolism to reflect the esoteric beliefs of their creators.
=====Rider-Waite-Smith deck=====
[[Image:RWS Tarot 00 Fool.jpg|thumb|right|[[The Fool (Tarot card)|The Fool]] from the [[Rider-Waite tarot deck]].]]
The tarot created by [[A.E. Waite]] and [[Pamela Coleman Smith]] departs from the earlier tarot design with its use of scenic pip cards and the alteration of how the Strength and Justice cards are ranked.
=====Crowley-Harris Book of Thoth deck=====
Each card in the [[Thoth tarot deck|Thoth deck]] is intricately detailed with Astrological, Zodiacal, Elemental and Qabalistic symbols related to each card. Colours are used symbolically, especially the cards related to the five elements of Spirit, Fire, Water, Air and Earth. Crowley wrote a book--[[The Book of Thoth (Crowley)]] to accompany, describe, and expand on his deck and the data regarding the pathways within. Unlike the popular Waite-Smith Tarot, the [https://crowleythoth.net Thoth Tarot] retains the traditional order of the trumps but uses alternative nomenclature for both the trumps and of the courts.
=====Mythic Tarot=====
The [[Mythic Tarot deck]] links Tarot symbolism with the classical Greek Myths.
=====Hermetic Tarot=====
Hermetic Tarot utilizes the Tarot archetypes to function as a textbook and mnemonic device for teaching and revealing the gnosis of alchemical symbolical language and its profound and philosophical meanings. An example of this practice is found in the rituals of the 19th Century Hermetic Order of the Golden Dawn. In the 20th Century Hermetic use of the Tarot archetypes as a handbook and revealer of perennial wisdom was further developed in the work of Carl Gustav Jung and his exploration into the psyche and active imagination. A 21st Century example of a Hermetic rooted Tarot deck is that of Tarot ReVisioned, a black and white deck and book for the Major Arcana by Leigh J. McCloskey.<ref> McCloskey, Leigh, ''Tarot ReVisioned, adpress''</ref>
===Popular culture Tarot Decks===
The Vertigo Tarot deck employs characters from titles of American publisher [[Vertigo Comics]] including such imagery as [[John Constantine]] from ''[[Hellblazer]]'', in the role of The Fool zero card. The cards were illustrated by [[Dave McKean]] with text by [[Rachel Pollack]] and the accompanying book holds an introduction by [[Neil Gaiman]]. In France, where the tarot game is most popular, there have been tarot decks published depicting characters from [[Asterix]], [[Disney]], and [[Tex Avery]] cartoons.
===Modern oracle cards===
Recently, the use of tarot for [[divination]], or as a store of [[symbolism]], has inspired the creation of modern [[oracle card decks]]. These are card decks for inspiration or divination containing images of [[angel]]s, [[faery|faeries]], [[goddess]]es, [[Power Animal]]s, etc. Although obviously influenced by divinatory Tarot, they do not follow the traditional structure of Tarot; they often lack any suits of numbered cards, and the set of cards differs from the conventional [[major arcana]].
==See also==
*[[Cartomancy]]
*[[Hofamterspiel]]
*[[Playing card]]
*[[Trick-taking game]]
*[[Trionfi]]
==References==
{{reflist}}
== Further reading ==
* Nichols, Sallie, ''[http://books.google.com/books?id=43vymTMJKrsC&printsec=frontcover Jung and Tarot: an Archetypal Journey]'', York Beach : Weiser, 1980
==External links==
{{Wiktionary}}
*[http://www.tarotica.com/faq/ JK's Tarot FAQ]
*[http://www.pagat.com/tarot/ Tarot card games]
*[http://www.sacred-texts.com/tarot/index.htm Early esoteric literature]
{{Major Arcana}}
[[Category:Tarot| ]]
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{{otheruses4|a family of trick taking card games||Tarot (disambiguation)}}
[[Image:Tarots cards deal whitebg.jpg|thumb|right|240px|Modern tarot deck used for [[French tarot]].]]
'''Tarot cards''' were originally created for playing games, being that the first basic rules appear in the manuscript of Martiano da Tortona written before 1425.<ref>[http://trionfi.com/0/b/11/t1.php Description of the Michelino deck - Translated text] at Trionfi.com</ref> The game of Tarot is known in many variations, mostly cultural.
==Tarot card games==
The pack with which English-speakers call by the French name Tarot is called Tarocco in Italian, Tarock in German and various similar words in other languages. Tarot games spread to most parts of Europe, notably exceptions being the British Isles, the Iberian peninsula, and the Balkans.<ref name="Parlett">David Parlett, ''Oxford Dictionary of Card Games'', pg. 300 Oxford University Press (1996) ISBN 0-19-869173-4</ref> Contrary to popular belief, Tarot cards did not precede ordinary playing cards, and they were invented not for occultic but for purely gaming purposes. Only later were they used for cartomantic interests and [[divination]], and also as a field for artists to display specific iconographical forms often connected to an ideological system in the background. Concrete forms appear at least since the article of [[Court de Gebelin]] in the year 1781
===Tarocchi===
[[Image:Tarot Piedmont 0.jpg|thumb|right|180px|Italian suits are still used for games like [[Tarocchini]].]]
'''Tarocchi''' (Italian, plural form of Tarocco), and similar names in other languages, is a specific form of [[playing card]] deck used for different [[trick-taking game]]s. This earlier name of the game is first documented in February 1442, Ferrara.
The first basic rules for the game of ''Tarocco'' appear in the manuscript of Martiano da Tortona, the next are known from the year 1637.{{Fact|date=October 2009}} In Italy the game has become less popular, although one version named Ottocento, Tarocco Bolognese, has still survived. There are still other tarot games like '''Scarto''' played in [[Piedmont]], especially Pinerolo and Turin,<ref name="Parlett"/> but the number of tarot games played outside Italy is much higher.
There seems to be a connection between the words ''Tarot'' (French) and ''Tarock'' (Germanic-Slavic) for the final name Tarocchi developed from French influence.{{Fact|date=October 2009}} Italian speakers of today claim that French words with an ending "-ot" had been commonly transformed in endings with "-occo" and "-occhi".{{Fact|date=October 2009}} The poet [[Francesco Berni]] still mocked on this word in his ''Capitolo del Gioco della Primiera'' written in 1526.<ref>Samuel Weller Singer [http://books.google.com/books?id=_WAOAAAAQAAJ&pg=PA28&dq=Let+him+look+to+it,+who+is+pleased+with+the+game+of+Tarocco&lr=&hl=cs#v=onepage&q=Let%20him%20look%20to%20it%2C%20who%20is%20pleased%20with%20the%20game%20of%20Tarocco&f=false ''Researches into the history of playing cards''] pg. 28 London 1816<br /> "Let him look to it, who is pleased with the game of Tarocco, that the only signification of this word Tarocco,<br /> is stupid, foolish, simple, fit only to be used by bakers, cobblers, and the vulgar."</ref>
===Tarot===
The French game of [[French Tarot|Tarot]], also Jeu de Tarot, is one which uses a traditional 78-card Tarot deck instead of the 54-card deck used to play the Austro-Hungarian game of Tarock. A typical type of Tarot playing card deck is that of the standard French design, the so-called "[[Tarot Nouveau]]", which is French-suited and has face and number layouts similar to the common 52-card deck. The "Tarot Nouveau" deck has trumps which depict scenes of traditional French social activities, in increasing levels of wealth; this differs from the character and ideological cards of the standard Italian-suited Tarot decks such as the Tarocco Piedmontese, the Tarocco Bolognese, the [[Rider-Waite]] or even the [[Tarot de Marseille]] well-known in [[cartomancy]].
A pack of Tarots corresponds in every particular with those called Tarocchi by writers of the sixteenth century. It consists of seventy-eight numeral cards of four suits and twenty-two emblematic cards called Atous. The suit marks on these cards are usually swords, cups, batons and money. Each suit consists of fourteen cards, ten of which are low cards, and the other four court cards, namely the King, Queen, Chevalier, and Valet. Of the Atous, twenty-one are numbered from 1 to 21, and an non-numbered card called "Fou", also called "Mat" in the play. It has no positive value in the game, but augments the value of any of the other Atous to which it may be joined.<ref>[http://books.google.com/books?id=BPkIAAAAIAAJ&pg=PA491&dq=tarocchi&lr=&hl=cs#v=onepage&q=tarocchi&f=false The Gentleman's magazine] vol. 185 London 1849</ref>
According to the current state of research, the game of Tarot became known in the year 1505 parallel in Taraux (France) and Ferrara (Italy) as Tarocchi.{{Fact|date=October 2009}} An earlier form of the game had the name [[Trionfi]] or triumphs, developed later as a general term for trick-taking games (Trumpfen in German and Trump in English), although it has almost completely disappeared in its original function as deck name.
[[Image:Tarotcards.jpg|thumb|center||600px|Tarot Nouveau]]
===Tarock===
Tarock, recorded as one of the oldest types of card games known, is extensively played in Austria and makes a good introduction to the general principels of Tarot play, serving as a springboard to more advanced 54-card, French-suited card games such as Point Tarock and [[Königrufen|Königsrufen]].<ref name="Parlett"/> The game is widely played in [[Germany]], [[Italy]], [[Switzerland]], [[Denmark]], and especially in the countries on the area of the former [[Austria-Hungary|Austro-Hungarian Monarchy]], for which even the name ''Tarockanien'' has been coined: the [[Austria]]n variation of the game is thus still widely popular among all classes and generations in [[Slovenia]], [[Croatia]] and in the [[Czech Republic]], while in [[Hungary]] different rules are applied.
The tarock decks, popular in [[Germany]] and [[Switzerland]], use either the Latin suits of cups, coins, batons and swords, or the German suits of Hearts, Bells, Acorns and Leaves. The character representations of the trump cards in non-gaming divinatory tarot is based on representations similar to those found in the Italian tarot decks; Germanic Tarot [[Playing cards|playing card decks]] are less likely to feature these characterizations.<ref>[http://www.pagat.com/class/itarot.html Italian-suited Tarot decks] at [[Pagat.com]]</ref>
==Compounds==
===Deck of cards===
As certain regions have adopted Tarot games that use only a subset of the 78-card deck, the decks themselves have become specialized. A complete Tarot deck such as one for the [[Jeu de Tarot]], contains all 78 cards and can be used to play any game in the family. Austrian-Hungarian Tarock and Italian Tarocco decks, however, are a smaller subset suitable only for games of a particular region.
[[Image:Tarockkarten in der Hand eines Spielers.jpg|thumb|right|220px|Austrian-style 54-card Tarock hand: the Fool, six trumps, King, Queen, 1 {{Hearts}}.]]
The 78-card tarot deck contains:
*14 cards each in four [[suit (cards)|suit]]s (Anglo-French, German or Latin depending on the region): "pip" cards numbered one (sometimes [[Ace]]) through ten; plus four court cards, a Jack (or Knave), a Knight (or Cavalier), a Queen, and a King.
*The twenty-one tarots, known in non-gaming divinatory tarot as the [[Major Arcana]]), function in the game as a permanent suit of [[Trump (cards)|trump]]s.
*The Fool, also known as the Excuse, is an un-numbered card which excuses the player from following suit or playing a trump in some variations, and also acts as the strongest trump in others.
===Basic rules of play===
*Play is typically counter-clockwise; the player to the right of the dealer plays to the first trick. The players must follow suit if they have the card of the suit led, otherwise either trumps or a card from another suit is played. The winner of each trick then leads to the next.
*After the hand has been played, a score is taken based on the point values of the cards in the tricks each player has managed to capture.
===Common value of cards===
* Oudlers (Trull) - Trumps 1-21 and the Fool: 5 points
* Kings: 5 points
* Queens: 4 points
* Cavaliers (Knights): 3 points
* Knaves (Jacks): 2 points
* Pip cards: fraction of a point
The cards are usually counted in groups of two or three depending on the game. After the hand has been played, a score is taken based on the point values of the cards in the tricks each player has managed to capture.
For the purpose of the rules, the numbering of the trumps are the only thing that matters. The symbolic tarot images customary in non-gaming divinatory tarots have no effect in the game itself. The design traditions of these deck subsequently evolved independently and they often bear only numbers and whimsical scenes arbitrarily chosen by the engraver.{{Fact|date=October 2009}} However there are still traditional sequences of images in which the common lineage is visible; e.g. a moon is visible at the bottom left corner of the XXI stems from confusion of German ''Mond'', meaning Moon, with Italian ''mondo'' and French ''monde'', meaning "world", the usual symbol associated with the card 21 on Italian suited tarots and in non-gaming divinatory tarot.
In tarot decks made for playing the game, as opposed to those made for [[divination]] or other esoteric uses, the four Latin suits are replaced in many regions with the [[suit (cards)|French suits]] of hearts, diamonds, clubs, and spades. Some variations of the game are played with a 54-card deck (5, 6, 7, 8, 9 and 10 of hearts and diamonds and 1, 2, 3, 4, 5, 6 of spades and clubs are discarded).
==See also==
*[[Mantegna Tarocchi]]
*[[Tarocco Piemontese]]
*[[Hofamterspiel]]
*[[Trappola]]
==References==
<references/>
==External links==
{{Wikiquote|Francesco Berni|Tarocchi}}
*[http://trionfi.com Tarocchi History] at Trionfi.com
*[http://www.pagat.com/tarot/ Card Games: Tarot Games] at [[Pagat.com]]
*[http://www.bloggernews.net/13798 What is Tarot? It's not what you think!] at Bloggernews.net
*[http://www.youtube.com/watch?v=4gH-OAXQbew YouTube Introducing the Card Games for Tarot] at [[YouTube.com]]
{{Tarot Cards}}
{{List of trick-taking games}}
[[Category:Tarot]]
[[Category:Tarot card games| ]]
[[Category:Trick-taking card games]]
[[Category:Dedicated deck card games]]
[[Category:Playing cards]]
[[Category:Italian card games]]
[[cs:Taroky]]
[[da:Tarot (spillekort)]]
[[de:Tarock]]
[[es:Tarot (juego de cartas)]]
[[eo:Taroko]]
[[hr:Tarok]]
[[io:Taroko]]
[[hu:Tarokk]]
[[nds:Tarock]]
[[pl:Tarot (gra karciana)]]
[[sk:Taroky]]
[[sl:Tarok]]
[[sr:Tarok]]
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{{otheruses4|a family of trick taking card games||Tarot (disambiguation)}}
[[Image:Tarots cards deal whitebg.jpg|thumb|right|240px|Modern tarot deck used for [[French tarot]].]]
'''Tarot cards''' were originally created for playing games, being that the first basic rules appear in the manuscript of Martiano da Tortona written before 1425.<ref>[http://trionfi.com/0/b/11/t1.php Description of the Michelino deck - Translated text] at Trionfi.com</ref> The game of Tarot is known in many variations, mostly cultural.
==Tarot card games==
The pack with which English-speakers call by the French name Tarot is called Tarocco in Italian, Tarock in German and various similar words in other languages. Tarot games spread to most parts of Europe, notably exceptions being the British Isles, the Iberian peninsula, and the Balkans.<ref name="Parlett">David Parlett, ''Oxford Dictionary of Card Games'', pg. 300 Oxford University Press (1996) ISBN 0-19-869173-4</ref> Contrary to popular belief, Tarot cards did not precede ordinary playing cards, and they were invented not for occultic but for purely gaming purposes. Only later were they used for cartomantic interests and [[divination]], and also as a field for artists to display specific iconographical forms often connected to an ideological system in the background. Concrete forms appear at least since the article of [[Court de Gebelin]] in the year 1781
===Tarocchi===
[[Image:Tarot Piedmont 0.jpg|thumb|right|180px|Italian suits are still used for games like [[Tarocchini]].]]
'''Tarocchi''' (Italian, plural form of Tarocco), and similar names in other languages, is a specific form of [[playing card]] deck used for different [[trick-taking game]]s. This earlier name of the game is first documented in February 1442, Ferrara.
The first basic rules for the game of ''Tarocco'' appear in the manuscript of Martiano da Tortona, the next are known from the year 1637.{{Fact|date=October 2009}} In Italy the game has become less popular, although one version named Ottocento, Tarocco Bolognese, has still survived. There are still other tarot games like '''Scarto''' played in [[Piedmont]], especially Pinerolo and Turin,<ref name="Parlett"/> but the number of tarot games played outside Italy is much higher.
There seems to be a connection between the words ''Tarot'' (French) and ''Tarock'' (Germanic-Slavic) for the final name Tarocchi developed from French influence.{{Fact|date=October 2009}} Italian speakers of today claim that French words with an ending "-ot" had been commonly transformed in endings with "-occo" and "-occhi".{{Fact|date=October 2009}} The poet [[Francesco Berni]] still mocked on this word in his ''Capitolo del Gioco della Primiera'' written in 1526.<ref>Samuel Weller Singer [http://books.google.com/books?id=_WAOAAAAQAAJ&pg=PA28&dq=Let+him+look+to+it,+who+is+pleased+with+the+game+of+Tarocco&lr=&hl=cs#v=onepage&q=Let%20him%20look%20to%20it%2C%20who%20is%20pleased%20with%20the%20game%20of%20Tarocco&f=false ''Researches into the history of playing cards''] pg. 28 London 1816<br /> "Let him look to it, who is pleased with the game of Tarocco, that the only signification of this word Tarocco,<br /> is stupid, foolish, simple, fit only to be used by bakers, cobblers, and the vulgar."</ref>
===Tarot===
The French game of [[French Tarot|Tarot]], also Jeu de Tarot, is one which uses a traditional 78-card Tarot deck instead of the 54-card deck used to play the Austro-Hungarian game of Tarock. A typical type of Tarot playing card deck is that of the standard French design, the so-called "[[Tarot Nouveau]]", which is French-suited and has face and number layouts similar to the common 52-card deck. The "Tarot Nouveau" deck has trumps which depict scenes of traditional French social activities, in increasing levels of wealth; this differs from the character and ideological cards of the standard Italian-suited Tarot decks such as the Tarocco Piedmontese, the Tarocco Bolognese, the [[Rider-Waite]] or even the [[Tarot de Marseille]] well-known in [[cartomancy]].
A pack of Tarots corresponds in every particular with those called Tarocchi by writers of the sixteenth century. It consists of seventy-eight numeral cards of four suits and twenty-two emblematic cards called Atous. The suit marks on these cards are usually swords, cups, batons and money. Each suit consists of fourteen cards, ten of which are low cards, and the other four court cards, namely the King, Queen, Chevalier, and Valet. Of the Atous, twenty-one are numbered from 1 to 21, and an non-numbered card called "Fou", also called "Mat" in the play. It has no positive value in the game, but augments the value of any of the other Atous to which it may be joined.<ref>[http://books.google.com/books?id=BPkIAAAAIAAJ&pg=PA491&dq=tarocchi&lr=&hl=cs#v=onepage&q=tarocchi&f=false The Gentleman's magazine] vol. 185 London 1849</ref>
According to the current state of research, the game of Tarot became known in the year 1505 parallel in Taraux (France) and Ferrara (Italy) as Tarocchi.{{Fact|date=October 2009}} An earlier form of the game had the name [[Trionfi]] or triumphs, developed later as a general term for trick-taking games (Trumpfen in German and Trump in English), although it has almost completely disappeared in its original function as deck name.
[[Image:Tarotcards.jpg|thumb|center||600px|Tarot Nouveau]]
===Tarock===
Tarock, recorded as one of the oldest types of card games known, is extensively played in Austria and makes a good introduction to the general principels of Tarot play, serving as a springboard to more advanced 54-card, French-suited card games such as Point Tarock and [[Königrufen|Königsrufen]].<ref name="Parlett"/> The game is widely played in [[Germany]], [[Italy]], [[Switzerland]], [[Denmark]], and especially in the countries on the area of the former [[Austria-Hungary|Austro-Hungarian Monarchy]], for which even the name ''Tarockanien'' has been coined: the [[Austria]]n variation of the game is thus still widely popular among all classes and generations in [[Slovenia]], [[Croatia]] and in the [[Czech Republic]], while in [[Hungary]] different rules are applied.
The tarock decks, popular in [[Germany]] and [[Switzerland]], use either the Latin suits of cups, coins, batons and swords, or the German suits of Hearts, Bells, Acorns and Leaves. The character representations of the trump cards in non-gaming divinatory tarot is based on representations similar to those found in the Italian tarot decks; Germanic Tarot [[Playing cards|playing card decks]] are less likely to feature these characterizations.<ref>[http://www.pagat.com/class/itarot.html Italian-suited Tarot decks] at [[Pagat.com]]</ref>
==Compounds==
===Deck of cards===
As certain regions have adopted Tarot games that use only a subset of the 78-card deck, the decks themselves have become specialized. A complete Tarot deck such as one for the [[Jeu de Tarot]], contains all 78 cards and can be used to play any game in the family. Austrian-Hungarian Tarock and Italian Tarocco decks, however, are a smaller subset suitable only for games of a particular region.
[[Image:Tarockkarten in der Hand eines Spielers.jpg|thumb|right|220px|Austrian-style 54-card Tarock hand: the Fool, six trumps, King, Queen, 1 {{Hearts}}.]]
The 78-card tarot deck contains:
*14 cards each in four [[suit (cards)|suit]]s (Anglo-French, German or Latin depending on the region): "pip" cards numbered one (sometimes [[Ace]]) through ten; plus four court cards, a Jack (or Knave), a Knight (or Cavalier), a Queen, and a King.
*The twenty-one tarots, known in non-gaming divinatory tarot as the [[Major Arcana]]), function in the game as a permanent suit of [[Trump (cards)|trump]]s.
*The Fool, also known as the Excuse, is an un-numbered card which excuses the player from following suit or playing a trump in some variations, and also acts as the strongest trump in others.
===Basic rules of play===
*Play is typically counter-clockwise; the player to the right of the dealer plays to the first trick. The players must follow suit if they have the card of the suit led, otherwise either trumps or a card from another suit is played. The winner of each trick then leads to the next.
*After the hand has been played, a score is taken based on the point values of the cards in the tricks each player has managed to capture.
===Common value of cards===
* Oudlers (Trull) - Trumps 1-21 and the Fool: 5 points
* Kings: 5 points
* Queens: 4 points
* Cavaliers (Knights): 3 points
* Knaves (Jacks): 2 points
* Pip cards: fraction of a point
The cards are usually counted in groups of two or three depending on the game. After the hand has been played, a score is taken based on the point values of the cards in the tricks each player has managed to capture.
For the purpose of the rules, the numbering of the trumps are the only thing that matters. The symbolic tarot images customary in non-gaming divinatory tarots have no effect in the game itself. The design traditions of these deck subsequently evolved independently and they often bear only numbers and whimsical scenes arbitrarily chosen by the engraver.{{Fact|date=October 2009}} However there are still traditional sequences of images in which the common lineage is visible; e.g. a moon is visible at the bottom left corner of the XXI stems from confusion of German ''Mond'', meaning Moon, with Italian ''mondo'' and French ''monde'', meaning "world", the usual symbol associated with the card 21 on Italian suited tarots and in non-gaming divinatory tarot.
In tarot decks made for playing the game, as opposed to those made for [[divination]] or other esoteric uses, the four Latin suits are replaced in many regions with the [[suit (cards)|French suits]] of hearts, diamonds, clubs, and spades. Some variations of the game are played with a 54-card deck (5, 6, 7, 8, 9 and 10 of hearts and diamonds and 1, 2, 3, 4, 5, 6 of spades and clubs are discarded).
==See also==
*[[Mantegna Tarocchi]]
*[[Tarocco Piemontese]]
*[[Hofamterspiel]]
*[[Trappola]]
==References==
<references/>
==External links==
{{Wikiquote|Francesco Berni|Tarocchi}}
*[http://trionfi.com Tarocchi History] at Trionfi.com
*[http://www.pagat.com/tarot/ Card Games: Tarot Games] at [[Pagat.com]]
*[http://www.bloggernews.net/13798 What is Tarot? It's not what you think!] at Bloggernews.net
*[http://www.youtube.com/watch?v=4gH-OAXQbew YouTube Introducing the Card Games for Tarot] at [[YouTube.com]]
{{Tarot Cards}}
{{List of trick-taking games}}
[[Category:Tarot]]
[[Category:Tarot card games| ]]
[[Category:Trick-taking card games]]
[[Category:Dedicated deck card games]]
[[Category:Playing cards]]
[[Category:Italian card games]]
[[cs:Taroky]]
[[da:Tarot (spillekort)]]
[[de:Tarock]]
[[es:Tarot (juego de cartas)]]
[[eo:Taroko]]
[[hr:Tarok]]
[[io:Taroko]]
[[hu:Tarokk]]
[[nds:Tarock]]
[[pl:Tarot (gra karciana)]]
[[sk:Taroky]]
[[sl:Tarok]]
[[sr:Tarok]]
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Tarot card games
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[[File:Placeholder|right|300px]]
Write the text of your article here!
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The Farming Game
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{{Primary sources|date=May 2009}}
{{Notability|date=May 2009}}
'''''The Farming Game''''' is a [[board game]] simulating the economics of a small [[farm]]. Published in [[1979 in games|1979]], it was designed by George Rohrbacher, a rancher in [[Washington|Washington State]]. ''The Farming Game'' painfully reflects the real life difficulties of running a farm. Also, the names and places in the game are the names of families farming for generations in [[Yakima Valley]] and other parts of [[Central Washington]]. When Rohrbacher invented the game, it was a desperate time for his failing farm and small family, this is reflected in the difficulty of the game, and the multitude of points taken into consideration in farming that are often left up to chance. It is considered a board game which has educational value.[http://www.farmgame.com/printouts/instructions.pdf]
The game's objective is to raise money by harvesting [[crop]]s and selling [[livestock]], including [[hay]], [[fruit]], [[grain]], and [[cattle]]. This is done by moving around the board using one [[dice|die]], similar to ''[[Monopoly (game)|Monopoly]]''. Each trip around the board represents a year of farming, and players can increase their chances of earning more money by planting more crops or raising more livestock, which can be purchased by exercising the option given from an Option to Buy (O.T.B.) card a player has drawn during the course of the game.
Elements of the game are intended to reflect aspects of real-life farming. For example, players sometimes encounter "Farmer's Fate" cards that are either good or bad, similar to the "Chance" cards found in ''[[Monopoly (game)|Monopoly]]''. One such card allows you to go to winter and collect your annual $5000 bonus. Another card informs you that you may not collect on any of your harvests for the rest of the year. These cards are intended to reflect the element of chance or luck that is involved in farming, which is the aim of the game.
==Game Play==
The board itself is divided into squares representing forty-nine of the fifty-two weeks in a year, with different sections grouped together under the usual harvest for that season. Whereas there are multiple sections for harvesting hay (your first, second, third, and even fourth cutting), Livestock are sold only once a year. Similar to real life, poor timing (or unlucky die rolls) can cause the player to miss, or skip over, a harvest.
Players take turns rolling a die, traveling around the board, harvesting their crops when they can. Crops are purchased through O.T.B. (Option to Buy) cards usually referencing "Neighbor Sells Out: 10 Acres Grain", the crops are grouped into Hay, Grain (Wheat and Corn), Fruit (Apples and Cherries), and Livestock (Cattle). Whereas hay is the cheapest to purchase and most often harvested, just as in real life, the chance for large profit is much smaller than with livestock or fruit. What balances this game, and provides the most difficulty for real life farmers, are operating expenses. In ''The Farming Game'', whenever a player harvests a crop, he draws a card entitled "Operating Expense", examples of which are "Pay $500 for Irrigation" or "Seed Bill Due: Pay $1,000". Also, certain spaces on the board instruct the player to draw a "Farmer's Fate" card. "Farmer's Fate" cards are usually unfortunate for the player, including references to the [[drought]] in the 1970s in which all the player's livestock are slaughtered.
==Strategy==
{{Original research|date=September 2007}}
''The Farming Game'' is a heavily chance dependent game, and thus the winner is usually determined by luck.{{Fact|date=September 2007}} However, a player can increase his or her chances of winning by knowing which crops are more likely to be profitable and use this information to make advantageous trades with other players.
Based upon the probabilities of landing on each square and the average selling price of each commodity, Hay is slightly less profitable than Grain, while Cattle averages about 1.5 times as much profit as Grain. Fruit is even more lucrative, earning about 2.5 times as much profit as Grain.
Thus, a player's first choice should always be to plant as much Fruit as possible. In fact, the advantage is so great that the winner will usually be the player lucky enough to draw the most "O.T.B. Fruit" cards.
A player's second choice should then be to raise Cattle, however, the game limits the number of Cattle you can raise on the farm to 20. In order to raise more, you must lease additional land, but in doing so you must pay a large fee. ''This fee is, in fact, higher than the total profit you are likely to earn on the Cattle by the end of the game!'' In other words, not only will you likely lose money on the investment, but you will also be losing the opportunity to invest your money in more profitable commodities. Thus, you should ''never'' lease additional land to raise Cattle.
A player's third choice should then be to choose to focus upon either Grain or Hay. If two players can agree to swap commodities so that one grows only Grain while the other grows only Hay, then they will both have a slight advantage over other players who grow both crops because they will pay less in harvesting fees. Note, however, that the Grain player will still have a slight advantage over the Hay player, which may make negotiating such a deal difficult. Another disadvantage to this strategy is that it decreases both player's chances of harvesting. If a player grows both, he removes a lot of the variability involved in his expected profit.
==External links==
*[http://www.farmgame.com/ ''The Farming Game'']
*{{bgg|5195|''The Farming Game''}}
{{DEFAULTSORT:Farming Game, The}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
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text/x-wiki
{{Primary sources|date=May 2009}}
{{Notability|date=May 2009}}
'''''The Farming Game''''' is a [[board game]] simulating the economics of a small [[farm]]. Published in [[1979 in games|1979]], it was designed by George Rohrbacher, a rancher in [[Washington|Washington State]]. ''The Farming Game'' painfully reflects the real life difficulties of running a farm. Also, the names and places in the game are the names of families farming for generations in [[Yakima Valley]] and other parts of [[Central Washington]]. When Rohrbacher invented the game, it was a desperate time for his failing farm and small family, this is reflected in the difficulty of the game, and the multitude of points taken into consideration in farming that are often left up to chance. It is considered a board game which has educational value.[http://www.farmgame.com/printouts/instructions.pdf]
The game's objective is to raise money by harvesting [[crop]]s and selling [[livestock]], including [[hay]], [[fruit]], [[grain]], and [[cattle]]. This is done by moving around the board using one [[dice|die]], similar to ''[[Monopoly (game)|Monopoly]]''. Each trip around the board represents a year of farming, and players can increase their chances of earning more money by planting more crops or raising more livestock, which can be purchased by exercising the option given from an Option to Buy (O.T.B.) card a player has drawn during the course of the game.
Elements of the game are intended to reflect aspects of real-life farming. For example, players sometimes encounter "Farmer's Fate" cards that are either good or bad, similar to the "Chance" cards found in ''[[Monopoly (game)|Monopoly]]''. One such card allows you to go to winter and collect your annual $5000 bonus. Another card informs you that you may not collect on any of your harvests for the rest of the year. These cards are intended to reflect the element of chance or luck that is involved in farming, which is the aim of the game.
==Game Play==
The board itself is divided into squares representing forty-nine of the fifty-two weeks in a year, with different sections grouped together under the usual harvest for that season. Whereas there are multiple sections for harvesting hay (your first, second, third, and even fourth cutting), Livestock are sold only once a year. Similar to real life, poor timing (or unlucky die rolls) can cause the player to miss, or skip over, a harvest.
Players take turns rolling a die, traveling around the board, harvesting their crops when they can. Crops are purchased through O.T.B. (Option to Buy) cards usually referencing "Neighbor Sells Out: 10 Acres Grain", the crops are grouped into Hay, Grain (Wheat and Corn), Fruit (Apples and Cherries), and Livestock (Cattle). Whereas hay is the cheapest to purchase and most often harvested, just as in real life, the chance for large profit is much smaller than with livestock or fruit. What balances this game, and provides the most difficulty for real life farmers, are operating expenses. In ''The Farming Game'', whenever a player harvests a crop, he draws a card entitled "Operating Expense", examples of which are "Pay $500 for Irrigation" or "Seed Bill Due: Pay $1,000". Also, certain spaces on the board instruct the player to draw a "Farmer's Fate" card. "Farmer's Fate" cards are usually unfortunate for the player, including references to the [[drought]] in the 1970s in which all the player's livestock are slaughtered.
==Strategy==
{{Original research|date=September 2007}}
''The Farming Game'' is a heavily chance dependent game, and thus the winner is usually determined by luck.{{Fact|date=September 2007}} However, a player can increase his or her chances of winning by knowing which crops are more likely to be profitable and use this information to make advantageous trades with other players.
Based upon the probabilities of landing on each square and the average selling price of each commodity, Hay is slightly less profitable than Grain, while Cattle averages about 1.5 times as much profit as Grain. Fruit is even more lucrative, earning about 2.5 times as much profit as Grain.
Thus, a player's first choice should always be to plant as much Fruit as possible. In fact, the advantage is so great that the winner will usually be the player lucky enough to draw the most "O.T.B. Fruit" cards.
A player's second choice should then be to raise Cattle, however, the game limits the number of Cattle you can raise on the farm to 20. In order to raise more, you must lease additional land, but in doing so you must pay a large fee. ''This fee is, in fact, higher than the total profit you are likely to earn on the Cattle by the end of the game!'' In other words, not only will you likely lose money on the investment, but you will also be losing the opportunity to invest your money in more profitable commodities. Thus, you should ''never'' lease additional land to raise Cattle.
A player's third choice should then be to choose to focus upon either Grain or Hay. If two players can agree to swap commodities so that one grows only Grain while the other grows only Hay, then they will both have a slight advantage over other players who grow both crops because they will pay less in harvesting fees. Note, however, that the Grain player will still have a slight advantage over the Hay player, which may make negotiating such a deal difficult. Another disadvantage to this strategy is that it decreases both player's chances of harvesting. If a player grows both, he removes a lot of the variability involved in his expected profit.
==External links==
*[http://www.farmgame.com/ ''The Farming Game'']
*{{bgg|5195|''The Farming Game''}}
{{DEFAULTSORT:Farming Game, The}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
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The Game of Life
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2009-12-05T23:19:34Z
Reach Out to the Truth
2098231
/* In Popular Culture */
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{{About|the board game|the cellular automaton|Conway's Game of Life|the [[Arsonists Get All the Girls]] album|The Game of Life (album)}}
{{Lead too short|date=September 2009}}
{{Fancruft|date=November 2008}}
{{Infobox game
| title = The Game of Life
|image_link=
| image_caption = Current edition of ''The Game of Life''
| designer = [[Reuben Klamer]]
| illustrator =
| publisher = [[Milton Bradley Company]]
| players = 2 to 6
| ages = 9 to Adult
| setup_time = 15 minutes (approx.)
| playing_time = 60 minutes (approx.)
| complexity = Low
| strategy = Low
| random_chance = High (spinning a wheel, card-drawing, luck)
| skills = [[Counting]], reading
| footnotes =
| bggid = 2921
| bggxrefs =
}}
'''''The Game of Life''''', also known simply as '''''LIFE''''', is a [[board game]] originally created in 1860 by [[Milton Bradley]], as '''''The Checkered Game of Life'''''. The game simulates a person's travels through his or her life, from high school graduation to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "endorsed" by [[Art Linkletter]], with a circular picture of him on the box) by the [[Milton Bradley Company]] (now a subsidiary of [[Hasbro]]).
==History==
[[Image:CheckeredGameofLife.jpg|thumb|The Checkered Game of Life board]]
The game was originally created in 1860 by [[Milton Bradley]] as ''The Checkered Game of Life''. This was the first game created by Bradley, a successful [[lithographer]], whose major product until that time was a portrait of [[Abraham Lincoln]] with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as the [[The Mansion of Happiness]] by [[S.B. Ives]] in 1843, it had a strong [[moral]] message.<ref>Lepore, Jill. [http://www.newyorker.com/reporting/2007/05/21/070521fa_fact_lepore The Meaning of Life] "The New Yorker," May 21, 2007.</ref>
Bradley's game did not include [[dice]], but instead used a [[teetotum]], a six sided [[top]] (dice were considered too similar to [[gambling]]).
The game board was essentially a modified [[checkerboard]]. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as ''The Game of Life'', was introduced, designed by [[Reuben Klamer]]. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.
==Setup==
The game consists of a track, on which players travel by spinning a small wheel with spaces numbered 1 through 10, located in the middle of the board. The board also contains small [[mountain]]s, buildings, and other similar pieces, making the playing area [[Three-dimensional space|three-dimensional]]. Playing pieces (pawns) are small, colored plastic [[automobile]]s which come in six different colors (red, blue, white, yellow, orange, and green), and each pawn has six holes in the top in which the blue and pink "people pegs" are placed throughout the game as the player "gets married" and has or adopts "children". (Some "early modern" editions have eight automobiles.)
Each game also includes a setup for a [[bank]], which includes play money (in denominations of $1,000, $5,000, $10,000, $20,000, $50,000, and $100,000), [[insurance]] policies (automobile, life, fire, and/or homeowners' insurance depending on the version), $20,000 [[promissory note]]s, and [[stock market|stock]] certificates. Other tangibles vary with the game version.
==1960s version==
''The Game of Life'' copyrighted by the Milton Bradley company in 1963 had some differences from later versions. For one, once a player reached the Day of Reckoning, he could end up at the "Poor Farm", or he could become a Millionaire Tycoon and move on to Millionaire Acres.
This version had [[Art Linkletter]] as the spokesman, included his picture on the $100,000 bills, and a rousing endorsement from Linkletter on the cover of the box. It was advertised as a "Milton Bradley 100th Anniversary Game" and as "A Full 3-D Action Game."
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $5,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $6,000 and $20,000 per Pay Day. Both of these initial routes joined back together at the first pay day.
==1970s/1980s version==
About halfway through the production of this version, many dollar values doubled (possibly to reflect [[inflation]]). This description focuses on the later version with the larger dollar amounts.
The late 1980s version also replaced the familiar convertibles from earlier versions with [[Dodge Caravan|Chrysler]]-esque minivans. (1960s era convertibles were still used in some early 1980s sets.)
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $12,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $16,000 and $50,000 for every Pay Day. Both of these initial routes joined back together at the first Pay Day.
==="Share the Wealth" cards===
Distributed with this game were a number of "Share the Wealth" cards. Each player started out with one, and earned another card if "Pay Day" was reached by exact count. There were three types: Collect, Pay, and Exemption, and they were used as follows:
* If a player landed on a space where money was collected from the bank, or received a Pay Day, an opponent with a Collect card could steal half the collected money from that player.
* If a player landed on a space in which money was paid to the bank, or had to pay Taxes, the player could present a Pay card to an opponent, who immediately had to pay half of the first player's penalty.
* If a player had an Exemption Card, a Share the Wealth card levied was canceled; both cards were then removed from the game.
===Life Events===
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000, and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space.)
===Insurance and Stock===
In this version, the three insurance policies (automobile, life, and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space (at least one edition had the humorous misspelling "Wreckless driver".) Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly, and if they landed on a "stock prices drop" space, they likewise lost money.
===Lucky Day===
Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills.) The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game, and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000. Comparing the payout (15:1) to the odds of winning (5:1), it was always advantageous to gamble here.
===Retirement===
When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip, and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.
==1991 version==
''The Game of Life'' was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions.) The 1992 version of the game proceeds as follows:
===Careers and Salaries===
There are still two routes at the beginning of the game, now labeled ''Career'' and ''College''. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete, and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below.
If a player chooses ''Career'', the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses ''College'', two Promissory Notes must be taken from the bank for tuition, and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen, and the player may choose one from each set after looking at them.
===Types of spaces===
As in the 1980s version, most of the spaces on the game board are orange, and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. [[graduation]], [[marriage]], buying a house, [[retirement]]), and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue, and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space, and is also only active if landed on.
===Occupation spaces===
Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.
===LIFE Tiles===
A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule.) On each of these tiles is a major life event (e.g. climbing [[Mount Everest|Mt. Everest]], curing the [[common cold]], building a better [[mousetrap]], etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see ''Retirement'' section below.)
===Buying a house===
One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack.) From then on, homeowners' insurance may be purchased for a price listed on the house deed.
===Insurance and Stock===
In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.
===Retirement===
When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile, and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed, and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.
==CD-ROM version==
In 1998, a [[CD-ROM]] version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the [[Internet]].
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one ''landed on'' a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
{| class="wikitable"
|-
! '''Number spun'''
! Countryside Acres
! Millionaire Estates
|-
| '''1'''
| <font color="red">-$5,000</font>
| <font color="red">-$25,000</font>
|-
| '''2'''
| $5,000
| $25,000
|-
| '''3'''
| $10,000
| <font color="red">-$50,000</font>
|-
| '''4'''
| $15,000
| $50,000
|-
| '''5'''
| $20,000
| <font color="red">-$75,000</font>
|-
| '''6'''
| $25,000
| $75,000
|-
| '''7'''
| $30,000
| <font color="red">-$100,000</font>
|-
| '''8'''
| $35,000
| $100,000
|-
| '''9'''
| $40,000
| <font color="red">-$150,000</font>
|-
| '''10'''
| $45,000
| $200,000
|-
|}
===Life's Little Games===
Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double, and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in [[#Up or Down|Up or Down]]). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.
====Safe Crackers====
The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.
====Up or Down====
There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the [[complementary color]]). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.
====Get a Life====
All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.
====Treasure Chest====
There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.
====Skunk Money====
There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads DOUBLE YOUR WINNINGS and thus doubles the potential amount. The other two spots contain a [[skunk]]. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.
====Cannonball====
There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.
====Crane Dump====
Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to [[Plinko]] from ''[[The Price is Right]]''. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.
====Trash Can====
Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000.
==2000 (40th anniversary) edition==
{{Expand|date=November 2007}}
A 40th anniversary edition was released in 2000. The biggest change to this game was the replacement of the Travel Agent with a Computer Consultant, and changes to corresponding career spaces.
==2005 edition==
An updated version of the game's 1992 format was released in 2005 with a few gameplay changes. The new ''Game of Life'' was more realistic and tried to add in extra elements to reduce chance, although it is still primarily chance based and still rewards players for taking risks.
===Starting College===
In the 1992 version one who started College would receive $40,000 in debt. The current version places such a player $100,000 in debt. One still receives the same benefits for starting College as in the 1992 version.
===Career Renovations===
You can only get the lower salary cards for a starting wage. Special attributes were also added to the careers.
====Jobs in Life====
*Doctor: Degree required. the doctor is the only person capable of getting the yellow salary card without luck/wasting tiles.
*Computer Consultant: Any time the spinner stops between numbers or comes off the track, collect $50,000 to fix it.
*Artist: Collect $10,000 from a player who buys your art (spins a 1).
*Salesperson: Collect 5,000 when another player buys stock or insurance.
*Athlete: You may trade in 4 life tiles to get the yellow salary card ($100,000).
*Accountant: Degree required. the accountant collects taxes.
*Teacher: You may draw a career card after all players have a job. You get the benefits but not an extra salary.
*Entertainer: If two 8s, 9s, 10s, are spun in a row, replace your salary with the yellow salary card ($100,000) if necessary.
*Police Officer: Collect $10,000 from any opponent who speeds (spins a 10).
*all jobs have a circle label. if a person lands on a space with this label on it, all money goes to you.
===Selling one's house===
There is an addition of a new space where a player can sell his house. The sale price of one's house is determined by multiplying (or dividing) the original price of the house by an amount determined by spinning the wheel (similar to the enhanced game on the CD-ROM). If a low number is spun, the player loses profit, a mid-range number breaks even, and a high number nets a tremendous profit. If one sells his house in this manner, another house is bought, and the process is repeated (without option) at the end of the game.
===LIFE tile reductions===
In the 1992 version the LIFE tiles ranged in value from $50,000 to $250,000. This often changed the outcome of the game as it made it possible for the poorest person in the game to win right at the end when they were redeemed. To alleviate this problem, the LIFE tiles have been reduced in value down to a range between $10,000 and $50,000.
==Current Version==
Yet another version of the game was released in 2007 with a few more gameplay changes. The primary change is that all of the jobs except the Police Officer lost their special abilities. Other changes include a return in Share the Wealth cards, the Lucky Spin and withdrawing insurance policies. There are many more stop spaces, with choices similar to Twists and Turns.
===Jobs in Life===
====No Degree Required====
*Salesperson: Salary $20–50,000; taxes $5,000
*Hair Stylist: Salary $30–60,000; taxes $10,000
*Mechanic: Salary $30–60,000; taxes $10,000
*Police Officer: Salary $40–70,000; taxes $15,000; collect $5,000 from anyone spinning a 10
*Entertainer: Salary $50,000 (no max); taxes $20,000
*Athlete: Salary $60,000 (no max); taxes $25,000
====Degree Required====
*Teacher: Salary $40–70,000; taxes $15,000
*Computer Designer: Salary $50–80,000; taxes $20,000
*Accountant: Salary $70–110,000; taxes $30,000
*Veterinarian: Salary $80–120,000; taxes $35,000
*Lawyer: Salary $90,000 (no max); taxes $40,000
*Doctor: Salary $100,000 (no max); taxes $45,000
====Retirement====
*In Retirement, you can not be sued or otherwise penalized. However, you may collect on your long-term Investment card.
==Notes==
*The game was endorsed by [[Art Linkletter]] in the 1960s. It is now part of the permanent collection of the [[Smithsonian Institution|Smithsonian]]'s [[National Museum of American History]]. It spawned a book, ''The Game of Life: How to Succeed in Real Life No Matter Where You Land'' ([[Running Press]]), by [[Lou Harry]].
*The highest sum of money that a player can earn in the most current "Game of Life" is $3,115,000, and can only be achieved if the player lands on all of the spaces that give money and has the highest possible salary.
*In the current version it is possible to become a grand parent without having had or adopted kids.
*In the case of a stock card the player holding a stock receives pay anytime the number is spun. including spins for home resale value.
==Criticism==
*Some critics have noted that [[luck]] plays too large a role in determining the winner of the game, with Life Cards, which are essentially random, being the prime determinant of the winner. Aspects of the game where a user has to make a decision, such as attending college or purchasing insurance, have a very small effect in the outcome.<ref>{{cite book | last = Hofer | first = Margaret | year = 2003 | title = The Games We Played: The Golden Age of Board and Table Games | page = 276}}</ref>
==Other versions==
*''[[Super Jinsei Game (series)|Super Jinsei Game series]]
**''Super Jinsei Game'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1994)
**''Super Jinsei Game 2'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1995)
**''Super Jinsei Game 3'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1996)
*''The Game of Life in Monstropolis'' ([[Monsters, Inc.]]) (2001)
*''[[Sailor Moon]] Edition'' (Japan Only)
*''[[The Game of Life Card Game]]'' (2002)
*''[[Game of Life Fame Edition|Fame Edition]]'' (or ''Game of Life Junior/travel version'') (2002)
*''[[Star Wars]]: A [[Jedi]]'s Path'' (2002)
*''[[Pirates of the Caribbean]]'' (2004)
*''[[The Simpsons]] Edition'' (2004)
*''Bikini Bottom [[SpongeBob SquarePants]] Edition'' (2004)
*''[[Pirates of the Caribbean: Dead Man's Chest]]'' (2006)
*''[[The Game of Life/Yahtzee/Payday]]'' [[Game Boy Advance]] game
*''[[The Game of Life: Twists & Turns|Twists and Turns]] Edition'' (2007)
*''The Game of Life'' [[Wii]] game (2008)
*''[[Indiana Jones]] Edition'' (2008, Target exclusive)
*''[[Pokémon]] Edition'' (Japan only)
*''[[Spongebob Squarepants]] Edition'' (2008)
*''[[Family Guy]] Collectors Edition'' (2008)
*''The Game of Life'' [[WiiWare]] game (2009) (Japan Only)
*''[[The Wizard of Oz (1939 film)|The Wizard of Oz]] Edition'' (2009)
*''The Game of Life Classic Edition'' [[iPhone]] game (2009)
==In Popular Culture==
{{in popular culture|date=December 2009}}
*The [[post apocalyptic]] [[Anime]] series [[Desert Punk]] has a character who became rich by discovering and reprinting the Game of Life.
*In the [[R.E.M.]] song "[[Man on the Moon (song)|Man on the Moon]]", ''The Game of Life'' is mentioned along with other board games.
*In the episode of the television show [[South Park]] entitled "The Death of Eric Cartman" during season 9 of the series, the children can be seen playing a game called "LIVING," which is an obvious cameo appearance of the game.
* It appeared on an episode{{Which?|date=November 2009}} of ''[[That '70s Show]]''.
*Adult Swim's [[Robot Chicken]] sketch, involving a blue and pink peg. As the segment goes on it gradually turns to dark humor.
==References==
{{reflist}}
==External links==
*{{bgg|2921|''The Game of Life''}}
{{DEFAULTSORT:Game Of Life}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:1861 introductions]]
[[de:Spiel des Lebens (Spiel)]]
[[fr:Destins (jeu)]]
[[nl:Levensweg]]
[[ja:人生ゲーム]]
[[pt:Jogo da Vida (jogo)]]
[[simple:The Game of Life]]
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'''''The Game of Life''''', also known simply as '''''LIFE''''', is a [[board game]] originally created in 1860 by [[Milton Bradley]], as '''''The Checkered Game of Life'''''. The game simulates a person's travels through his or her life, from high school graduation to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "endorsed" by [[Art Linkletter]], with a circular picture of him on the box) by the [[Milton Bradley Company]] (now a subsidiary of [[Hasbro]]).
==History==
[[Image:CheckeredGameofLife.jpg|thumb|The Checkered Game of Life board]]
The game was originally created in 1860 by [[Milton Bradley]] as ''The Checkered Game of Life''. This was the first game created by Bradley, a successful [[lithographer]], whose major product until that time was a portrait of [[Abraham Lincoln]] with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as the [[The Mansion of Happiness]] by [[S.B. Ives]] in 1843, it had a strong [[moral]] message.<ref>Lepore, Jill. [http://www.newyorker.com/reporting/2007/05/21/070521fa_fact_lepore The Meaning of Life] "The New Yorker," May 21, 2007.</ref>
Bradley's game did not include [[dice]], but instead used a [[teetotum]], a six sided [[top]] (dice were considered too similar to [[gambling]]).
The game board was essentially a modified [[checkerboard]]. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as ''The Game of Life'', was introduced, designed by [[Reuben Klamer]]. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.
==Setup==
The game consists of a track, on which players travel by spinning a small wheel with spaces numbered 1 through 10, located in the middle of the board. The board also contains small [[mountain]]s, buildings, and other similar pieces, making the playing area [[Three-dimensional space|three-dimensional]]. Playing pieces (pawns) are small, colored plastic [[automobile]]s which come in six different colors (red, blue, white, yellow, orange, and green), and each pawn has six holes in the top in which the blue and pink "people pegs" are placed throughout the game as the player "gets married" and has or adopts "children". (Some "early modern" editions have eight automobiles.)
Each game also includes a setup for a [[bank]], which includes play money (in denominations of $1,000, $5,000, $10,000, $20,000, $50,000, and $100,000), [[insurance]] policies (automobile, life, fire, and/or homeowners' insurance depending on the version), $20,000 [[promissory note]]s, and [[stock market|stock]] certificates. Other tangibles vary with the game version.
==1960s version==
''The Game of Life'' copyrighted by the Milton Bradley company in 1963 had some differences from later versions. For one, once a player reached the Day of Reckoning, he could end up at the "Poor Farm", or he could become a Millionaire Tycoon and move on to Millionaire Acres.
This version had [[Art Linkletter]] as the spokesman, included his picture on the $100,000 bills, and a rousing endorsement from Linkletter on the cover of the box. It was advertised as a "Milton Bradley 100th Anniversary Game" and as "A Full 3-D Action Game."
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $5,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $6,000 and $20,000 per Pay Day. Both of these initial routes joined back together at the first pay day.
==1970s/1980s version==
About halfway through the production of this version, many dollar values doubled (possibly to reflect [[inflation]]). This description focuses on the later version with the larger dollar amounts.
The late 1980s version also replaced the familiar convertibles from earlier versions with [[Dodge Caravan|Chrysler]]-esque minivans. (1960s era convertibles were still used in some early 1980s sets.)
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $12,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $16,000 and $50,000 for every Pay Day. Both of these initial routes joined back together at the first Pay Day.
==="Share the Wealth" cards===
Distributed with this game were a number of "Share the Wealth" cards. Each player started out with one, and earned another card if "Pay Day" was reached by exact count. There were three types: Collect, Pay, and Exemption, and they were used as follows:
* If a player landed on a space where money was collected from the bank, or received a Pay Day, an opponent with a Collect card could steal half the collected money from that player.
* If a player landed on a space in which money was paid to the bank, or had to pay Taxes, the player could present a Pay card to an opponent, who immediately had to pay half of the first player's penalty.
* If a player had an Exemption Card, a Share the Wealth card levied was canceled; both cards were then removed from the game.
===Life Events===
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000, and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space.)
===Insurance and Stock===
In this version, the three insurance policies (automobile, life, and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space (at least one edition had the humorous misspelling "Wreckless driver".) Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly, and if they landed on a "stock prices drop" space, they likewise lost money.
===Lucky Day===
Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills.) The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game, and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000. Comparing the payout (15:1) to the odds of winning (5:1), it was always advantageous to gamble here.
===Retirement===
When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip, and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.
==1991 version==
''The Game of Life'' was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions.) The 1992 version of the game proceeds as follows:
===Careers and Salaries===
There are still two routes at the beginning of the game, now labeled ''Career'' and ''College''. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete, and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below.
If a player chooses ''Career'', the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses ''College'', two Promissory Notes must be taken from the bank for tuition, and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen, and the player may choose one from each set after looking at them.
===Types of spaces===
As in the 1980s version, most of the spaces on the game board are orange, and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. [[graduation]], [[marriage]], buying a house, [[retirement]]), and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue, and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space, and is also only active if landed on.
===Occupation spaces===
Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.
===LIFE Tiles===
A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule.) On each of these tiles is a major life event (e.g. climbing [[Mount Everest|Mt. Everest]], curing the [[common cold]], building a better [[mousetrap]], etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see ''Retirement'' section below.)
===Buying a house===
One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack.) From then on, homeowners' insurance may be purchased for a price listed on the house deed.
===Insurance and Stock===
In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.
===Retirement===
When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile, and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed, and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.
==CD-ROM version==
In 1998, a [[CD-ROM]] version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the [[Internet]].
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one ''landed on'' a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
{| class="wikitable"
|-
! '''Number spun'''
! Countryside Acres
! Millionaire Estates
|-
| '''1'''
| <font color="red">-$5,000</font>
| <font color="red">-$25,000</font>
|-
| '''2'''
| $5,000
| $25,000
|-
| '''3'''
| $10,000
| <font color="red">-$50,000</font>
|-
| '''4'''
| $15,000
| $50,000
|-
| '''5'''
| $20,000
| <font color="red">-$75,000</font>
|-
| '''6'''
| $25,000
| $75,000
|-
| '''7'''
| $30,000
| <font color="red">-$100,000</font>
|-
| '''8'''
| $35,000
| $100,000
|-
| '''9'''
| $40,000
| <font color="red">-$150,000</font>
|-
| '''10'''
| $45,000
| $200,000
|-
|}
===Life's Little Games===
Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double, and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in [[#Up or Down|Up or Down]]). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.
====Safe Crackers====
The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.
====Up or Down====
There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the [[complementary color]]). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.
====Get a Life====
All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.
====Treasure Chest====
There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.
====Skunk Money====
There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads DOUBLE YOUR WINNINGS and thus doubles the potential amount. The other two spots contain a [[skunk]]. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.
====Cannonball====
There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.
====Crane Dump====
Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to [[Plinko]] from ''[[The Price is Right]]''. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.
====Trash Can====
Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000.
==2000 (40th anniversary) edition==
{{Expand|date=November 2007}}
A 40th anniversary edition was released in 2000. The biggest change to this game was the replacement of the Travel Agent with a Computer Consultant, and changes to corresponding career spaces.
==2005 edition==
An updated version of the game's 1992 format was released in 2005 with a few gameplay changes. The new ''Game of Life'' was more realistic and tried to add in extra elements to reduce chance, although it is still primarily chance based and still rewards players for taking risks.
===Starting College===
In the 1992 version one who started College would receive $40,000 in debt. The current version places such a player $100,000 in debt. One still receives the same benefits for starting College as in the 1992 version.
===Career Renovations===
You can only get the lower salary cards for a starting wage. Special attributes were also added to the careers.
====Jobs in Life====
*Doctor: Degree required. the doctor is the only person capable of getting the yellow salary card without luck/wasting tiles.
*Computer Consultant: Any time the spinner stops between numbers or comes off the track, collect $50,000 to fix it.
*Artist: Collect $10,000 from a player who buys your art (spins a 1).
*Salesperson: Collect 5,000 when another player buys stock or insurance.
*Athlete: You may trade in 4 life tiles to get the yellow salary card ($100,000).
*Accountant: Degree required. the accountant collects taxes.
*Teacher: You may draw a career card after all players have a job. You get the benefits but not an extra salary.
*Entertainer: If two 8s, 9s, 10s, are spun in a row, replace your salary with the yellow salary card ($100,000) if necessary.
*Police Officer: Collect $10,000 from any opponent who speeds (spins a 10).
*all jobs have a circle label. if a person lands on a space with this label on it, all money goes to you.
===Selling one's house===
There is an addition of a new space where a player can sell his house. The sale price of one's house is determined by multiplying (or dividing) the original price of the house by an amount determined by spinning the wheel (similar to the enhanced game on the CD-ROM). If a low number is spun, the player loses profit, a mid-range number breaks even, and a high number nets a tremendous profit. If one sells his house in this manner, another house is bought, and the process is repeated (without option) at the end of the game.
===LIFE tile reductions===
In the 1992 version the LIFE tiles ranged in value from $50,000 to $250,000. This often changed the outcome of the game as it made it possible for the poorest person in the game to win right at the end when they were redeemed. To alleviate this problem, the LIFE tiles have been reduced in value down to a range between $10,000 and $50,000.
==Current Version==
Yet another version of the game was released in 2007 with a few more gameplay changes. The primary change is that all of the jobs except the Police Officer lost their special abilities. Other changes include a return in Share the Wealth cards, the Lucky Spin and withdrawing insurance policies. There are many more stop spaces, with choices similar to Twists and Turns.
===Jobs in Life===
====No Degree Required====
*Salesperson: Salary $20–50,000; taxes $5,000
*Hair Stylist: Salary $30–60,000; taxes $10,000
*Mechanic: Salary $30–60,000; taxes $10,000
*Police Officer: Salary $40–70,000; taxes $15,000; collect $5,000 from anyone spinning a 10
*Entertainer: Salary $50,000 (no max); taxes $20,000
*Athlete: Salary $60,000 (no max); taxes $25,000
====Degree Required====
*Teacher: Salary $40–70,000; taxes $15,000
*Computer Designer: Salary $50–80,000; taxes $20,000
*Accountant: Salary $70–110,000; taxes $30,000
*Veterinarian: Salary $80–120,000; taxes $35,000
*Lawyer: Salary $90,000 (no max); taxes $40,000
*Doctor: Salary $100,000 (no max); taxes $45,000
====Retirement====
*In Retirement, you can not be sued or otherwise penalized. However, you may collect on your long-term Investment card.
==Notes==
*The game was endorsed by [[Art Linkletter]] in the 1960s. It is now part of the permanent collection of the [[Smithsonian Institution|Smithsonian]]'s [[National Museum of American History]]. It spawned a book, ''The Game of Life: How to Succeed in Real Life No Matter Where You Land'' ([[Running Press]]), by [[Lou Harry]].
*The highest sum of money that a player can earn in the most current "Game of Life" is $3,115,000, and can only be achieved if the player lands on all of the spaces that give money and has the highest possible salary.
*In the current version it is possible to become a grand parent without having had or adopted kids.
*In the case of a stock card the player holding a stock receives pay anytime the number is spun. including spins for home resale value.
==Criticism==
*Some critics have noted that [[luck]] plays too large a role in determining the winner of the game, with Life Cards, which are essentially random, being the prime determinant of the winner. Aspects of the game where a user has to make a decision, such as attending college or purchasing insurance, have a very small effect in the outcome.<ref>{{cite book | last = Hofer | first = Margaret | year = 2003 | title = The Games We Played: The Golden Age of Board and Table Games | page = 276}}</ref>
==Other versions==
*''[[Super Jinsei Game (series)|Super Jinsei Game series]]
**''Super Jinsei Game'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1994)
**''Super Jinsei Game 2'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1995)
**''Super Jinsei Game 3'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1996)
*''The Game of Life in Monstropolis'' ([[Monsters, Inc.]]) (2001)
*''[[Sailor Moon]] Edition'' (Japan Only)
*''[[The Game of Life Card Game]]'' (2002)
*''[[Game of Life Fame Edition|Fame Edition]]'' (or ''Game of Life Junior/travel version'') (2002)
*''[[Star Wars]]: A [[Jedi]]'s Path'' (2002)
*''[[Pirates of the Caribbean]]'' (2004)
*''[[The Simpsons]] Edition'' (2004)
*''Bikini Bottom [[SpongeBob SquarePants]] Edition'' (2004)
*''[[Pirates of the Caribbean: Dead Man's Chest]]'' (2006)
*''[[The Game of Life/Yahtzee/Payday]]'' [[Game Boy Advance]] game
*''[[The Game of Life: Twists & Turns|Twists and Turns]] Edition'' (2007)
*''The Game of Life'' [[Wii]] game (2008)
*''[[Indiana Jones]] Edition'' (2008, Target exclusive)
*''[[Pokémon]] Edition'' (Japan only)
*''[[Spongebob Squarepants]] Edition'' (2008)
*''[[Family Guy]] Collectors Edition'' (2008)
*''The Game of Life'' [[WiiWare]] game (2009) (Japan Only)
*''[[The Wizard of Oz (1939 film)|The Wizard of Oz]] Edition'' (2009)
*''The Game of Life Classic Edition'' [[iPhone]] game (2009)
==In Popular Culture==
{{in popular culture|date=December 2009}}
*The [[post apocalyptic]] [[Anime]] series [[Desert Punk]] has a character who became rich by discovering and reprinting the Game of Life.
*In the [[R.E.M.]] song "[[Man on the Moon (song)|Man on the Moon]]", ''The Game of Life'' is mentioned along with other board games.
*In the episode of the television show [[South Park]] entitled "The Death of Eric Cartman" during season 9 of the series, the children can be seen playing a game called "LIVING," which is an obvious cameo appearance of the game.
* It appeared on an episode{{Which?|date=November 2009}} of ''[[That '70s Show]]''.
*Adult Swim's [[Robot Chicken]] sketch, involving a blue and pink peg. As the segment goes on it gradually turns to dark humor.
==References==
{{reflist}}
==External links==
*{{bgg|2921|''The Game of Life''}}
{{DEFAULTSORT:Game Of Life}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:1861 introductions]]
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[[File:Placeholder|thumb|300px]]
'''''The Game of Life''''', also known simply as '''''LIFE''''', is a [[board game]] originally created in 1860 by [[Milton Bradley]], as '''''The Checkered Game of Life'''''. The game simulates a person's travels through his or her life, from high school graduation to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "endorsed" by [[Art Linkletter]], with a circular picture of him on the box) by the [[Milton Bradley Company]] (now a subsidiary of [[Hasbro]]).
==History==
[[Image:CheckeredGameofLife.jpg|thumb|The Checkered Game of Life board]]
The game was originally created in 1860 by [[Milton Bradley]] as ''The Checkered Game of Life''. This was the first game created by Bradley, a successful [[lithographer]], whose major product until that time was a portrait of [[Abraham Lincoln]] with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as the [[The Mansion of Happiness]] by [[S.B. Ives]] in 1843, it had a strong [[moral]] message.<ref>Lepore, Jill. [http://www.newyorker.com/reporting/2007/05/21/070521fa_fact_lepore The Meaning of Life] "The New Yorker," May 21, 2007.</ref>
Bradley's game did not include [[dice]], but instead used a [[teetotum]], a six sided [[top]] (dice were considered too similar to [[gambling]]).
The game board was essentially a modified [[checkerboard]]. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as ''The Game of Life'', was introduced, designed by [[Reuben Klamer]]. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.
==Setup==
The game consists of a track, on which players travel by spinning a small wheel with spaces numbered 1 through 10, located in the middle of the board. The board also contains small [[mountain]]s, buildings, and other similar pieces, making the playing area [[Three-dimensional space|three-dimensional]]. Playing pieces (pawns) are small, colored plastic [[automobile]]s which come in six different colors (red, blue, white, yellow, orange, and green), and each pawn has six holes in the top in which the blue and pink "people pegs" are placed throughout the game as the player "gets married" and has or adopts "children". (Some "early modern" editions have eight automobiles.)
Each game also includes a setup for a [[bank]], which includes play money (in denominations of $1,000, $5,000, $10,000, $20,000, $50,000, and $100,000), [[insurance]] policies (automobile, life, fire, and/or homeowners' insurance depending on the version), $20,000 [[promissory note]]s, and [[stock market|stock]] certificates. Other tangibles vary with the game version.
==1960s version==
''The Game of Life'' copyrighted by the Milton Bradley company in 1963 had some differences from later versions. For one, once a player reached the Day of Reckoning, he could end up at the "Poor Farm", or he could become a Millionaire Tycoon and move on to Millionaire Acres.
This version had [[Art Linkletter]] as the spokesman, included his picture on the $100,000 bills, and a rousing endorsement from Linkletter on the cover of the box. It was advertised as a "Milton Bradley 100th Anniversary Game" and as "A Full 3-D Action Game."
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $5,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $6,000 and $20,000 per Pay Day. Both of these initial routes joined back together at the first pay day.
==1970s/1980s version==
About halfway through the production of this version, many dollar values doubled (possibly to reflect [[inflation]]). This description focuses on the later version with the larger dollar amounts.
The late 1980s version also replaced the familiar convertibles from earlier versions with [[Dodge Caravan|Chrysler]]-esque minivans. (1960s era convertibles were still used in some early 1980s sets.)
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $12,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $16,000 and $50,000 for every Pay Day. Both of these initial routes joined back together at the first Pay Day.
==="Share the Wealth" cards===
Distributed with this game were a number of "Share the Wealth" cards. Each player started out with one, and earned another card if "Pay Day" was reached by exact count. There were three types: Collect, Pay, and Exemption, and they were used as follows:
* If a player landed on a space where money was collected from the bank, or received a Pay Day, an opponent with a Collect card could steal half the collected money from that player.
* If a player landed on a space in which money was paid to the bank, or had to pay Taxes, the player could present a Pay card to an opponent, who immediately had to pay half of the first player's penalty.
* If a player had an Exemption Card, a Share the Wealth card levied was canceled; both cards were then removed from the game.
===Life Events===
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000, and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space.)
===Insurance and Stock===
In this version, the three insurance policies (automobile, life, and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space (at least one edition had the humorous misspelling "Wreckless driver".) Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly, and if they landed on a "stock prices drop" space, they likewise lost money.
===Lucky Day===
Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills.) The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game, and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000. Comparing the payout (15:1) to the odds of winning (5:1), it was always advantageous to gamble here.
===Retirement===
When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip, and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.
==1991 version==
''The Game of Life'' was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions.) The 1992 version of the game proceeds as follows:
===Careers and Salaries===
There are still two routes at the beginning of the game, now labeled ''Career'' and ''College''. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete, and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below.
If a player chooses ''Career'', the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses ''College'', two Promissory Notes must be taken from the bank for tuition, and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen, and the player may choose one from each set after looking at them.
===Types of spaces===
As in the 1980s version, most of the spaces on the game board are orange, and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. [[graduation]], [[marriage]], buying a house, [[retirement]]), and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue, and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space, and is also only active if landed on.
===Occupation spaces===
Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.
===LIFE Tiles===
A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule.) On each of these tiles is a major life event (e.g. climbing [[Mount Everest|Mt. Everest]], curing the [[common cold]], building a better [[mousetrap]], etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see ''Retirement'' section below.)
===Buying a house===
One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack.) From then on, homeowners' insurance may be purchased for a price listed on the house deed.
===Insurance and Stock===
In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.
===Retirement===
When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile, and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed, and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.
==CD-ROM version==
In 1998, a [[CD-ROM]] version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the [[Internet]].
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one ''landed on'' a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
{| class="wikitable"
|-
! '''Number spun'''
! Countryside Acres
! Millionaire Estates
|-
| '''1'''
| <font color="red">-$5,000</font>
| <font color="red">-$25,000</font>
|-
| '''2'''
| $5,000
| $25,000
|-
| '''3'''
| $10,000
| <font color="red">-$50,000</font>
|-
| '''4'''
| $15,000
| $50,000
|-
| '''5'''
| $20,000
| <font color="red">-$75,000</font>
|-
| '''6'''
| $25,000
| $75,000
|-
| '''7'''
| $30,000
| <font color="red">-$100,000</font>
|-
| '''8'''
| $35,000
| $100,000
|-
| '''9'''
| $40,000
| <font color="red">-$150,000</font>
|-
| '''10'''
| $45,000
| $200,000
|-
|}
===Life's Little Games===
Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double, and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in [[#Up or Down|Up or Down]]). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.
====Safe Crackers====
The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.
====Up or Down====
There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the [[complementary color]]). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.
====Get a Life====
All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.
====Treasure Chest====
There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.
====Skunk Money====
There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads DOUBLE YOUR WINNINGS and thus doubles the potential amount. The other two spots contain a [[skunk]]. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.
====Cannonball====
There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.
====Crane Dump====
Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to [[Plinko]] from ''[[The Price is Right]]''. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.
====Trash Can====
Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000.
==2000 (40th anniversary) edition==
{{Expand|date=November 2007}}
A 40th anniversary edition was released in 2000. The biggest change to this game was the replacement of the Travel Agent with a Computer Consultant, and changes to corresponding career spaces.
==2005 edition==
An updated version of the game's 1992 format was released in 2005 with a few gameplay changes. The new ''Game of Life'' was more realistic and tried to add in extra elements to reduce chance, although it is still primarily chance based and still rewards players for taking risks.
===Starting College===
In the 1992 version one who started College would receive $40,000 in debt. The current version places such a player $100,000 in debt. One still receives the same benefits for starting College as in the 1992 version.
===Career Renovations===
You can only get the lower salary cards for a starting wage. Special attributes were also added to the careers.
====Jobs in Life====
*Doctor: Degree required. the doctor is the only person capable of getting the yellow salary card without luck/wasting tiles.
*Computer Consultant: Any time the spinner stops between numbers or comes off the track, collect $50,000 to fix it.
*Artist: Collect $10,000 from a player who buys your art (spins a 1).
*Salesperson: Collect 5,000 when another player buys stock or insurance.
*Athlete: You may trade in 4 life tiles to get the yellow salary card ($100,000).
*Accountant: Degree required. the accountant collects taxes.
*Teacher: You may draw a career card after all players have a job. You get the benefits but not an extra salary.
*Entertainer: If two 8s, 9s, 10s, are spun in a row, replace your salary with the yellow salary card ($100,000) if necessary.
*Police Officer: Collect $10,000 from any opponent who speeds (spins a 10).
*all jobs have a circle label. if a person lands on a space with this label on it, all money goes to you.
===Selling one's house===
There is an addition of a new space where a player can sell his house. The sale price of one's house is determined by multiplying (or dividing) the original price of the house by an amount determined by spinning the wheel (similar to the enhanced game on the CD-ROM). If a low number is spun, the player loses profit, a mid-range number breaks even, and a high number nets a tremendous profit. If one sells his house in this manner, another house is bought, and the process is repeated (without option) at the end of the game.
===LIFE tile reductions===
In the 1992 version the LIFE tiles ranged in value from $50,000 to $250,000. This often changed the outcome of the game as it made it possible for the poorest person in the game to win right at the end when they were redeemed. To alleviate this problem, the LIFE tiles have been reduced in value down to a range between $10,000 and $50,000.
==Current Version==
Yet another version of the game was released in 2007 with a few more gameplay changes. The primary change is that all of the jobs except the Police Officer lost their special abilities. Other changes include a return in Share the Wealth cards, the Lucky Spin and withdrawing insurance policies. There are many more stop spaces, with choices similar to Twists and Turns.
===Jobs in Life===
====No Degree Required====
*Salesperson: Salary $20–50,000; taxes $5,000
*Hair Stylist: Salary $30–60,000; taxes $10,000
*Mechanic: Salary $30–60,000; taxes $10,000
*Police Officer: Salary $40–70,000; taxes $15,000; collect $5,000 from anyone spinning a 10
*Entertainer: Salary $50,000 (no max); taxes $20,000
*Athlete: Salary $60,000 (no max); taxes $25,000
====Degree Required====
*Teacher: Salary $40–70,000; taxes $15,000
*Computer Designer: Salary $50–80,000; taxes $20,000
*Accountant: Salary $70–110,000; taxes $30,000
*Veterinarian: Salary $80–120,000; taxes $35,000
*Lawyer: Salary $90,000 (no max); taxes $40,000
*Doctor: Salary $100,000 (no max); taxes $45,000
====Retirement====
*In Retirement, you can not be sued or otherwise penalized. However, you may collect on your long-term Investment card.
==Notes==
*The game was endorsed by [[Art Linkletter]] in the 1960s. It is now part of the permanent collection of the [[Smithsonian Institution|Smithsonian]]'s [[National Museum of American History]]. It spawned a book, ''The Game of Life: How to Succeed in Real Life No Matter Where You Land'' ([[Running Press]]), by [[Lou Harry]].
*The highest sum of money that a player can earn in the most current "Game of Life" is $3,115,000, and can only be achieved if the player lands on all of the spaces that give money and has the highest possible salary.
*In the current version it is possible to become a grand parent without having had or adopted kids.
*In the case of a stock card the player holding a stock receives pay anytime the number is spun. including spins for home resale value.
==Criticism==
*Some critics have noted that [[luck]] plays too large a role in determining the winner of the game, with Life Cards, which are essentially random, being the prime determinant of the winner. Aspects of the game where a user has to make a decision, such as attending college or purchasing insurance, have a very small effect in the outcome.<ref>{{cite book | last = Hofer | first = Margaret | year = 2003 | title = The Games We Played: The Golden Age of Board and Table Games | page = 276}}</ref>
==Other versions==
*''[[Super Jinsei Game (series)|Super Jinsei Game series]]
**''Super Jinsei Game'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1994)
**''Super Jinsei Game 2'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1995)
**''Super Jinsei Game 3'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1996)
*''The Game of Life in Monstropolis'' ([[Monsters, Inc.]]) (2001)
*''[[Sailor Moon]] Edition'' (Japan Only)
*''[[The Game of Life Card Game]]'' (2002)
*''[[Game of Life Fame Edition|Fame Edition]]'' (or ''Game of Life Junior/travel version'') (2002)
*''[[Star Wars]]: A [[Jedi]]'s Path'' (2002)
*''[[Pirates of the Caribbean]]'' (2004)
*''[[The Simpsons]] Edition'' (2004)
*''Bikini Bottom [[SpongeBob SquarePants]] Edition'' (2004)
*''[[Pirates of the Caribbean: Dead Man's Chest]]'' (2006)
*''[[The Game of Life/Yahtzee/Payday]]'' [[Game Boy Advance]] game
*''[[The Game of Life: Twists & Turns|Twists and Turns]] Edition'' (2007)
*''The Game of Life'' [[Wii]] game (2008)
*''[[Indiana Jones]] Edition'' (2008, Target exclusive)
*''[[Pokémon]] Edition'' (Japan only)
*''[[Spongebob Squarepants]] Edition'' (2008)
*''[[Family Guy]] Collectors Edition'' (2008)
*''The Game of Life'' [[WiiWare]] game (2009) (Japan Only)
*''[[The Wizard of Oz (1939 film)|The Wizard of Oz]] Edition'' (2009)
*''The Game of Life Classic Edition'' [[iPhone]] game (2009)
==In Popular Culture==
{{in popular culture|date=December 2009}}
*The [[post apocalyptic]] [[Anime]] series [[Desert Punk]] has a character who became rich by discovering and reprinting the Game of Life.
*In the [[R.E.M.]] song "[[Man on the Moon (song)|Man on the Moon]]", ''The Game of Life'' is mentioned along with other board games.
*In the episode of the television show [[South Park]] entitled "The Death of Eric Cartman" during season 9 of the series, the children can be seen playing a game called "LIVING," which is an obvious cameo appearance of the game.
* It appeared on an episode{{Which?|date=November 2009}} of ''[[That '70s Show]]''.
*Adult Swim's [[Robot Chicken]] sketch, involving a blue and pink peg. As the segment goes on it gradually turns to dark humor.
==References==
{{reflist}}
==External links==
*{{bgg|2921|''The Game of Life''}}
{{DEFAULTSORT:Game Of Life}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:1861 introductions]]
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[[File:Placeholder|thumb|300px]]
'''''The Game of Life''''', also known simply as '''''LIFE''''', is a [[board game]] originally created in 1860 by [[Milton Bradley]], as '''''The Checkered Game of Life'''''. The game simulates a person's travels through his or her life, from high school graduation to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "endorsed" by [[Art Linkletter]], with a circular picture of him on the box) by the [[Milton Bradley Company]] (now a subsidiary of [[Hasbro]]).
==History==
[[Image:CheckeredGameofLife.jpg|thumb|The Checkered Game of Life board]]
The game was originally created in 1860 by [[Milton Bradley]] as ''The Checkered Game of Life''. This was the first game created by Bradley, a successful [[lithographer]], whose major product until that time was a portrait of [[Abraham Lincoln]] with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as the [[The Mansion of Happiness]] by [[S.B. Ives]] in 1843, it had a strong [[moral]] message.<ref>Lepore, Jill. [http://www.newyorker.com/reporting/2007/05/21/070521fa_fact_lepore The Meaning of Life] "The New Yorker," May 21, 2007.</ref>
Bradley's game did not include [[dice]], but instead used a [[teetotum]], a six sided [[top]] (dice were considered too similar to [[gambling]]).
The game board was essentially a modified [[checkerboard]]. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as ''The Game of Life'', was introduced, designed by [[Reuben Klamer]]. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.
==Setup==
The game consists of a track, on which players travel by spinning a small wheel with spaces numbered 1 through 10, located in the middle of the board. The board also contains small [[mountain]]s, buildings, and other similar pieces, making the playing area [[Three-dimensional space|three-dimensional]]. Playing pieces (pawns) are small, colored plastic [[automobile]]s which come in six different colors (red, blue, white, yellow, orange, and green), and each pawn has six holes in the top in which the blue and pink "people pegs" are placed throughout the game as the player "gets married" and has or adopts "children". (Some "early modern" editions have eight automobiles.)
Each game also includes a setup for a [[bank]], which includes play money (in denominations of $1,000, $5,000, $10,000, $20,000, $50,000, and $100,000), [[insurance]] policies (automobile, life, fire, and/or homeowners' insurance depending on the version), $20,000 [[promissory note]]s, and [[stock market|stock]] certificates. Other tangibles vary with the game version.
==1960s version==
''The Game of Life'' copyrighted by the Milton Bradley company in 1963 had some differences from later versions. For one, once a player reached the Day of Reckoning, he could end up at the "Poor Farm", or he could become a Millionaire Tycoon and move on to Millionaire Acres.
This version had [[Art Linkletter]] as the spokesman, included his picture on the $100,000 bills, and a rousing endorsement from Linkletter on the cover of the box. It was advertised as a "Milton Bradley 100th Anniversary Game" and as "A Full 3-D Action Game."
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $5,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $6,000 and $20,000 per Pay Day. Both of these initial routes joined back together at the first pay day.
==1970s/1980s version==
About halfway through the production of this version, many dollar values doubled (possibly to reflect [[inflation]]). This description focuses on the later version with the larger dollar amounts.
The late 1980s version also replaced the familiar convertibles from earlier versions with [[Dodge Caravan|Chrysler]]-esque minivans. (1960s era convertibles were still used in some early 1980s sets.)
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $12,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $16,000 and $50,000 for every Pay Day. Both of these initial routes joined back together at the first Pay Day.
==="Share the Wealth" cards===
Distributed with this game were a number of "Share the Wealth" cards. Each player started out with one, and earned another card if "Pay Day" was reached by exact count. There were three types: Collect, Pay, and Exemption, and they were used as follows:
* If a player landed on a space where money was collected from the bank, or received a Pay Day, an opponent with a Collect card could steal half the collected money from that player.
* If a player landed on a space in which money was paid to the bank, or had to pay Taxes, the player could present a Pay card to an opponent, who immediately had to pay half of the first player's penalty.
* If a player had an Exemption Card, a Share the Wealth card levied was canceled; both cards were then removed from the game.
===Life Events===
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000, and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space.)
===Insurance and Stock===
In this version, the three insurance policies (automobile, life, and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space (at least one edition had the humorous misspelling "Wreckless driver".) Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly, and if they landed on a "stock prices drop" space, they likewise lost money.
===Lucky Day===
Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills.) The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game, and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000. Comparing the payout (15:1) to the odds of winning (5:1), it was always advantageous to gamble here.
===Retirement===
When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip, and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.
==1991 version==
''The Game of Life'' was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions.) The 1992 version of the game proceeds as follows:
===Careers and Salaries===
There are still two routes at the beginning of the game, now labeled ''Career'' and ''College''. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete, and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below.
If a player chooses ''Career'', the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses ''College'', two Promissory Notes must be taken from the bank for tuition, and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen, and the player may choose one from each set after looking at them.
===Types of spaces===
As in the 1980s version, most of the spaces on the game board are orange, and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. [[graduation]], [[marriage]], buying a house, [[retirement]]), and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue, and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space, and is also only active if landed on.
===Occupation spaces===
Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.
===LIFE Tiles===
A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule.) On each of these tiles is a major life event (e.g. climbing [[Mount Everest|Mt. Everest]], curing the [[common cold]], building a better [[mousetrap]], etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see ''Retirement'' section below.)
===Buying a house===
One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack.) From then on, homeowners' insurance may be purchased for a price listed on the house deed.
===Insurance and Stock===
In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.
===Retirement===
When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile, and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed, and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.
==CD-ROM version==
In 1998, a [[CD-ROM]] version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the [[Internet]].
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one ''landed on'' a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
{| class="wikitable"
|-
! '''Number spun'''
! Countryside Acres
! Millionaire Estates
|-
| '''1'''
| <font color="red">-$5,000</font>
| <font color="red">-$25,000</font>
|-
| '''2'''
| $5,000
| $25,000
|-
| '''3'''
| $10,000
| <font color="red">-$50,000</font>
|-
| '''4'''
| $15,000
| $50,000
|-
| '''5'''
| $20,000
| <font color="red">-$75,000</font>
|-
| '''6'''
| $25,000
| $75,000
|-
| '''7'''
| $30,000
| <font color="red">-$100,000</font>
|-
| '''8'''
| $35,000
| $100,000
|-
| '''9'''
| $40,000
| <font color="red">-$150,000</font>
|-
| '''10'''
| $45,000
| $200,000
|-
|}
===Life's Little Games===
Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double, and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in [[#Up or Down|Up or Down]]). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.
====Safe Crackers====
The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.
====Up or Down====
There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the [[complementary color]]). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.
====Get a Life====
All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.
====Treasure Chest====
There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.
====Skunk Money====
There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads DOUBLE YOUR WINNINGS and thus doubles the potential amount. The other two spots contain a [[skunk]]. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.
====Cannonball====
There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.
====Crane Dump====
Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to [[Plinko]] from ''[[The Price is Right]]''. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.
====Trash Can====
Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000.
==2000 (40th anniversary) edition==
{{Expand|date=November 2007}}
A 40th anniversary edition was released in 2000. The biggest change to this game was the replacement of the Travel Agent with a Computer Consultant, and changes to corresponding career spaces.
==2005 edition==
An updated version of the game's 1992 format was released in 2005 with a few gameplay changes. The new ''Game of Life'' was more realistic and tried to add in extra elements to reduce chance, although it is still primarily chance based and still rewards players for taking risks.
===Starting College===
In the 1992 version one who started College would receive $40,000 in debt. The current version places such a player $100,000 in debt. One still receives the same benefits for starting College as in the 1992 version.
===Career Renovations===
You can only get the lower salary cards for a starting wage. Special attributes were also added to the careers.
====Jobs in Life====
*Doctor: Degree required. the doctor is the only person capable of getting the yellow salary card without luck/wasting tiles.
*Computer Consultant: Any time the spinner stops between numbers or comes off the track, collect $50,000 to fix it.
*Artist: Collect $10,000 from a player who buys your art (spins a 1).
*Salesperson: Collect 5,000 when another player buys stock or insurance.
*Athlete: You may trade in 4 life tiles to get the yellow salary card ($100,000).
*Accountant: Degree required. the accountant collects taxes.
*Teacher: You may draw a career card after all players have a job. You get the benefits but not an extra salary.
*Entertainer: If two 8s, 9s, 10s, are spun in a row, replace your salary with the yellow salary card ($100,000) if necessary.
*Police Officer: Collect $10,000 from any opponent who speeds (spins a 10).
*all jobs have a circle label. if a person lands on a space with this label on it, all money goes to you.
===Selling one's house===
There is an addition of a new space where a player can sell his house. The sale price of one's house is determined by multiplying (or dividing) the original price of the house by an amount determined by spinning the wheel (similar to the enhanced game on the CD-ROM). If a low number is spun, the player loses profit, a mid-range number breaks even, and a high number nets a tremendous profit. If one sells his house in this manner, another house is bought, and the process is repeated (without option) at the end of the game.
===LIFE tile reductions===
In the 1992 version the LIFE tiles ranged in value from $50,000 to $250,000. This often changed the outcome of the game as it made it possible for the poorest person in the game to win right at the end when they were redeemed. To alleviate this problem, the LIFE tiles have been reduced in value down to a range between $10,000 and $50,000.
==Current Version==
Yet another version of the game was released in 2007 with a few more gameplay changes. The primary change is that all of the jobs except the Police Officer lost their special abilities. Other changes include a return in Share the Wealth cards, the Lucky Spin and withdrawing insurance policies. There are many more stop spaces, with choices similar to Twists and Turns.
===Jobs in Life===
====No Degree Required====
*Salesperson: Salary $20–50,000; taxes $5,000
*Hair Stylist: Salary $30–60,000; taxes $10,000
*Mechanic: Salary $30–60,000; taxes $10,000
*Police Officer: Salary $40–70,000; taxes $15,000; collect $5,000 from anyone spinning a 10
*Entertainer: Salary $50,000 (no max); taxes $20,000
*Athlete: Salary $60,000 (no max); taxes $25,000
====Degree Required====
*Teacher: Salary $40–70,000; taxes $15,000
*Computer Designer: Salary $50–80,000; taxes $20,000
*Accountant: Salary $70–110,000; taxes $30,000
*Veterinarian: Salary $80–120,000; taxes $35,000
*Lawyer: Salary $90,000 (no max); taxes $40,000
*Doctor: Salary $100,000 (no max); taxes $45,000
====Retirement====
*In Retirement, you can not be sued or otherwise penalized. However, you may collect on your long-term Investment card.
==Notes==
*The game was endorsed by [[Art Linkletter]] in the 1960s. It is now part of the permanent collection of the [[Smithsonian Institution|Smithsonian]]'s [[National Museum of American History]]. It spawned a book, ''The Game of Life: How to Succeed in Real Life No Matter Where You Land'' ([[Running Press]]), by [[Lou Harry]].
*The highest sum of money that a player can earn in the most current "Game of Life" is $3,115,000, and can only be achieved if the player lands on all of the spaces that give money and has the highest possible salary.
*In the current version it is possible to become a grand parent without having had or adopted kids.
*In the case of a stock card the player holding a stock receives pay anytime the number is spun. including spins for home resale value.
==Criticism==
*Some critics have noted that [[luck]] plays too large a role in determining the winner of the game, with Life Cards, which are essentially random, being the prime determinant of the winner. Aspects of the game where a user has to make a decision, such as attending college or purchasing insurance, have a very small effect in the outcome.<ref>{{cite book | last = Hofer | first = Margaret | year = 2003 | title = The Games We Played: The Golden Age of Board and Table Games | page = 276}}</ref>
==Other versions==
*''[[Super Jinsei Game (series)|Super Jinsei Game series]]
**''Super Jinsei Game'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1994)
**''Super Jinsei Game 2'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1995)
**''Super Jinsei Game 3'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1996)
*''The Game of Life in Monstropolis'' ([[Monsters, Inc.]]) (2001)
*''[[Sailor Moon]] Edition'' (Japan Only)
*''[[The Game of Life Card Game]]'' (2002)
*''[[Game of Life Fame Edition|Fame Edition]]'' (or ''Game of Life Junior/travel version'') (2002)
*''[[Star Wars]]: A [[Jedi]]'s Path'' (2002)
*''[[Pirates of the Caribbean]]'' (2004)
*''[[The Simpsons]] Edition'' (2004)
*''Bikini Bottom [[SpongeBob SquarePants]] Edition'' (2004)
*''[[Pirates of the Caribbean: Dead Man's Chest]]'' (2006)
*''[[The Game of Life/Yahtzee/Payday]]'' [[Game Boy Advance]] game
*''[[The Game of Life: Twists & Turns|Twists and Turns]] Edition'' (2007)
*''The Game of Life'' [[Wii]] game (2008)
*''[[Indiana Jones]] Edition'' (2008, Target exclusive)
*''[[Pokémon]] Edition'' (Japan only)
*''[[Spongebob Squarepants]] Edition'' (2008)
*''[[Family Guy]] Collectors Edition'' (2008)
*''The Game of Life'' [[WiiWare]] game (2009) (Japan Only)
*''[[The Wizard of Oz (1939 film)|The Wizard of Oz]] Edition'' (2009)
*''The Game of Life Classic Edition'' [[iPhone]] game (2009)
==In Popular Culture==
{{in popular culture|date=December 2009}}
*The [[post apocalyptic]] [[Anime]] series [[Desert Punk]] has a character who became rich by discovering and reprinting the Game of Life.
*In the [[R.E.M.]] song "[[Man on the Moon (song)|Man on the Moon]]", ''The Game of Life'' is mentioned along with other board games.
*In the episode of the television show [[South Park]] entitled "The Death of Eric Cartman" during season 9 of the series, the children can be seen playing a game called "LIVING," which is an obvious cameo appearance of the game.
* It appeared on an episode{{Which?|date=November 2009}} of ''[[That '70s Show]]''.
*Adult Swim's [[Robot Chicken]] sketch, involving a blue and pink peg. As the segment goes on it gradually turns to dark humor.
==References==
{{reflist}}
==External links==
*{{bgg|2921|''The Game of Life''}}
{{DEFAULTSORT:Game Of Life}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:1861 introductions]]
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/* 1960s version */
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[[File:Placeholder|thumb|300px]]
'''''The Game of Life''''', also known simply as '''''LIFE''''', is a [[board game]] originally created in 1860 by [[Milton Bradley]], as '''''The Checkered Game of Life'''''. The game simulates a person's travels through his or her life, from high school graduation to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "endorsed" by [[Art Linkletter]], with a circular picture of him on the box) by the [[Milton Bradley Company]] (now a subsidiary of [[Hasbro]]).
==History==
[[Image:CheckeredGameofLife.jpg|thumb|The Checkered Game of Life board]]
The game was originally created in 1860 by [[Milton Bradley]] as ''The Checkered Game of Life''. This was the first game created by Bradley, a successful [[lithographer]], whose major product until that time was a portrait of [[Abraham Lincoln]] with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as the [[The Mansion of Happiness]] by [[S.B. Ives]] in 1843, it had a strong [[moral]] message.<ref>Lepore, Jill. [http://www.newyorker.com/reporting/2007/05/21/070521fa_fact_lepore The Meaning of Life] "The New Yorker," May 21, 2007.</ref>
Bradley's game did not include [[dice]], but instead used a [[teetotum]], a six sided [[top]] (dice were considered too similar to [[gambling]]).
The game board was essentially a modified [[checkerboard]]. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as ''The Game of Life'', was introduced, designed by [[Reuben Klamer]]. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.
==Setup==
The game consists of a track, on which players travel by spinning a small wheel with spaces numbered 1 through 10, located in the middle of the board. The board also contains small [[mountain]]s, buildings, and other similar pieces, making the playing area [[Three-dimensional space|three-dimensional]]. Playing pieces (pawns) are small, colored plastic [[automobile]]s which come in six different colors (red, blue, white, yellow, orange, and green), and each pawn has six holes in the top in which the blue and pink "people pegs" are placed throughout the game as the player "gets married" and has or adopts "children". (Some "early modern" editions have eight automobiles.)
Each game also includes a setup for a [[bank]], which includes play money (in denominations of $1,000, $5,000, $10,000, $20,000, $50,000, and $100,000), [[insurance]] policies (automobile, life, fire, and/or homeowners' insurance depending on the version), $20,000 [[promissory note]]s, and [[stock market|stock]] certificates. Other tangibles vary with the game version.
==1960s version==
''The Game of Life'' copyrighted by the Milton Bradley company in 1963 had some differences from later versions. For one, once a player reached the Day of Reckoning, he could end up at the "Poor Farm", or he could become a Millionaire Tycoon and move on to Millionaire Acres.
This version had [[Art Linkletter]] as the spokesman, included his picture on the $100,000 bills, and a rousing endorsement from Linkletter on the cover of the box. It was advertised as a "Milton Bradley 100th Anniversary Game" and as "A Full 3-D Action Game!"
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $5,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $6,000 and $20,000 per Pay Day. Both of these initial routes joined back together at the first pay day.
==1970s/1980s version==
About halfway through the production of this version, many dollar values doubled (possibly to reflect [[inflation]]). This description focuses on the later version with the larger dollar amounts.
The late 1980s version also replaced the familiar convertibles from earlier versions with [[Dodge Caravan|Chrysler]]-esque minivans. (1960s era convertibles were still used in some early 1980s sets.)
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $12,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $16,000 and $50,000 for every Pay Day. Both of these initial routes joined back together at the first Pay Day.
==="Share the Wealth" cards===
Distributed with this game were a number of "Share the Wealth" cards. Each player started out with one, and earned another card if "Pay Day" was reached by exact count. There were three types: Collect, Pay, and Exemption, and they were used as follows:
* If a player landed on a space where money was collected from the bank, or received a Pay Day, an opponent with a Collect card could steal half the collected money from that player.
* If a player landed on a space in which money was paid to the bank, or had to pay Taxes, the player could present a Pay card to an opponent, who immediately had to pay half of the first player's penalty.
* If a player had an Exemption Card, a Share the Wealth card levied was canceled; both cards were then removed from the game.
===Life Events===
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000, and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space.)
===Insurance and Stock===
In this version, the three insurance policies (automobile, life, and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space (at least one edition had the humorous misspelling "Wreckless driver".) Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly, and if they landed on a "stock prices drop" space, they likewise lost money.
===Lucky Day===
Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills.) The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game, and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000. Comparing the payout (15:1) to the odds of winning (5:1), it was always advantageous to gamble here.
===Retirement===
When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip, and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.
==1991 version==
''The Game of Life'' was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions.) The 1992 version of the game proceeds as follows:
===Careers and Salaries===
There are still two routes at the beginning of the game, now labeled ''Career'' and ''College''. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete, and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below.
If a player chooses ''Career'', the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses ''College'', two Promissory Notes must be taken from the bank for tuition, and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen, and the player may choose one from each set after looking at them.
===Types of spaces===
As in the 1980s version, most of the spaces on the game board are orange, and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. [[graduation]], [[marriage]], buying a house, [[retirement]]), and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue, and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space, and is also only active if landed on.
===Occupation spaces===
Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.
===LIFE Tiles===
A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule.) On each of these tiles is a major life event (e.g. climbing [[Mount Everest|Mt. Everest]], curing the [[common cold]], building a better [[mousetrap]], etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see ''Retirement'' section below.)
===Buying a house===
One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack.) From then on, homeowners' insurance may be purchased for a price listed on the house deed.
===Insurance and Stock===
In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.
===Retirement===
When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile, and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed, and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.
==CD-ROM version==
In 1998, a [[CD-ROM]] version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the [[Internet]].
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one ''landed on'' a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
{| class="wikitable"
|-
! '''Number spun'''
! Countryside Acres
! Millionaire Estates
|-
| '''1'''
| <font color="red">-$5,000</font>
| <font color="red">-$25,000</font>
|-
| '''2'''
| $5,000
| $25,000
|-
| '''3'''
| $10,000
| <font color="red">-$50,000</font>
|-
| '''4'''
| $15,000
| $50,000
|-
| '''5'''
| $20,000
| <font color="red">-$75,000</font>
|-
| '''6'''
| $25,000
| $75,000
|-
| '''7'''
| $30,000
| <font color="red">-$100,000</font>
|-
| '''8'''
| $35,000
| $100,000
|-
| '''9'''
| $40,000
| <font color="red">-$150,000</font>
|-
| '''10'''
| $45,000
| $200,000
|-
|}
===Life's Little Games===
Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double, and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in [[#Up or Down|Up or Down]]). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.
====Safe Crackers====
The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.
====Up or Down====
There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the [[complementary color]]). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.
====Get a Life====
All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.
====Treasure Chest====
There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.
====Skunk Money====
There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads DOUBLE YOUR WINNINGS and thus doubles the potential amount. The other two spots contain a [[skunk]]. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.
====Cannonball====
There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.
====Crane Dump====
Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to [[Plinko]] from ''[[The Price is Right]]''. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.
====Trash Can====
Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000.
==2000 (40th anniversary) edition==
{{Expand|date=November 2007}}
A 40th anniversary edition was released in 2000. The biggest change to this game was the replacement of the Travel Agent with a Computer Consultant, and changes to corresponding career spaces.
==2005 edition==
An updated version of the game's 1992 format was released in 2005 with a few gameplay changes. The new ''Game of Life'' was more realistic and tried to add in extra elements to reduce chance, although it is still primarily chance based and still rewards players for taking risks.
===Starting College===
In the 1992 version one who started College would receive $40,000 in debt. The current version places such a player $100,000 in debt. One still receives the same benefits for starting College as in the 1992 version.
===Career Renovations===
You can only get the lower salary cards for a starting wage. Special attributes were also added to the careers.
====Jobs in Life====
*Doctor: Degree required. the doctor is the only person capable of getting the yellow salary card without luck/wasting tiles.
*Computer Consultant: Any time the spinner stops between numbers or comes off the track, collect $50,000 to fix it.
*Artist: Collect $10,000 from a player who buys your art (spins a 1).
*Salesperson: Collect 5,000 when another player buys stock or insurance.
*Athlete: You may trade in 4 life tiles to get the yellow salary card ($100,000).
*Accountant: Degree required. the accountant collects taxes.
*Teacher: You may draw a career card after all players have a job. You get the benefits but not an extra salary.
*Entertainer: If two 8s, 9s, 10s, are spun in a row, replace your salary with the yellow salary card ($100,000) if necessary.
*Police Officer: Collect $10,000 from any opponent who speeds (spins a 10).
*all jobs have a circle label. if a person lands on a space with this label on it, all money goes to you.
===Selling one's house===
There is an addition of a new space where a player can sell his house. The sale price of one's house is determined by multiplying (or dividing) the original price of the house by an amount determined by spinning the wheel (similar to the enhanced game on the CD-ROM). If a low number is spun, the player loses profit, a mid-range number breaks even, and a high number nets a tremendous profit. If one sells his house in this manner, another house is bought, and the process is repeated (without option) at the end of the game.
===LIFE tile reductions===
In the 1992 version the LIFE tiles ranged in value from $50,000 to $250,000. This often changed the outcome of the game as it made it possible for the poorest person in the game to win right at the end when they were redeemed. To alleviate this problem, the LIFE tiles have been reduced in value down to a range between $10,000 and $50,000.
==Current Version==
Yet another version of the game was released in 2007 with a few more gameplay changes. The primary change is that all of the jobs except the Police Officer lost their special abilities. Other changes include a return in Share the Wealth cards, the Lucky Spin and withdrawing insurance policies. There are many more stop spaces, with choices similar to Twists and Turns.
===Jobs in Life===
====No Degree Required====
*Salesperson: Salary $20–50,000; taxes $5,000
*Hair Stylist: Salary $30–60,000; taxes $10,000
*Mechanic: Salary $30–60,000; taxes $10,000
*Police Officer: Salary $40–70,000; taxes $15,000; collect $5,000 from anyone spinning a 10
*Entertainer: Salary $50,000 (no max); taxes $20,000
*Athlete: Salary $60,000 (no max); taxes $25,000
====Degree Required====
*Teacher: Salary $40–70,000; taxes $15,000
*Computer Designer: Salary $50–80,000; taxes $20,000
*Accountant: Salary $70–110,000; taxes $30,000
*Veterinarian: Salary $80–120,000; taxes $35,000
*Lawyer: Salary $90,000 (no max); taxes $40,000
*Doctor: Salary $100,000 (no max); taxes $45,000
====Retirement====
*In Retirement, you can not be sued or otherwise penalized. However, you may collect on your long-term Investment card.
==Notes==
*The game was endorsed by [[Art Linkletter]] in the 1960s. It is now part of the permanent collection of the [[Smithsonian Institution|Smithsonian]]'s [[National Museum of American History]]. It spawned a book, ''The Game of Life: How to Succeed in Real Life No Matter Where You Land'' ([[Running Press]]), by [[Lou Harry]].
*The highest sum of money that a player can earn in the most current "Game of Life" is $3,115,000, and can only be achieved if the player lands on all of the spaces that give money and has the highest possible salary.
*In the current version it is possible to become a grand parent without having had or adopted kids.
*In the case of a stock card the player holding a stock receives pay anytime the number is spun. including spins for home resale value.
==Criticism==
*Some critics have noted that [[luck]] plays too large a role in determining the winner of the game, with Life Cards, which are essentially random, being the prime determinant of the winner. Aspects of the game where a user has to make a decision, such as attending college or purchasing insurance, have a very small effect in the outcome.<ref>{{cite book | last = Hofer | first = Margaret | year = 2003 | title = The Games We Played: The Golden Age of Board and Table Games | page = 276}}</ref>
==Other versions==
*''[[Super Jinsei Game (series)|Super Jinsei Game series]]
**''Super Jinsei Game'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1994)
**''Super Jinsei Game 2'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1995)
**''Super Jinsei Game 3'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1996)
*''The Game of Life in Monstropolis'' ([[Monsters, Inc.]]) (2001)
*''[[Sailor Moon]] Edition'' (Japan Only)
*''[[The Game of Life Card Game]]'' (2002)
*''[[Game of Life Fame Edition|Fame Edition]]'' (or ''Game of Life Junior/travel version'') (2002)
*''[[Star Wars]]: A [[Jedi]]'s Path'' (2002)
*''[[Pirates of the Caribbean]]'' (2004)
*''[[The Simpsons]] Edition'' (2004)
*''Bikini Bottom [[SpongeBob SquarePants]] Edition'' (2004)
*''[[Pirates of the Caribbean: Dead Man's Chest]]'' (2006)
*''[[The Game of Life/Yahtzee/Payday]]'' [[Game Boy Advance]] game
*''[[The Game of Life: Twists & Turns|Twists and Turns]] Edition'' (2007)
*''The Game of Life'' [[Wii]] game (2008)
*''[[Indiana Jones]] Edition'' (2008, Target exclusive)
*''[[Pokémon]] Edition'' (Japan only)
*''[[Spongebob Squarepants]] Edition'' (2008)
*''[[Family Guy]] Collectors Edition'' (2008)
*''The Game of Life'' [[WiiWare]] game (2009) (Japan Only)
*''[[The Wizard of Oz (1939 film)|The Wizard of Oz]] Edition'' (2009)
*''The Game of Life Classic Edition'' [[iPhone]] game (2009)
==In Popular Culture==
{{in popular culture|date=December 2009}}
*The [[post apocalyptic]] [[Anime]] series [[Desert Punk]] has a character who became rich by discovering and reprinting the Game of Life.
*In the [[R.E.M.]] song "[[Man on the Moon (song)|Man on the Moon]]", ''The Game of Life'' is mentioned along with other board games.
*In the episode of the television show [[South Park]] entitled "The Death of Eric Cartman" during season 9 of the series, the children can be seen playing a game called "LIVING," which is an obvious cameo appearance of the game.
* It appeared on an episode{{Which?|date=November 2009}} of ''[[That '70s Show]]''.
*Adult Swim's [[Robot Chicken]] sketch, involving a blue and pink peg. As the segment goes on it gradually turns to dark humor.
==References==
{{reflist}}
==External links==
*{{bgg|2921|''The Game of Life''}}
{{DEFAULTSORT:Game Of Life}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:1861 introductions]]
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[[File:Placeholder|thumb|300px]]
'''''The Game of Life''''', also known simply as '''''LIFE''''', is a [[board game]] originally created in 1860 by [[Milton Bradley]], as '''''The Checkered Game of Life'''''. The game simulates a person's travels through his or her life, from high school graduation to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "endorsed" by [[Art Linkletter]], with a circular picture of him on the box) by the [[Milton Bradley Company]] (now a subsidiary of [[Hasbro]]).
==History==
[[Image:CheckeredGameofLife.jpg|thumb|The Checkered Game of Life board]]
The game was originally created in 1860 by [[Milton Bradley]] as ''The Checkered Game of Life''. This was the first game created by Bradley, a successful [[lithographer]], whose major product until that time was a portrait of [[Abraham Lincoln]] with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as the [[The Mansion of Happiness]] by [[S.B. Ives]] in 1843, it had a strong [[moral]] message.<ref>Lepore, Jill. [http://www.newyorker.com/reporting/2007/05/21/070521fa_fact_lepore The Meaning of Life] "The New Yorker," May 21, 2007.</ref>
Bradley's game did not include [[dice]], but instead used a [[teetotum]], a six sided [[top]] (dice were considered too similar to [[gambling]]).
The game board was essentially a modified [[checkerboard]]. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as ''The Game of Life'', was introduced, designed by [[Reuben Klamer]]. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.
==Setup==
The game consists of a track, on which players travel by spinning a small wheel with spaces numbered 1 through 10, located in the middle of the board. The board also contains small [[mountain]]s, buildings, and other similar pieces, making the playing area [[Three-dimensional space|three-dimensional]]. Playing pieces (pawns) are small, colored plastic [[automobile]]s which come in six different colors (red, blue, white, yellow, orange, and green), and each pawn has six holes in the top in which the blue and pink "people pegs" are placed throughout the game as the player "gets married" and has or adopts "children". (Some "early modern" editions have eight automobiles.)
Each game also includes a setup for a [[bank]], which includes play money (in denominations of $1,000, $5,000, $10,000, $20,000, $50,000, and $100,000), [[insurance]] policies (automobile, life, fire, and/or homeowners' insurance depending on the version), $20,000 [[promissory note]]s, and [[stock market|stock]] certificates. Other tangibles vary with the game version.
==1960s version==
''The Game of Life'' copyrighted by the Milton Bradley company in 1963 had some differences from later versions. For one, once a player reached the Day of Reckoning, he could end up at the "Poor Farm", or he could become a Millionaire Tycoon and move on to Millionaire Acres.
This version had [[Art Linkletter]] as the spokesman, included his picture on the $100,000 bills, and a rousing endorsement from Linkletter on the cover of the box. It was advertised as a "Milton Bradley 100th Anniversary Game" and as "A Full 3-D Action Game!"
===Salaries===
knnlTo determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $5,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $6,000 and $20,000 per Pay Day. Both of these initial routes joined back together at the first pay day.
==1970s/1980s version==
About halfway through the production of this version, many dollar values doubled (possibly to reflect [[inflation]]). This description focuses on the later version with the larger dollar amounts.
The late 1980s version also replaced the familiar convertibles from earlier versions with [[Dodge Caravan|Chrysler]]-esque minivans. (1960s era convertibles were still used in some early 1980s sets.)
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $12,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $16,000 and $50,000 for every Pay Day. Both of these initial routes joined back together at the first Pay Day.
==="Share the Wealth" cards===
Distributed with this game were a number of "Share the Wealth" cards. Each player started out with one, and earned another card if "Pay Day" was reached by exact count. There were three types: Collect, Pay, and Exemption, and they were used as follows:
* If a player landed on a space where money was collected from the bank, or received a Pay Day, an opponent with a Collect card could steal half the collected money from that player.
* If a player landed on a space in which money was paid to the bank, or had to pay Taxes, the player could present a Pay card to an opponent, who immediately had to pay half of the first player's penalty.
* If a player had an Exemption Card, a Share the Wealth card levied was canceled; both cards were then removed from the game.
===Life Events===
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000, and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space.)
===Insurance and Stock===
In this version, the three insurance policies (automobile, life, and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space (at least one edition had the humorous misspelling "Wreckless driver".) Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly, and if they landed on a "stock prices drop" space, they likewise lost money.
===Lucky Day===
Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills.) The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game, and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000. Comparing the payout (15:1) to the odds of winning (5:1), it was always advantageous to gamble here.
===Retirement===
When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip, and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.
==1991 version==
''The Game of Life'' was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions.) The 1992 version of the game proceeds as follows:
===Careers and Salaries===
There are still two routes at the beginning of the game, now labeled ''Career'' and ''College''. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete, and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below.
If a player chooses ''Career'', the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses ''College'', two Promissory Notes must be taken from the bank for tuition, and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen, and the player may choose one from each set after looking at them.
===Types of spaces===
As in the 1980s version, most of the spaces on the game board are orange, and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. [[graduation]], [[marriage]], buying a house, [[retirement]]), and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue, and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space, and is also only active if landed on.
===Occupation spaces===
Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.
===LIFE Tiles===
A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule.) On each of these tiles is a major life event (e.g. climbing [[Mount Everest|Mt. Everest]], curing the [[common cold]], building a better [[mousetrap]], etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see ''Retirement'' section below.)
===Buying a house===
One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack.) From then on, homeowners' insurance may be purchased for a price listed on the house deed.
===Insurance and Stock===
In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.
===Retirement===
When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile, and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed, and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.
==CD-ROM version==
In 1998, a [[CD-ROM]] version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the [[Internet]].
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one ''landed on'' a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
{| class="wikitable"
|-
! '''Number spun'''
! Countryside Acres
! Millionaire Estates
|-
| '''1'''
| <font color="red">-$5,000</font>
| <font color="red">-$25,000</font>
|-
| '''2'''
| $5,000
| $25,000
|-
| '''3'''
| $10,000
| <font color="red">-$50,000</font>
|-
| '''4'''
| $15,000
| $50,000
|-
| '''5'''
| $20,000
| <font color="red">-$75,000</font>
|-
| '''6'''
| $25,000
| $75,000
|-
| '''7'''
| $30,000
| <font color="red">-$100,000</font>
|-
| '''8'''
| $35,000
| $100,000
|-
| '''9'''
| $40,000
| <font color="red">-$150,000</font>
|-
| '''10'''
| $45,000
| $200,000
|-
|}
===Life's Little Games===
Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double, and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in [[#Up or Down|Up or Down]]). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.
====Safe Crackers====
The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.
====Up or Down====
There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the [[complementary color]]). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.
====Get a Life====
All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.
====Treasure Chest====
There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.
====Skunk Money====
There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads DOUBLE YOUR WINNINGS and thus doubles the potential amount. The other two spots contain a [[skunk]]. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.
====Cannonball====
There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.
====Crane Dump====
Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to [[Plinko]] from ''[[The Price is Right]]''. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.
====Trash Can====
Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000.
==2000 (40th anniversary) edition==
{{Expand|date=November 2007}}
A 40th anniversary edition was released in 2000. The biggest change to this game was the replacement of the Travel Agent with a Computer Consultant, and changes to corresponding career spaces.
==2005 edition==
An updated version of the game's 1992 format was released in 2005 with a few gameplay changes. The new ''Game of Life'' was more realistic and tried to add in extra elements to reduce chance, although it is still primarily chance based and still rewards players for taking risks.
===Starting College===
In the 1992 version one who started College would receive $40,000 in debt. The current version places such a player $100,000 in debt. One still receives the same benefits for starting College as in the 1992 version.
===Career Renovations===
You can only get the lower salary cards for a starting wage. Special attributes were also added to the careers.
====Jobs in Life====
*Doctor: Degree required. the doctor is the only person capable of getting the yellow salary card without luck/wasting tiles.
*Computer Consultant: Any time the spinner stops between numbers or comes off the track, collect $50,000 to fix it.
*Artist: Collect $10,000 from a player who buys your art (spins a 1).
*Salesperson: Collect 5,000 when another player buys stock or insurance.
*Athlete: You may trade in 4 life tiles to get the yellow salary card ($100,000).
*Accountant: Degree required. the accountant collects taxes.
*Teacher: You may draw a career card after all players have a job. You get the benefits but not an extra salary.
*Entertainer: If two 8s, 9s, 10s, are spun in a row, replace your salary with the yellow salary card ($100,000) if necessary.
*Police Officer: Collect $10,000 from any opponent who speeds (spins a 10).
*all jobs have a circle label. if a person lands on a space with this label on it, all money goes to you.
===Selling one's house===
There is an addition of a new space where a player can sell his house. The sale price of one's house is determined by multiplying (or dividing) the original price of the house by an amount determined by spinning the wheel (similar to the enhanced game on the CD-ROM). If a low number is spun, the player loses profit, a mid-range number breaks even, and a high number nets a tremendous profit. If one sells his house in this manner, another house is bought, and the process is repeated (without option) at the end of the game.
===LIFE tile reductions===
In the 1992 version the LIFE tiles ranged in value from $50,000 to $250,000. This often changed the outcome of the game as it made it possible for the poorest person in the game to win right at the end when they were redeemed. To alleviate this problem, the LIFE tiles have been reduced in value down to a range between $10,000 and $50,000.
==Current Version==
Yet another version of the game was released in 2007 with a few more gameplay changes. The primary change is that all of the jobs except the Police Officer lost their special abilities. Other changes include a return in Share the Wealth cards, the Lucky Spin and withdrawing insurance policies. There are many more stop spaces, with choices similar to Twists and Turns.
===Jobs in Life===
====No Degree Required====
*Salesperson: Salary $20–50,000; taxes $5,000
*Hair Stylist: Salary $30–60,000; taxes $10,000
*Mechanic: Salary $30–60,000; taxes $10,000
*Police Officer: Salary $40–70,000; taxes $15,000; collect $5,000 from anyone spinning a 10
*Entertainer: Salary $50,000 (no max); taxes $20,000
*Athlete: Salary $60,000 (no max); taxes $25,000
====Degree Required====
*Teacher: Salary $40–70,000; taxes $15,000
*Computer Designer: Salary $50–80,000; taxes $20,000
*Accountant: Salary $70–110,000; taxes $30,000
*Veterinarian: Salary $80–120,000; taxes $35,000
*Lawyer: Salary $90,000 (no max); taxes $40,000
*Doctor: Salary $100,000 (no max); taxes $45,000
====Retirement====
*In Retirement, you can not be sued or otherwise penalized. However, you may collect on your long-term Investment card.
==Notes==
*The game was endorsed by [[Art Linkletter]] in the 1960s. It is now part of the permanent collection of the [[Smithsonian Institution|Smithsonian]]'s [[National Museum of American History]]. It spawned a book, ''The Game of Life: How to Succeed in Real Life No Matter Where You Land'' ([[Running Press]]), by [[Lou Harry]].
*The highest sum of money that a player can earn in the most current "Game of Life" is $3,115,000, and can only be achieved if the player lands on all of the spaces that give money and has the highest possible salary.
*In the current version it is possible to become a grand parent without having had or adopted kids.
*In the case of a stock card the player holding a stock receives pay anytime the number is spun. including spins for home resale value.
==Criticism==
*Some critics have noted that [[luck]] plays too large a role in determining the winner of the game, with Life Cards, which are essentially random, being the prime determinant of the winner. Aspects of the game where a user has to make a decision, such as attending college or purchasing insurance, have a very small effect in the outcome.<ref>{{cite book | last = Hofer | first = Margaret | year = 2003 | title = The Games We Played: The Golden Age of Board and Table Games | page = 276}}</ref>
==Other versions==
*''[[Super Jinsei Game (series)|Super Jinsei Game series]]
**''Super Jinsei Game'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1994)
**''Super Jinsei Game 2'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1995)
**''Super Jinsei Game 3'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1996)
*''The Game of Life in Monstropolis'' ([[Monsters, Inc.]]) (2001)
*''[[Sailor Moon]] Edition'' (Japan Only)
*''[[The Game of Life Card Game]]'' (2002)
*''[[Game of Life Fame Edition|Fame Edition]]'' (or ''Game of Life Junior/travel version'') (2002)
*''[[Star Wars]]: A [[Jedi]]'s Path'' (2002)
*''[[Pirates of the Caribbean]]'' (2004)
*''[[The Simpsons]] Edition'' (2004)
*''Bikini Bottom [[SpongeBob SquarePants]] Edition'' (2004)
*''[[Pirates of the Caribbean: Dead Man's Chest]]'' (2006)
*''[[The Game of Life/Yahtzee/Payday]]'' [[Game Boy Advance]] game
*''[[The Game of Life: Twists & Turns|Twists and Turns]] Edition'' (2007)
*''The Game of Life'' [[Wii]] game (2008)
*''[[Indiana Jones]] Edition'' (2008, Target exclusive)
*''[[Pokémon]] Edition'' (Japan only)
*''[[Spongebob Squarepants]] Edition'' (2008)
*''[[Family Guy]] Collectors Edition'' (2008)
*''The Game of Life'' [[WiiWare]] game (2009) (Japan Only)
*''[[The Wizard of Oz (1939 film)|The Wizard of Oz]] Edition'' (2009)
*''The Game of Life Classic Edition'' [[iPhone]] game (2009)
==In Popular Culture==
{{in popular culture|date=December 2009}}
*The [[post apocalyptic]] [[Anime]] series [[Desert Punk]] has a character who became rich by discovering and reprinting the Game of Life.
*In the [[R.E.M.]] song "[[Man on the Moon (song)|Man on the Moon]]", ''The Game of Life'' is mentioned along with other board games.
*In the episode of the television show [[South Park]] entitled "The Death of Eric Cartman" during season 9 of the series, the children can be seen playing a game called "LIVING," which is an obvious cameo appearance of the game.
* It appeared on an episode{{Which?|date=November 2009}} of ''[[That '70s Show]]''.
*Adult Swim's [[Robot Chicken]] sketch, involving a blue and pink peg. As the segment goes on it gradually turns to dark humor.
==References==
{{reflist}}
==External links==
*{{bgg|2921|''The Game of Life''}}
{{DEFAULTSORT:Game Of Life}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:1861 introductions]]
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[[File:39cf3c7e83feedbed4f3101b52d7a120.jpg|right|The Game of Life(2016)]]
'''''The Game of Life''''', also known simply as '''''LIFE''''', is a [[board game]] originally created in 1860 by [[Milton Bradley]], as '''''The Checkered Game of Life'''''. The game simulates a person's travels through his or her life, from high school graduation to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "endorsed" by [[Art Linkletter]], with a circular picture of him on the box) by the [[Milton Bradley Company]] (now a subsidiary of [[Hasbro]]).
==History==
[[Image:CheckeredGameofLife.jpg|thumb|The Checkered Game of Life board]]
The game was originally created in 1860 by [[Milton Bradley]] as ''The Checkered Game of Life''. This was the first game created by Bradley, a successful [[lithographer]], whose major product until that time was a portrait of [[Abraham Lincoln]] with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as the [[The Mansion of Happiness]] by [[S.B. Ives]] in 1843, it had a strong [[moral]] message.<ref>Lepore, Jill. [http://www.newyorker.com/reporting/2007/05/21/070521fa_fact_lepore The Meaning of Life] "The New Yorker," May 21, 2007.</ref>
Bradley's game did not include [[dice]], but instead used a [[teetotum]], a six sided [[top]] (dice were considered too similar to [[gambling]]).
The game board was essentially a modified [[checkerboard]]. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as ''The Game of Life'', was introduced, designed by [[Reuben Klamer]]. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.
==Setup==
The game consists of a track, on which players travel by spinning a small wheel with spaces numbered 1 through 10, located in the middle of the board. The board also contains small [[mountain]]s, buildings, and other similar pieces, making the playing area [[Three-dimensional space|three-dimensional]]. Playing pieces (pawns) are small, colored plastic [[automobile]]s which come in six different colors (red, blue, white, yellow, orange, and green), and each pawn has six holes in the top in which the blue and pink "people pegs" are placed throughout the game as the player "gets married" and has or adopts "children". (Some "early modern" editions have eight automobiles.)
Each game also includes a setup for a [[bank]], which includes play money (in denominations of $1,000, $5,000, $10,000, $20,000, $50,000, and $100,000), [[insurance]] policies (automobile, life, fire, and/or homeowners' insurance depending on the version), $20,000 [[promissory note]]s, and [[stock market|stock]] certificates. Other tangibles vary with the game version.
==1960s version==
''The Game of Life'' copyrighted by the Milton Bradley company in 1963 had some differences from later versions. For one, once a player reached the Day of Reckoning, he could end up at the "Poor Farm", or he could become a Millionaire Tycoon and move on to Millionaire Acres.
This version had [[Art Linkletter]] as the spokesman, included his picture on the $100,000 bills, and a rousing endorsement from Linkletter on the cover of the box. It was advertised as a "Milton Bradley 100th Anniversary Game" and as "A Full 3-D Action Game!"
===Salaries===
knnlTo determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $5,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $6,000 and $20,000 per Pay Day. Both of these initial routes joined back together at the first pay day.
==1970s/1980s version==
About halfway through the production of this version, many dollar values doubled (possibly to reflect [[inflation]]). This description focuses on the later version with the larger dollar amounts.
The late 1980s version also replaced the familiar convertibles from earlier versions with [[Dodge Caravan|Chrysler]]-esque minivans. (1960s era convertibles were still used in some early 1980s sets.)
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $12,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $16,000 and $50,000 for every Pay Day. Both of these initial routes joined back together at the first Pay Day.
==="Share the Wealth" cards===
Distributed with this game were a number of "Share the Wealth" cards. Each player started out with one, and earned another card if "Pay Day" was reached by exact count. There were three types: Collect, Pay, and Exemption, and they were used as follows:
* If a player landed on a space where money was collected from the bank, or received a Pay Day, an opponent with a Collect card could steal half the collected money from that player.
* If a player landed on a space in which money was paid to the bank, or had to pay Taxes, the player could present a Pay card to an opponent, who immediately had to pay half of the first player's penalty.
* If a player had an Exemption Card, a Share the Wealth card levied was canceled; both cards were then removed from the game.
===Life Events===
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000, and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space.)
===Insurance and Stock===
In this version, the three insurance policies (automobile, life, and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space (at least one edition had the humorous misspelling "Wreckless driver".) Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly, and if they landed on a "stock prices drop" space, they likewise lost money.
===Lucky Day===
Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills.) The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game, and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000. Comparing the payout (15:1) to the odds of winning (5:1), it was always advantageous to gamble here.
===Retirement===
When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip, and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.
==1991 version==
''The Game of Life'' was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions.) The 1992 version of the game proceeds as follows:
===Careers and Salaries===
There are still two routes at the beginning of the game, now labeled ''Career'' and ''College''. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete, and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below.
If a player chooses ''Career'', the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses ''College'', two Promissory Notes must be taken from the bank for tuition, and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen, and the player may choose one from each set after looking at them.
===Types of spaces===
As in the 1980s version, most of the spaces on the game board are orange, and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. [[graduation]], [[marriage]], buying a house, [[retirement]]), and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue, and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space, and is also only active if landed on.
===Occupation spaces===
Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.
===LIFE Tiles===
A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule.) On each of these tiles is a major life event (e.g. climbing [[Mount Everest|Mt. Everest]], curing the [[common cold]], building a better [[mousetrap]], etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see ''Retirement'' section below.)
===Buying a house===
One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack.) From then on, homeowners' insurance may be purchased for a price listed on the house deed.
===Insurance and Stock===
In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.
===Retirement===
When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile, and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed, and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.
==CD-ROM version==
In 1998, a [[CD-ROM]] version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the [[Internet]].
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one ''landed on'' a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
{| class="wikitable"
|-
! '''Number spun'''
! Countryside Acres
! Millionaire Estates
|-
| '''1'''
| <font color="red">-$5,000</font>
| <font color="red">-$25,000</font>
|-
| '''2'''
| $5,000
| $25,000
|-
| '''3'''
| $10,000
| <font color="red">-$50,000</font>
|-
| '''4'''
| $15,000
| $50,000
|-
| '''5'''
| $20,000
| <font color="red">-$75,000</font>
|-
| '''6'''
| $25,000
| $75,000
|-
| '''7'''
| $30,000
| <font color="red">-$100,000</font>
|-
| '''8'''
| $35,000
| $100,000
|-
| '''9'''
| $40,000
| <font color="red">-$150,000</font>
|-
| '''10'''
| $45,000
| $200,000
|-
|}
===Life's Little Games===
Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double, and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in [[#Up or Down|Up or Down]]). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.
====Safe Crackers====
The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.
====Up or Down====
There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the [[complementary color]]). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.
====Get a Life====
All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.
====Treasure Chest====
There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.
====Skunk Money====
There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads DOUBLE YOUR WINNINGS and thus doubles the potential amount. The other two spots contain a [[skunk]]. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.
====Cannonball====
There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.
====Crane Dump====
Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to [[Plinko]] from ''[[The Price is Right]]''. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.
====Trash Can====
Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000.
==2000 (40th anniversary) edition==
{{Expand|date=November 2007}}
A 40th anniversary edition was released in 2000. The biggest change to this game was the replacement of the Travel Agent with a Computer Consultant, and changes to corresponding career spaces.
==2005 edition==
An updated version of the game's 1992 format was released in 2005 with a few gameplay changes. The new ''Game of Life'' was more realistic and tried to add in extra elements to reduce chance, although it is still primarily chance based and still rewards players for taking risks.
===Starting College===
In the 1992 version one who started College would receive $40,000 in debt. The current version places such a player $100,000 in debt. One still receives the same benefits for starting College as in the 1992 version.
===Career Renovations===
You can only get the lower salary cards for a starting wage. Special attributes were also added to the careers.
====Jobs in Life====
*Doctor: Degree required. the doctor is the only person capable of getting the yellow salary card without luck/wasting tiles.
*Computer Consultant: Any time the spinner stops between numbers or comes off the track, collect $50,000 to fix it.
*Artist: Collect $10,000 from a player who buys your art (spins a 1).
*Salesperson: Collect 5,000 when another player buys stock or insurance.
*Athlete: You may trade in 4 life tiles to get the yellow salary card ($100,000).
*Accountant: Degree required. the accountant collects taxes.
*Teacher: You may draw a career card after all players have a job. You get the benefits but not an extra salary.
*Entertainer: If two 8s, 9s, 10s, are spun in a row, replace your salary with the yellow salary card ($100,000) if necessary.
*Police Officer: Collect $10,000 from any opponent who speeds (spins a 10).
*all jobs have a circle label. if a person lands on a space with this label on it, all money goes to you.
===Selling one's house===
There is an addition of a new space where a player can sell his house. The sale price of one's house is determined by multiplying (or dividing) the original price of the house by an amount determined by spinning the wheel (similar to the enhanced game on the CD-ROM). If a low number is spun, the player loses profit, a mid-range number breaks even, and a high number nets a tremendous profit. If one sells his house in this manner, another house is bought, and the process is repeated (without option) at the end of the game.
===LIFE tile reductions===
In the 1992 version the LIFE tiles ranged in value from $50,000 to $250,000. This often changed the outcome of the game as it made it possible for the poorest person in the game to win right at the end when they were redeemed. To alleviate this problem, the LIFE tiles have been reduced in value down to a range between $10,000 and $50,000.
==Current Version==
Yet another version of the game was released in 2007 with a few more gameplay changes. The primary change is that all of the jobs except the Police Officer lost their special abilities. Other changes include a return in Share the Wealth cards, the Lucky Spin and withdrawing insurance policies. There are many more stop spaces, with choices similar to Twists and Turns.
===Jobs in Life===
====No Degree Required====
*Salesperson: Salary $20–50,000; taxes $5,000
*Hair Stylist: Salary $30–60,000; taxes $10,000
*Mechanic: Salary $30–60,000; taxes $10,000
*Police Officer: Salary $40–70,000; taxes $15,000; collect $5,000 from anyone spinning a 10
*Entertainer: Salary $50,000 (no max); taxes $20,000
*Athlete: Salary $60,000 (no max); taxes $25,000
====Degree Required====
*Teacher: Salary $40–70,000; taxes $15,000
*Computer Designer: Salary $50–80,000; taxes $20,000
*Accountant: Salary $70–110,000; taxes $30,000
*Veterinarian: Salary $80–120,000; taxes $35,000
*Lawyer: Salary $90,000 (no max); taxes $40,000
*Doctor: Salary $100,000 (no max); taxes $45,000
====Retirement====
*In Retirement, you can not be sued or otherwise penalized. However, you may collect on your long-term Investment card.
==Notes==
*The game was endorsed by [[Art Linkletter]] in the 1960s. It is now part of the permanent collection of the [[Smithsonian Institution|Smithsonian]]'s [[National Museum of American History]]. It spawned a book, ''The Game of Life: How to Succeed in Real Life No Matter Where You Land'' ([[Running Press]]), by [[Lou Harry]].
*The highest sum of money that a player can earn in the most current "Game of Life" is $3,115,000, and can only be achieved if the player lands on all of the spaces that give money and has the highest possible salary.
*In the current version it is possible to become a grand parent without having had or adopted kids.
*In the case of a stock card the player holding a stock receives pay anytime the number is spun. including spins for home resale value.
==Criticism==
*Some critics have noted that [[luck]] plays too large a role in determining the winner of the game, with Life Cards, which are essentially random, being the prime determinant of the winner. Aspects of the game where a user has to make a decision, such as attending college or purchasing insurance, have a very small effect in the outcome.<ref>{{cite book | last = Hofer | first = Margaret | year = 2003 | title = The Games We Played: The Golden Age of Board and Table Games | page = 276}}</ref>
==Other versions==
*''[[Super Jinsei Game (series)|Super Jinsei Game series]]
**''Super Jinsei Game'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1994)
**''Super Jinsei Game 2'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1995)
**''Super Jinsei Game 3'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1996)
*''The Game of Life in Monstropolis'' ([[Monsters, Inc.]]) (2001)
*''[[Sailor Moon]] Edition'' (Japan Only)
*''[[The Game of Life Card Game]]'' (2002)
*''[[Game of Life Fame Edition|Fame Edition]]'' (or ''Game of Life Junior/travel version'') (2002)
*''[[Star Wars]]: A [[Jedi]]'s Path'' (2002)
*''[[Pirates of the Caribbean]]'' (2004)
*''[[The Simpsons]] Edition'' (2004)
*''Bikini Bottom [[SpongeBob SquarePants]] Edition'' (2004)
*''[[Pirates of the Caribbean: Dead Man's Chest]]'' (2006)
*''[[The Game of Life/Yahtzee/Payday]]'' [[Game Boy Advance]] game
*''[[The Game of Life: Twists & Turns|Twists and Turns]] Edition'' (2007)
*''The Game of Life'' [[Wii]] game (2008)
*''[[Indiana Jones]] Edition'' (2008, Target exclusive)
*''[[Pokémon]] Edition'' (Japan only)
*''[[Spongebob Squarepants]] Edition'' (2008)
*''[[Family Guy]] Collectors Edition'' (2008)
*''The Game of Life'' [[WiiWare]] game (2009) (Japan Only)
*''[[The Wizard of Oz (1939 film)|The Wizard of Oz]] Edition'' (2009)
*''The Game of Life Classic Edition'' [[iPhone]] game (2009)
==In Popular Culture==
{{in popular culture|date=December 2009}}
*The [[post apocalyptic]] [[Anime]] series [[Desert Punk]] has a character who became rich by discovering and reprinting the Game of Life.
*In the [[R.E.M.]] song "[[Man on the Moon (song)|Man on the Moon]]", ''The Game of Life'' is mentioned along with other board games.
*In the episode of the television show [[South Park]] entitled "The Death of Eric Cartman" during season 9 of the series, the children can be seen playing a game called "LIVING," which is an obvious cameo appearance of the game.
* It appeared on an episode{{Which?|date=November 2009}} of ''[[That '70s Show]]''.
*Adult Swim's [[Robot Chicken]] sketch, involving a blue and pink peg. As the segment goes on it gradually turns to dark humor.
==References==
{{reflist}}
==External links==
*{{bgg|2921|''The Game of Life''}}
{{DEFAULTSORT:Game Of Life}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:1861 introductions]]
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[[File:39cf3c7e83feedbed4f3101b52d7a120.jpg|right|The Game of Life(2016)]]
'''''The Game of Life''''', also known simply as '''''LIFE''''', is a [[board game]] originally created in 1860 by [[Milton Bradley]], as '''''The Checkered Game of Life'''''. The game simulates a person's travels through his or her life, from high school graduation to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "endorsed" by [[Art Linkletter]], with a circular picture of him on the box) by the [[Milton Bradley Company]] (now a subsidiary of [[Hasbro]]).
==History==
[[Image:CheckeredGameofLife.jpg|thumb|The Checkered Game of Life board]]
The game was originally created in 1860 by [[Milton Bradley]] as ''The Checkered Game of Life''. This was the first game created by Bradley, a successful [[lithographer]], whose major product until that time was a portrait of [[Abraham Lincoln]] with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as the [[The Mansion of Happiness]] by [[S.B. Ives]] in 1843, it had a strong [[moral]] message.<ref>Lepore, Jill. [http://www.newyorker.com/reporting/2007/05/21/070521fa_fact_lepore The Meaning of Life] "The New Yorker," May 21, 2007.</ref>
Bradley's game did not include [[dice]], but instead used a [[teetotum]], a six sided [[top]] (dice were considered too similar to [[gambling]]).
The game board was essentially a modified [[checkerboard]]. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as ''The Game of Life'', was introduced, designed by [[Reuben Klamer]]. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.
==Setup==
zqzqzqzThe game consists of a track, on which players travel by spinning a small wheel with spaces numbered 1 through 10, located in the middle of the board. The board also contains small [[mountain]]s, buildings, and other similar pieces, making the playing area [[Three-dimensional space|three-dimensional]]. Playing pieces (pawns) are small, colored plastic [[automobile]]s which come in six different colors (red, blue, white, yellow, orange, and green), and each pawn has six holes in the top in which the blue and pink "people pegs" are placed throughout the game as the player "gets married" and has or adopts "children". (Some "early modern" editions have eight automobiles.)
Each game also includes a setup for a [[bank]], which includes play money (in denominations of $1,000, $5,000, $10,000, $20,000, $50,000, and $100,000), [[insurance]] policies (automobile, life, fire, and/or homeowners' insurance depending on the version), $20,000 [[promissory note]]s, and [[stock market|stock]] certificates. Other tangibles vary with the game version.
==1960s version==
''The Game of Life'' copyrighted by the Milton Bradley company in 1963 had some differences from later versions. For one, once a player reached the Day of Reckoning, he could end up at the "Poor Farm", or he could become a Millionaire Tycoon and move on to Millionaire Acres.
This version had [[Art Linkletter]] as the spokesman, included his picture on the $100,000 bills, and a rousing endorsement from Linkletter on the cover of the box. It was advertised as a "Milton Bradley 100th Anniversary Game" and as "A Full 3-D Action Game!"
===Salaries===
knnlTo determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $5,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $6,000 and $20,000 per Pay Day. Both of these initial routes joined back together at the first pay day.
==1970s/1980s version==
About halfway through the production of this version, many dollar values doubled (possibly to reflect [[inflation]]). This description focuses on the later version with the larger dollar amounts.
The late 1980s version also replaced the familiar convertibles from earlier versions with [[Dodge Caravan|Chrysler]]-esque minivans. (1960s era convertibles were still used in some early 1980s sets.)
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $12,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $16,000 and $50,000 for every Pay Day. Both of these initial routes joined back together at the first Pay Day.
==="Share the Wealth" cards===
Distributed with this game were a number of "Share the Wealth" cards. Each player started out with one, and earned another card if "Pay Day" was reached by exact count. There were three types: Collect, Pay, and Exemption, and they were used as follows:
* If a player landed on a space where money was collected from the bank, or received a Pay Day, an opponent with a Collect card could steal half the collected money from that player.
* If a player landed on a space in which money was paid to the bank, or had to pay Taxes, the player could present a Pay card to an opponent, who immediately had to pay half of the first player's penalty.
* If a player had an Exemption Card, a Share the Wealth card levied was canceled; both cards were then removed from the game.
===Life Events===
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000, and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space.)
===Insurance and Stock===
In this version, the three insurance policies (automobile, life, and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space (at least one edition had the humorous misspelling "Wreckless driver".) Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly, and if they landed on a "stock prices drop" space, they likewise lost money.
===Lucky Day===
Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills.) The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game, and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000. Comparing the payout (15:1) to the odds of winning (5:1), it was always advantageous to gamble here.
===Retirement===
When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip, and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.
==1991 version==
''The Game of Life'' was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions.) The 1992 version of the game proceeds as follows:
===Careers and Salaries===
There are still two routes at the beginning of the game, now labeled ''Career'' and ''College''. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete, and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below.
If a player chooses ''Career'', the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses ''College'', two Promissory Notes must be taken from the bank for tuition, and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen, and the player may choose one from each set after looking at them.
===Types of spaces===
As in the 1980s version, most of the spaces on the game board are orange, and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. [[graduation]], [[marriage]], buying a house, [[retirement]]), and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue, and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space, and is also only active if landed on.
===Occupation spaces===
Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.
===LIFE Tiles===
A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule.) On each of these tiles is a major life event (e.g. climbing [[Mount Everest|Mt. Everest]], curing the [[common cold]], building a better [[mousetrap]], etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see ''Retirement'' section below.)
===Buying a house===
One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack.) From then on, homeowners' insurance may be purchased for a price listed on the house deed.
===Insurance and Stock===
In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.
===Retirement===
When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile, and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed, and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.
==CD-ROM version==
In 1998, a [[CD-ROM]] version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the [[Internet]].
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one ''landed on'' a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
{| class="wikitable"
|-
! '''Number spun'''
! Countryside Acres
! Millionaire Estates
|-
| '''1'''
| <font color="red">-$5,000</font>
| <font color="red">-$25,000</font>
|-
| '''2'''
| $5,000
| $25,000
|-
| '''3'''
| $10,000
| <font color="red">-$50,000</font>
|-
| '''4'''
| $15,000
| $50,000
|-
| '''5'''
| $20,000
| <font color="red">-$75,000</font>
|-
| '''6'''
| $25,000
| $75,000
|-
| '''7'''
| $30,000
| <font color="red">-$100,000</font>
|-
| '''8'''
| $35,000
| $100,000
|-
| '''9'''
| $40,000
| <font color="red">-$150,000</font>
|-
| '''10'''
| $45,000
| $200,000
|-
|}
===Life's Little Games===
Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double, and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in [[#Up or Down|Up or Down]]). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.
====Safe Crackers====
The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.
====Up or Down====
There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the [[complementary color]]). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.
====Get a Life====
All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.
====Treasure Chest====
There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.
====Skunk Money====
There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads DOUBLE YOUR WINNINGS and thus doubles the potential amount. The other two spots contain a [[skunk]]. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.
====Cannonball====
There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.
====Crane Dump====
Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to [[Plinko]] from ''[[The Price is Right]]''. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.
====Trash Can====
Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000.
==2000 (40th anniversary) edition==
{{Expand|date=November 2007}}
A 40th anniversary edition was released in 2000. The biggest change to this game was the replacement of the Travel Agent with a Computer Consultant, and changes to corresponding career spaces.
==2005 edition==
An updated version of the game's 1992 format was released in 2005 with a few gameplay changes. The new ''Game of Life'' was more realistic and tried to add in extra elements to reduce chance, although it is still primarily chance based and still rewards players for taking risks.
===Starting College===
In the 1992 version one who started College would receive $40,000 in debt. The current version places such a player $100,000 in debt. One still receives the same benefits for starting College as in the 1992 version.
===Career Renovations===
You can only get the lower salary cards for a starting wage. Special attributes were also added to the careers.
====Jobs in Life====
*Doctor: Degree required. the doctor is the only person capable of getting the yellow salary card without luck/wasting tiles.
*Computer Consultant: Any time the spinner stops between numbers or comes off the track, collect $50,000 to fix it.
*Artist: Collect $10,000 from a player who buys your art (spins a 1).
*Salesperson: Collect 5,000 when another player buys stock or insurance.
*Athlete: You may trade in 4 life tiles to get the yellow salary card ($100,000).
*Accountant: Degree required. the accountant collects taxes.
*Teacher: You may draw a career card after all players have a job. You get the benefits but not an extra salary.
*Entertainer: If two 8s, 9s, 10s, are spun in a row, replace your salary with the yellow salary card ($100,000) if necessary.
*Police Officer: Collect $10,000 from any opponent who speeds (spins a 10).
*all jobs have a circle label. if a person lands on a space with this label on it, all money goes to you.
===Selling one's house===
There is an addition of a new space where a player can sell his house. The sale price of one's house is determined by multiplying (or dividing) the original price of the house by an amount determined by spinning the wheel (similar to the enhanced game on the CD-ROM). If a low number is spun, the player loses profit, a mid-range number breaks even, and a high number nets a tremendous profit. If one sells his house in this manner, another house is bought, and the process is repeated (without option) at the end of the game.
===LIFE tile reductions===
In the 1992 version the LIFE tiles ranged in value from $50,000 to $250,000. This often changed the outcome of the game as it made it possible for the poorest person in the game to win right at the end when they were redeemed. To alleviate this problem, the LIFE tiles have been reduced in value down to a range between $10,000 and $50,000.
==Current Version==
Yet another version of the game was released in 2007 with a few more gameplay changes. The primary change is that all of the jobs except the Police Officer lost their special abilities. Other changes include a return in Share the Wealth cards, the Lucky Spin and withdrawing insurance policies. There are many more stop spaces, with choices similar to Twists and Turns.
===Jobs in Life===
====No Degree Required====
*Salesperson: Salary $20–50,000; taxes $5,000
*Hair Stylist: Salary $30–60,000; taxes $10,000
*Mechanic: Salary $30–60,000; taxes $10,000
*Police Officer: Salary $40–70,000; taxes $15,000; collect $5,000 from anyone spinning a 10
*Entertainer: Salary $50,000 (no max); taxes $20,000
*Athlete: Salary $60,000 (no max); taxes $25,000
====Degree Required====
*Teacher: Salary $40–70,000; taxes $15,000
*Computer Designer: Salary $50–80,000; taxes $20,000
*Accountant: Salary $70–110,000; taxes $30,000
*Veterinarian: Salary $80–120,000; taxes $35,000
*Lawyer: Salary $90,000 (no max); taxes $40,000
*Doctor: Salary $100,000 (no max); taxes $45,000
====Retirement====
*In Retirement, you can not be sued or otherwise penalized. However, you may collect on your long-term Investment card.
==Notes==
*The game was endorsed by [[Art Linkletter]] in the 1960s. It is now part of the permanent collection of the [[Smithsonian Institution|Smithsonian]]'s [[National Museum of American History]]. It spawned a book, ''The Game of Life: How to Succeed in Real Life No Matter Where You Land'' ([[Running Press]]), by [[Lou Harry]].
*The highest sum of money that a player can earn in the most current "Game of Life" is $3,115,000, and can only be achieved if the player lands on all of the spaces that give money and has the highest possible salary.
*In the current version it is possible to become a grand parent without having had or adopted kids.
*In the case of a stock card the player holding a stock receives pay anytime the number is spun. including spins for home resale value.
==Criticism==
*Some critics have noted that [[luck]] plays too large a role in determining the winner of the game, with Life Cards, which are essentially random, being the prime determinant of the winner. Aspects of the game where a user has to make a decision, such as attending college or purchasing insurance, have a very small effect in the outcome.<ref>{{cite book | last = Hofer | first = Margaret | year = 2003 | title = The Games We Played: The Golden Age of Board and Table Games | page = 276}}</ref>
==Other versions==
*''[[Super Jinsei Game (series)|Super Jinsei Game series]]
**''Super Jinsei Game'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1994)
**''Super Jinsei Game 2'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1995)
**''Super Jinsei Game 3'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1996)
*''The Game of Life in Monstropolis'' ([[Monsters, Inc.]]) (2001)
*''[[Sailor Moon]] Edition'' (Japan Only)
*''[[The Game of Life Card Game]]'' (2002)
*''[[Game of Life Fame Edition|Fame Edition]]'' (or ''Game of Life Junior/travel version'') (2002)
*''[[Star Wars]]: A [[Jedi]]'s Path'' (2002)
*''[[Pirates of the Caribbean]]'' (2004)
*''[[The Simpsons]] Edition'' (2004)
*''Bikini Bottom [[SpongeBob SquarePants]] Edition'' (2004)
*''[[Pirates of the Caribbean: Dead Man's Chest]]'' (2006)
*''[[The Game of Life/Yahtzee/Payday]]'' [[Game Boy Advance]] game
*''[[The Game of Life: Twists & Turns|Twists and Turns]] Edition'' (2007)
*''The Game of Life'' [[Wii]] game (2008)
*''[[Indiana Jones]] Edition'' (2008, Target exclusive)
*''[[Pokémon]] Edition'' (Japan only)
*''[[Spongebob Squarepants]] Edition'' (2008)
*''[[Family Guy]] Collectors Edition'' (2008)
*''The Game of Life'' [[WiiWare]] game (2009) (Japan Only)
*''[[The Wizard of Oz (1939 film)|The Wizard of Oz]] Edition'' (2009)
*''The Game of Life Classic Edition'' [[iPhone]] game (2009)
==In Popular Culture==
{{in popular culture|date=December 2009}}
*The [[post apocalyptic]] [[Anime]] series [[Desert Punk]] has a character who became rich by discovering and reprinting the Game of Life.
*In the [[R.E.M.]] song "[[Man on the Moon (song)|Man on the Moon]]", ''The Game of Life'' is mentioned along with other board games.
*In the episode of the television show [[South Park]] entitled "The Death of Eric Cartman" during season 9 of the series, the children can be seen playing a game called "LIVING," which is an obvious cameo appearance of the game.
* It appeared on an episode{{Which?|date=November 2009}} of ''[[That '70s Show]]''.
*Adult Swim's [[Robot Chicken]] sketch, involving a blue and pink peg. As the segment goes on it gradually turns to dark humor.
==References==
{{reflist}}
==External links==
*{{bgg|2921|''The Game of Life''}}
{{DEFAULTSORT:Game Of Life}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:1861 introductions]]
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[[File:39cf3c7e83feedbed4f3101b52d7a120.jpg|right|The Game of Life(2016)]]
'''''The Game of Life''''', also known simply as '''''LIFE''''', is a [[board game]] originally created in 1860 by [[Milton Bradley]], as '''''The Checkered Game of Life'''''. The game simulates a person's travels through his or her life, from high school graduation to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "endorsed" by [[Art Linkletter]], with a circular picture of him on the box) by the [[Milton Bradley Company]] (now a subsidiary of [[Hasbro]]).
==History==
[[Image:CheckeredGameofLife.jpg|thumb|The Checkered Game of Life board]]
The game was originally created in 1860 by [[Milton Bradley]] as ''The Checkered Game of Life''. This was the first game created by Bradley, a successful [[lithographer]], whose major product until that time was a portrait of [[Abraham Lincoln]] with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as the [[The Mansion of Happiness]] by [[S.B. Ives]] in 1843, it had a strong [[moral]] message.<ref>Lepore, Jill. [http://www.newyorker.com/reporting/2007/05/21/070521fa_fact_lepore The Meaning of Life] "The New Yorker," May 21, 2007.</ref>
Bradley's game did not include [[dice]], but instead used a [[teetotum]], a six sided [[top]] (dice were considered too similar to [[gambling]]).
The game board was essentially a modified [[checkerboard]]. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as ''The Game of Life'', was introduced, designed by [[Reuben Klamer]]. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.
==Setup==
The game consists of a track, on which players travel by spinning a small wheel with spaces numbered 1 through 10, located in the middle of the board. The board also contains small [[mountain]]s, buildings, and other similar pieces, making the playing area [[Three-dimensional space|three-dimensional]]. Playing pieces (pawns) are small, colored plastic [[automobile]]s which come in six different colors (red, blue, white, yellow, orange, and green), and each pawn has six holes in the top in which the blue and pink "people pegs" are placed throughout the game as the player "gets married" and has or adopts "children". (Some "early modern" editions have eight automobiles.)
Each game also includes a setup for a [[bank]], which includes play money (in denominations of $1,000, $5,000, $10,000, $20,000, $50,000, and $100,000), [[insurance]] policies (automobile, life, fire, and/or homeowners' insurance depending on the version), $20,000 [[promissory note]]s, and [[stock market|stock]] certificates. Other tangibles vary with the game version.
==1960s version==
''The Game of Life'' copyrighted by the Milton Bradley company in 1963 had some differences from later versions. For one, once a player reached the Day of Reckoning, he could end up at the "Poor Farm", or he could become a Millionaire Tycoon and move on to Millionaire Acres.
This version had [[Art Linkletter]] as the spokesman, included his picture on the $100,000 bills, and a rousing endorsement from Linkletter on the cover of the box. It was advertised as a "Milton Bradley 100th Anniversary Game" and as "A Full 3-D Action Game!"
===Salaries===
knnlTo determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $5,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $6,000 and $20,000 per Pay Day. Both of these initial routes joined back together at the first pay day.
==1970s/1980s version==
About halfway through the production of this version, many dollar values doubled (possibly to reflect [[inflation]]). This description focuses on the later version with the larger dollar amounts.
The late 1980s version also replaced the familiar convertibles from earlier versions with [[Dodge Caravan|Chrysler]]-esque minivans. (1960s era convertibles were still used in some early 1980s sets.)
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $12,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $16,000 and $50,000 for every Pay Day. Both of these initial routes joined back together at the first Pay Day.
==="Share the Wealth" cards===
Distributed with this game were a number of "Share the Wealth" cards. Each player started out with one, and earned another card if "Pay Day" was reached by exact count. There were three types: Collect, Pay, and Exemption, and they were used as follows:
* If a player landed on a space where money was collected from the bank, or received a Pay Day, an opponent with a Collect card could steal half the collected money from that player.
* If a player landed on a space in which money was paid to the bank, or had to pay Taxes, the player could present a Pay card to an opponent, who immediately had to pay half of the first player's penalty.
* If a player had an Exemption Card, a Share the Wealth card levied was canceled; both cards were then removed from the game.
===Life Events===
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000, and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space.)
===Insurance and Stock===
In this version, the three insurance policies (automobile, life, and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space (at least one edition had the humorous misspelling "Wreckless driver".) Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly, and if they landed on a "stock prices drop" space, they likewise lost money.
===Lucky Day===
Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills.) The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game, and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000. Comparing the payout (15:1) to the odds of winning (5:1), it was always advantageous to gamble here.
===Retirement===
When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip, and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.
==1991 version==
''The Game of Life'' was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions.) The 1992 version of the game proceeds as follows:
===Careers and Salaries===
There are still two routes at the beginning of the game, now labeled ''Career'' and ''College''. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete, and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below.
If a player chooses ''Career'', the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses ''College'', two Promissory Notes must be taken from the bank for tuition, and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen, and the player may choose one from each set after looking at them.
===Types of spaces===
As in the 1980s version, most of the spaces on the game board are orange, and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. [[graduation]], [[marriage]], buying a house, [[retirement]]), and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue, and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space, and is also only active if landed on.
===Occupation spaces===
Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.
===LIFE Tiles===
A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule.) On each of these tiles is a major life event (e.g. climbing [[Mount Everest|Mt. Everest]], curing the [[common cold]], building a better [[mousetrap]], etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see ''Retirement'' section below.)
===Buying a house===
One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack.) From then on, homeowners' insurance may be purchased for a price listed on the house deed.
===Insurance and Stock===
In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.
===Retirement===
When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile, and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed, and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.
==CD-ROM version==
In 1998, a [[CD-ROM]] version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the [[Internet]].
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one ''landed on'' a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
{| class="wikitable"
|-
! '''Number spun'''
! Countryside Acres
! Millionaire Estates
|-
| '''1'''
| <font color="red">-$5,000</font>
| <font color="red">-$25,000</font>
|-
| '''2'''
| $5,000
| $25,000
|-
| '''3'''
| $10,000
| <font color="red">-$50,000</font>
|-
| '''4'''
| $15,000
| $50,000
|-
| '''5'''
| $20,000
| <font color="red">-$75,000</font>
|-
| '''6'''
| $25,000
| $75,000
|-
| '''7'''
| $30,000
| <font color="red">-$100,000</font>
|-
| '''8'''
| $35,000
| $100,000
|-
| '''9'''
| $40,000
| <font color="red">-$150,000</font>
|-
| '''10'''
| $45,000
| $200,000
|-
|}
===Life's Little Games===
Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double, and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in [[#Up or Down|Up or Down]]). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.
====Safe Crackers====
The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.
====Up or Down====
There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the [[complementary color]]). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.
====Get a Life====
All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.
====Treasure Chest====
There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.
====Skunk Money====
There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads DOUBLE YOUR WINNINGS and thus doubles the potential amount. The other two spots contain a [[skunk]]. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.
====Cannonball====
There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.
====Crane Dump====
Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to [[Plinko]] from ''[[The Price is Right]]''. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.
====Trash Can====
Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000.
==2000 (40th anniversary) edition==
{{Expand|date=November 2007}}
A 40th anniversary edition was released in 2000. The biggest change to this game was the replacement of the Travel Agent with a Computer Consultant, and changes to corresponding career spaces.
==2005 edition==
An updated version of the game's 1992 format was released in 2005 with a few gameplay changes. The new ''Game of Life'' was more realistic and tried to add in extra elements to reduce chance, although it is still primarily chance based and still rewards players for taking risks.
===Starting College===
In the 1992 version one who started College would receive $40,000 in debt. The current version places such a player $100,000 in debt. One still receives the same benefits for starting College as in the 1992 version.
===Career Renovations===
You can only get the lower salary cards for a starting wage. Special attributes were also added to the careers.
====Jobs in Life====
*Doctor: Degree required. the doctor is the only person capable of getting the yellow salary card without luck/wasting tiles.
*Computer Consultant: Any time the spinner stops between numbers or comes off the track, collect $50,000 to fix it.
*Artist: Collect $10,000 from a player who buys your art (spins a 1).
*Salesperson: Collect 5,000 when another player buys stock or insurance.
*Athlete: You may trade in 4 life tiles to get the yellow salary card ($100,000).
*Accountant: Degree required. the accountant collects taxes.
*Teacher: You may draw a career card after all players have a job. You get the benefits but not an extra salary.
*Entertainer: If two 8s, 9s, 10s, are spun in a row, replace your salary with the yellow salary card ($100,000) if necessary.
*Police Officer: Collect $10,000 from any opponent who speeds (spins a 10).
*all jobs have a circle label. if a person lands on a space with this label on it, all money goes to you.
===Selling one's house===
There is an addition of a new space where a player can sell his house. The sale price of one's house is determined by multiplying (or dividing) the original price of the house by an amount determined by spinning the wheel (similar to the enhanced game on the CD-ROM). If a low number is spun, the player loses profit, a mid-range number breaks even, and a high number nets a tremendous profit. If one sells his house in this manner, another house is bought, and the process is repeated (without option) at the end of the game.
===LIFE tile reductions===
In the 1992 version the LIFE tiles ranged in value from $50,000 to $250,000. This often changed the outcome of the game as it made it possible for the poorest person in the game to win right at the end when they were redeemed. To alleviate this problem, the LIFE tiles have been reduced in value down to a range between $10,000 and $50,000.
==Current Version==
Yet another version of the game was released in 2007 with a few more gameplay changes. The primary change is that all of the jobs except the Police Officer lost their special abilities. Other changes include a return in Share the Wealth cards, the Lucky Spin and withdrawing insurance policies. There are many more stop spaces, with choices similar to Twists and Turns.
===Jobs in Life===
====No Degree Required====
*Salesperson: Salary $20–50,000; taxes $5,000
*Hair Stylist: Salary $30–60,000; taxes $10,000
*Mechanic: Salary $30–60,000; taxes $10,000
*Police Officer: Salary $40–70,000; taxes $15,000; collect $5,000 from anyone spinning a 10
*Entertainer: Salary $50,000 (no max); taxes $20,000
*Athlete: Salary $60,000 (no max); taxes $25,000
====Degree Required====
*Teacher: Salary $40–70,000; taxes $15,000
*Computer Designer: Salary $50–80,000; taxes $20,000
*Accountant: Salary $70–110,000; taxes $30,000
*Veterinarian: Salary $80–120,000; taxes $35,000
*Lawyer: Salary $90,000 (no max); taxes $40,000
*Doctor: Salary $100,000 (no max); taxes $45,000
====Retirement====
*In Retirement, you can not be sued or otherwise penalized. However, you may collect on your long-term Investment card.
==Notes==
*The game was endorsed by [[Art Linkletter]] in the 1960s. It is now part of the permanent collection of the [[Smithsonian Institution|Smithsonian]]'s [[National Museum of American History]]. It spawned a book, ''The Game of Life: How to Succeed in Real Life No Matter Where You Land'' ([[Running Press]]), by [[Lou Harry]].
*The highest sum of money that a player can earn in the most current "Game of Life" is $3,115,000, and can only be achieved if the player lands on all of the spaces that give money and has the highest possible salary.
*In the current version it is possible to become a grand parent without having had or adopted kids.
*In the case of a stock card the player holding a stock receives pay anytime the number is spun. including spins for home resale value.
==Criticism==
*Some critics have noted that [[luck]] plays too large a role in determining the winner of the game, with Life Cards, which are essentially random, being the prime determinant of the winner. Aspects of the game where a user has to make a decision, such as attending college or purchasing insurance, have a very small effect in the outcome.<ref>{{cite book | last = Hofer | first = Margaret | year = 2003 | title = The Games We Played: The Golden Age of Board and Table Games | page = 276}}</ref>
==Other versions==
*''[[Super Jinsei Game (series)|Super Jinsei Game series]]
**''Super Jinsei Game'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1994)
**''Super Jinsei Game 2'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1995)
**''Super Jinsei Game 3'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1996)
*''The Game of Life in Monstropolis'' ([[Monsters, Inc.]]) (2001)
*''[[Sailor Moon]] Edition'' (Japan Only)
*''[[The Game of Life Card Game]]'' (2002)
*''[[Game of Life Fame Edition|Fame Edition]]'' (or ''Game of Life Junior/travel version'') (2002)
*''[[Star Wars]]: A [[Jedi]]'s Path'' (2002)
*''[[Pirates of the Caribbean]]'' (2004)
*''[[The Simpsons]] Edition'' (2004)
*''Bikini Bottom [[SpongeBob SquarePants]] Edition'' (2004)
*''[[Pirates of the Caribbean: Dead Man's Chest]]'' (2006)
*''[[The Game of Life/Yahtzee/Payday]]'' [[Game Boy Advance]] game
*''[[The Game of Life: Twists & Turns|Twists and Turns]] Edition'' (2007)
*''The Game of Life'' [[Wii]] game (2008)
*''[[Indiana Jones]] Edition'' (2008, Target exclusive)
*''[[Pokémon]] Edition'' (Japan only)
*''[[Spongebob Squarepants]] Edition'' (2008)
*''[[Family Guy]] Collectors Edition'' (2008)
*''The Game of Life'' [[WiiWare]] game (2009) (Japan Only)
*''[[The Wizard of Oz (1939 film)|The Wizard of Oz]] Edition'' (2009)
*''The Game of Life Classic Edition'' [[iPhone]] game (2009)
==In Popular Culture==
{{in popular culture|date=December 2009}}
*The [[post apocalyptic]] [[Anime]] series [[Desert Punk]] has a character who became rich by discovering and reprinting the Game of Life.
*In the [[R.E.M.]] song "[[Man on the Moon (song)|Man on the Moon]]", ''The Game of Life'' is mentioned along with other board games.
*In the episode of the television show [[South Park]] entitled "The Death of Eric Cartman" during season 9 of the series, the children can be seen playing a game called "LIVING," which is an obvious cameo appearance of the game.
* It appeared on an episode{{Which?|date=November 2009}} of ''[[That '70s Show]]''.
*Adult Swim's [[Robot Chicken]] sketch, involving a blue and pink peg. As the segment goes on it gradually turns to dark humor.
==References==
{{reflist}}
==External links==
*{{bgg|2921|''The Game of Life''}}
{{DEFAULTSORT:Game Of Life}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:1861 introductions]]
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[[File:39cf3c7e83feedbed4f3101b52d7a120.jpg|right|The Game of Life(2016)]]
'''''The Game of Life''''', also known simply as '''''LIFE''''', is a [[board game]] originally created in 1860 by [[Milton Bradley]], as '''''The Checkered Game of Life'''''. The game simulates a person's travels through his or her life, from high school graduation to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "endorsed" by [[Art Linkletter]], with a circular picture of him on the box) by the [[Milton Bradley Company]] (now a subsidiary of [[Hasbro]]).
==History==
[[Image:CheckeredGameofLife.jpg|thumb|The Checkered Game of Life board]]
The game was originally created in 1860 by [[Milton Bradley]] as ''The Checkered Game of Life''. This was the first game created by Bradley, a successful [[lithographer]], whose major product until that time was a portrait of [[Abraham Lincoln]] with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as the [[The Mansion of Happiness]] by [[S.B. Ives]] in 1843, it had a strong [[moral]] message.<ref>Lepore, Jill. [http://www.newyorker.com/reporting/2007/05/21/070521fa_fact_lepore The Meaning of Life] "The New Yorker," May 21, 2007.</ref>
Bradley's game did not include [[dice]], but instead used a [[teetotum]], a six sided [[top]] (dice were considered too similar to [[gambling]]).
The game board was essentially a modified [[checkerboard]]. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as ''The Game of Life'', was introduced, designed by [[Reuben Klamer]]. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.
==Setup==
The game consists of a track, on which players travel by spinning a small wheel with spaces numbered 1 through 10, located in the middle of the board. The board also contains small [[mountain]]s, buildings, and other similar pieces, making the playing area [[Three-dimensional space|three-dimensional]]. Playing pieces (pawns) are small, colored plastic [[automobile]]s which come in six different colors (red, blue, white, yellow, orange, and green), and each pawn has six holes in the top in which the blue and pink "people pegs" are placed throughout the game as the player "gets married" and has or adopts "children". (Some "early modern" editions have eight automobiles.)
Each game also includes a setup for a [[bank]], which includes play money (in denominations of $1,000, $5,000, $10,000, $20,000, $50,000, and $100,000), [[insurance]] policies (automobile, life, fire, and/or homeowners' insurance depending on the version), $20,000 [[promissory note]]s, and [[stock market|stock]] certificates. Other tangibles vary with the game version.
==1960s version==
''The Game of Life'' copyrighted by the Milton Bradley company in 1963 had some differences from later versions. For one, once a player reached the Day of Reckoning, he could end up at the "Poor Farm", or he could become a Millionaire Tycoon and move on to Millionaire Acres.
This version had [[Art Linkletter]] as the spokesman, included his picture on the $100,000 bills, and a rousing endorsement from Linkletter on the cover of the box. It was advertised as a "Milton Bradley 100th Anniversary Game" and as "A Full 3-D Action Game!"
===Salaries===
knnlTo determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $5,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $6,000 and $20,000 per Pay Day. Both of these initial routes joined back together at the first pay day.
==1970s/1980s version==
About halfway through the production of this version, many dollar values doubled (possibly to reflect [[inflation]]). This description focuses on the later version with the larger dollar amounts.
The late 1980s version also replaced the familiar convertibles from earlier versions with [[Dodge Caravan|Chrysler]]-esque minivans. (1960s era convertibles were still used in some early 1980s sets.)
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $12,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $16,000 and $50,000 for every Pay Day. Both of these initial routes joined back together at the first Pay Day.
==="Share the Wealth" cards===
Distributed with this game were a number of "Share the Wealth" cards. Each player started out with one, and earned another card if "Pay Day" was reached by exact count. There were three types: Collect, Pay, and Exemption, and they were used as follows:
* If a player landed on a space where money was collected from the bank, or received a Pay Day, an opponent with a Collect card could steal half the collected money from that player.
* If a player landed on a space in which money was paid to the bank, or had to pay Taxes, the player could present a Pay card to an opponent, who immediately had to pay half of the first player's penalty.
* If a player had an Exemption Card, a Share the Wealth card levied was canceled; both cards were then removed from the game.
===Life Events===
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000, and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space.)
===Insurance and Stock===
In this version, the three insurance policies (automobile, life, and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space (at least one edition had the humorous misspelling "Wreckless driver".) Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly, and if they landed on a "stock prices drop" space, they likewise lost money.
===Lucky Day===
Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills.) The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game, and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000. Comparing the payout (15:1) to the odds of winning (5:1), it was always advantageous to gamble here.
===Retirement===
When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip, and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.
==1991 version==
''The Game of Life'' was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions.) The 1992 version of the game proceeds as follows:
===Careers and Salaries===
There are still two routes at the beginning of the game, now labeled ''Career'' and ''College''. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete, and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below.
If a player chooses ''Career'', the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses ''College'', two Promissory Notes must be taken from the bank for tuition, and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen, and the player may choose one from each set after looking at them.
===Types of spaces===
As in the 1980s version, most of the spaces on the game board are orange, and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. [[graduation]], [[marriage]], buying a house, [[retirement]]), and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue, and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space, and is also only active if landed on.
===Occupation spaces===
Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.
===LIFE Tiles===
A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule.) On each of these tiles is a major life event (e.g. climbing [[Mount Everest|Mt. Everest]], curing the [[common cold]], building a better [[mousetrap]], etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see ''Retirement'' section below.)
===Buying a house===
One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack.) From then on, homeowners' insurance may be purchased for a price listed on the house deed.
===Insurance and Stock===
In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.
===Retirement===
When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile, and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed, and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.
==CD-ROM version==
In 1998, a [[CD-ROM]] version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the [[Internet]].
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one ''landed on'' a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
{| class="wikitable"
|-
! '''Number spun'''
! Countryside Acres
! Millionaire Estates
|-
| '''1'''
| <font color="red">-$5,000</font>
| <font color="red">-$25,000</font>
|-
| '''2'''
| $5,000
| $25,000
|-
| '''3'''
| $10,000
| <font color="red">-$50,000</font>
|-
| '''4'''
| $15,000
| $50,000
|-
| '''5'''
| $20,000
| <font color="red">-$75,000</font>
|-
| '''6'''
| $25,000
| $75,000
|-
| '''7'''
| $30,000
| <font color="red">-$100,000</font>
|-
| '''8'''
| $35,000
| $100,000
|-
| '''9'''
| $40,000
| <font color="red">-$150,000</font>
|-
| '''10'''
| $45,000
| $200,000
|-
|}
===Life's Little Games===
Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double, and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in [[#Up or Down|Up or Down]]). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.
====Safe Crackers====
The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.
====Up or Down====
There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the [[complementary color]]). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.
====Get a Life====
All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.
====Treasure Chest====
There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.
====Skunk Money====
There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads DOUBLE YOUR WINNINGS and thus doubles the potential amount. The other two spots contain a [[skunk]]. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.
====Cannonball====
There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.
====Crane Dump====
Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to [[Plinko]] from ''[[The Price is Right]]''. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.
====Trash Can====
Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000.
==2000 (40th anniversary) edition==
{{Expand|date=November 2007}}
A 40th anniversary edition was released in 2000. The biggest change to this game was the replacement of the Travel Agent with a Computer Consultant, and changes to corresponding career spaces.
==2005 edition==
An updated version of the game's 1992 format was released in 2005 with a few gameplay changes. The new ''Game of Life'' was more realistic and tried to add in extra elements to reduce chance, although it is still primarily chance based and still rewards players for taking risks.
===Starting College===
In the 1992 version one who started College would receive $40,000 in debt. The current version places such a player $100,000 in debt. One still receives the same benefits for starting College as in the 1992 version.
===Career Renovations===
You can only get the lower salary cards for a starting wage. Special attributes were also added to the careers.
====Jobs in Life====
*Doctor: Degree required. the doctor is the only person capable of getting the yellow salary card without luck/wasting tiles.
*Computer Consultant: Any time the spinner stops between numbers or comes off the track, collect $50,000 to fix it.
*Artist: Collect $10,000 from a player who buys your art (spins a 1).
*Salesperson: Collect 5,000 when another player buys stock or insurance.
*Athlete: You may trade in 4 life tiles to get the yellow salary card ($100,000).
*Accountant: Degree required. the accountant collects taxes.
*Teacher: You may draw a career card after all players have a job. You get the benefits but not an extra salary.
*Entertainer: If two 8s, 9s, 10s, are spun in a row, replace your salary with the yellow salary card ($100,000) if necessary.
*Police Officer: Collect $10,000 from any opponent who speeds (spins a 10).
*all jobs have a circle label. if a person lands on a space with this label on it, all money goes to you.
===Selling one's house===
There is an addition of a new space where a player can sell his house. The sale price of one's house is determined by multiplying (or dividing) the original price of the house by an amount determined by spinning the wheel (similar to the enhanced game on the CD-ROM). If a low number is spun, the player loses profit, a mid-range number breaks even, and a high number nets a tremendous profit. If one sells his house in this manner, another house is bought, and the process is repeated (without option) at the end of the game.
===LIFE tile reductions===
In the 1992 version the LIFE tiles ranged in value from $50,000 to $250,000. This often changed the outcome of the game as it made it possible for the poorest person in the game to win right at the end when they were redeemed. To alleviate this problem, the LIFE tiles have been reduced in value down to a range between $10,000 and $50,000.
==Current Version==
Yet another version of the game was released in 2007 with a few more gameplay changes. The primary change is that all of the jobs except the Police Officer lost their special abilities. Other changes include a return in Share the Wealth cards, the Lucky Spin and withdrawing insurance policies. There are many more stop spaces, with choices similar to Twists and Turns.
===Jobs in Life===
====No Degree Required====
*Salesperson: Salary $20–50,000; taxes $5,000
*Hair Stylist: Salary $30–60,000; taxes $10,000
*Mechanic: Salary $30–60,000; taxes $10,000
*Police Officer: Salary $40–70,000; taxes $15,000; collect $5,000 from anyone spinning a 10
*Entertainer: Salary $50,000 (no max); taxes $20,000
*Athlete: Salary $60,000 (no max); taxes $25,000
====Degree Required====
*Teacher: Salary $40–70,000; taxes $15,000
*Computer Designer: Salary $50–80,000; taxes $20,000
*Accountant: Salary $70–110,000; taxes $30,000
*Veterinarian: Salary $80–10,000; taxes $35,000
*Lawyer: Salary $90,000 (no max); taxes $40,000
*Doctor: Salary $100,000 (no max); taxes $45,000
====Retirement====
*In Retirement, you can not be sued or otherwise penalized. However, you may collect on your long-term Investment card.
==Notes==
*The game was endorsed by [[Art Linkletter]] in the 1960s. It is now part of the permanent collection of the [[Smithsonian Institution|Smithsonian]]'s [[National Museum of American History]]. It spawned a book, ''The Game of Life: How to Succeed in Real Life No Matter Where You Land'' ([[Running Press]]), by [[Lou Harry]].
*The highest sum of money that a player can earn in the most current "Game of Life" is $3,115,000, and can only be achieved if the player lands on all of the spaces that give money and has the highest possible salary.
*In the current version it is possible to become a grand parent without having had or adopted kids.
*In the case of a stock card the player holding a stock receives pay anytime the number is spun. including spins for home resale value.
==Criticism==
*Some critics have noted that [[luck]] plays too large a role in determining the winner of the game, with Life Cards, which are essentially random, being the prime determinant of the winner. Aspects of the game where a user has to make a decision, such as attending college or purchasing insurance, have a very small effect in the outcome.<ref>{{cite book | last = Hofer | first = Margaret | year = 2003 | title = The Games We Played: The Golden Age of Board and Table Games | page = 276}}</ref>
==Other versions==
*''[[Super Jinsei Game (series)|Super Jinsei Game series]]
**''Super Jinsei Game'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1994)
**''Super Jinsei Game 2'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1995)
**''Super Jinsei Game 3'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1996)
*''The Game of Life in Monstropolis'' ([[Monsters, Inc.]]) (2001)
*''[[Sailor Moon]] Edition'' (Japan Only)
*''[[The Game of Life Card Game]]'' (2002)
*''[[Game of Life Fame Edition|Fame Edition]]'' (or ''Game of Life Junior/travel version'') (2002)
*''[[Star Wars]]: A [[Jedi]]'s Path'' (2002)
*''[[Pirates of the Caribbean]]'' (2004)
*''[[The Simpsons]] Edition'' (2004)
*''Bikini Bottom [[SpongeBob SquarePants]] Edition'' (2004)
*''[[Pirates of the Caribbean: Dead Man's Chest]]'' (2006)
*''[[The Game of Life/Yahtzee/Payday]]'' [[Game Boy Advance]] game
*''[[The Game of Life: Twists & Turns|Twists and Turns]] Edition'' (2007)
*''The Game of Life'' [[Wii]] game (2008)
*''[[Indiana Jones]] Edition'' (2008, Target exclusive)
*''[[Pokémon]] Edition'' (Japan only)
*''[[Spongebob Squarepants]] Edition'' (2008)
*''[[Family Guy]] Collectors Edition'' (2008)
*''The Game of Life'' [[WiiWare]] game (2009) (Japan Only)
*''[[The Wizard of Oz (1939 film)|The Wizard of Oz]] Edition'' (2009)
*''The Game of Life Classic Edition'' [[iPhone]] game (2009)
==In Popular Culture==
{{in popular culture|date=December 2009}}
*The [[post apocalyptic]] [[Anime]] series [[Desert Punk]] has a character who became rich by discovering and reprinting the Game of Life.
*In the [[R.E.M.]] song "[[Man on the Moon (song)|Man on the Moon]]", ''The Game of Life'' is mentioned along with other board games.
*In the episode of the television show [[South Park]] entitled "The Death of Eric Cartman" during season 9 of the series, the children can be seen playing a game called "LIVING," which is an obvious cameo appearance of the game.
* It appeared on an episode{{Which?|date=November 2009}} of ''[[That '70s Show]]''.
*Adult Swim's [[Robot Chicken]] sketch, involving a blue and pink peg. As the segment goes on it gradually turns to dark humor.
==References==
{{reflist}}
==External links==
*{{bgg|2921|''The Game of Life''}}
{{DEFAULTSORT:Game Of Life}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:1861 introductions]]
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[[File:39cf3c7e83feedbed4f3101b52d7a120.jpg|right|The Game of Life(2016)]]
'''''The Game of Life''''', also known simply as '''''LIFE''''', is a [[board game]] originally created in 1860 by [[Milton Bradley]], as '''''The Checkered Game of Life'''''. The game simulates a person's travels through his or her life, from high school graduation to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "endorsed" by [[Art Linkletter]], with a circular picture of him on the box) by the [[Milton Bradley Company]] (now a subsidiary of [[Hasbro]]).
==History==
[[Image:CheckeredGameofLife.jpg|thumb|The Checkered Game of Life board]]
The game was originally created in 1860 by [[Milton Bradley]] as ''The Checkered Game of Life''. This was the first game created by Bradley, a successful [[lithographer]], whose major product until that time was a portrait of [[Abraham Lincoln]] with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as the [[The Mansion of Happiness]] by [[S.B. Ives]] in 1843, it had a strong [[moral]] message.<ref>Lepore, Jill. [http://www.newyorker.com/reporting/2007/05/21/070521fa_fact_lepore The Meaning of Life] "The New Yorker," May 21, 2007.</ref>
Bradley's game did not include [[dice]], but instead used a [[teetotum]], a six sided [[top]] (dice were considered too similar to [[gambling]]).
The game board was essentially a modified [[checkerboard]]. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as ''The Game of Life'', was introduced, designed by [[Reuben Klamer]]. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.
==Setup==
The game consists of a track, on which players travel by spinning a small wheel with spaces numbered 1 through 10, located in the middle of the board. The board also contains small [[mountain]]s, buildings, and other similar pieces, making the playing area [[Three-dimensional space|three-dimensional]]. Playing pieces (pawns) are small, colored plastic [[automobile]]s which come in six different colors (red, blue, white, yellow, orange, and green), and each pawn has six holes in the top in which the blue and pink "people pegs" are placed throughout the game as the player "gets married" and has or adopts "children". (Some "early modern" editions have eight automobiles.)
Each game also includes a setup for a [[bank]], which includes play money (in denominations of $1,000, $5,000, $10,000, $20,000, $50,000, and $100,000), [[insurance]] policies (automobile, life, fire, and/or homeowners' insurance depending on the version), $20,000 [[promissory note]]s, and [[stock market|stock]] certificates. Other tangibles vary with the game version.
==1960s version==
''The Game of Life'' copyrighted by the Milton Bradley company in 1963 had some differences from later versions. For one, once a player reached the Day of Reckoning, he could end up at the "Poor Farm", or he could become a Millionaire Tycoon and move on to Millionaire Acres.
This version had [[Art Linkletter]] as the spokesman, included his picture on the $100,000 bills, and a rousing endorsement from Linkletter on the cover of the box. It was advertised as a "Milton Bradley 100th Anniversary Game" and as "A Full 3-D Action Game!"
===Salaries===
knnlTo determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $5,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $6,000 and $20,000 per Pay Day. Both of these initial routes joined back together at the first pay day.
==1970s/1980s version==
About halfway through the production of this version, many dollar values doubled (possibly to reflect [[inflation]]). This description focuses on the later version with the larger dollar amounts.
The late 1980s version also replaced the familiar convertibles from earlier versions with [[Dodge Caravan|Chrysler]]-esque minivans. (1960s era convertibles were still used in some early 1980s sets.)
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $12,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $16,000 and $50,000 for every Pay Day. Both of these initial routes joined back together at the first Pay Day.
==="Share the Wealth" cards===
Distributed with this game were a number of "Share the Wealth" cards. Each player started out with one, and earned another card if "Pay Day" was reached by exact count. There were three types: Collect, Pay, and Exemption, and they were used as follows:
* If a player landed on a space where money was collected from the bank, or received a Pay Day, an opponent with a Collect card could steal half the collected money from that player.
* If a player landed on a space in which money was paid to the bank, or had to pay Taxes, the player could present a Pay card to an opponent, who immediately had to pay half of the first player's penalty.
* If a player had an Exemption Card, a Share the Wealth card levied was canceled; both cards were then removed from the game.
===Life Events===
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000, and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space.)
===Insurance and Stock===
In this version, the three insurance policies (automobile, life, and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space (at least one edition had the humorous misspelling "Wreckless driver".) Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly, and if they landed on a "stock prices drop" space, they likewise lost money.
===Lucky Day===
Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills.) The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game, and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000. Comparing the payout (15:1) to the odds of winning (5:1), it was always advantageous to gamble here.
===Retirement===
When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip, and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.
==1991 version==
''The Game of Life'' was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions.) The 1992 version of the game proceeds as follows:
===Careers and Salaries===
There are still two routes at the beginning of the game, now labeled ''Career'' and ''College''. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete, and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below.
If a player chooses ''Career'', the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses ''College'', two Promissory Notes must be taken from the bank for tuition, and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen, and the player may choose one from each set after looking at them.
===Types of spaces===
As in the 1980s version, most of the spaces on the game board are orange, and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. [[graduation]], [[marriage]], buying a house, [[retirement]]), and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue, and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space, and is also only active if landed on.
===Occupation spaces===
Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.
===LIFE Tiles===
A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule.) On each of these tiles is a major life event (e.g. climbing [[Mount Everest|Mt. Everest]], curing the [[common cold]], building a better [[mousetrap]], etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see ''Retirement'' section below.)
===Buying a house===
One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack.) From then on, homeowners' insurance may be purchased for a price listed on the house deed.
===Insurance and Stock===
In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.
===Retirement===
When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile, and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed, and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.
==CD-ROM version==
In 1998, a [[CD-ROM]] version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the [[Internet]].
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one ''landed on'' a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
{| class="wikitable"
|-
! '''Number spun'''
! Countryside Acres
! Millionaire Estates
|-
| '''1'''
| <font color="red">-$5,000</font>
| <font color="red">-$25,000</font>
|-
| '''2'''
| $5,000
| $25,000
|-
| '''3'''
| $10,000
| <font color="red">-$50,000</font>
|-
| '''4'''
| $15,000
| $50,000
|-
| '''5'''
| $20,000
| <font color="red">-$75,000</font>
|-
| '''6'''
| $25,000
| $75,000
|-
| '''7'''
| $30,000
| <font color="red">-$100,000</font>
|-
| '''8'''
| $35,000
| $100,000
|-
| '''9'''
| $40,000
| <font color="red">-$150,000</font>
|-
| '''10'''
| $45,000
| $200,000
|-
|}
===Life's Little Games===
Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double, and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in [[#Up or Down|Up or Down]]). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.
====Safe Crackers====
The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.
====Up or Down====
There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the [[complementary color]]). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.
====Get a Life====
All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.
====Treasure Chest====
There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.
====Skunk Money====
There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads DOUBLE YOUR WINNINGS and thus doubles the potential amount. The other two spots contain a [[skunk]]. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.
====Cannonball====
There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.
====Crane Dump====
Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to [[Plinko]] from ''[[The Price is Right]]''. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.
====Trash Can====
Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000.
==2000 (40th anniversary) edition==
{{Expand|date=November 2007}}
A 40th anniversary edition was released in 2000. The biggest change to this game was the replacement of the Travel Agent with a Computer Consultant, and changes to corresponding career spaces.
==2005 edition==
An updated version of the game's 1992 format was released in 2005 with a few gameplay changes. The new ''Game of Life'' was more realistic and tried to add in extra elements to reduce chance, although it is still primarily chance based and still rewards players for taking risks.
===Starting College===
In the 1992 version one who started College would receive $40,000 in debt. The current version places such a player $100,000 in debt. One still receives the same benefits for starting College as in the 1992 version.
===Career Renovations===
You can only get the lower salary cards for a starting wage. Special attributes were also added to the careers.
====Jobs in Life====
*Doctor: Degree required. the doctor is the only person capable of getting the yellow salary card without luck/wasting tiles.
*Computer Consultant: Any time the spinner stops between numbers or comes off the track, collect $50,000 to fix it.
*Artist: Collect $10,000 from a player who buys your art (spins a 1).
*Salesperson: Collect 5,000 when another player buys stock or insurance.
*Athlete: You may trade in 4 life tiles to get the yellow salary card ($100,000).
*Accountant: Degree required. the accountant collects taxes.
*Teacher: You may draw a career card after all players have a job. You get the benefits but not an extra salary.
*Entertainer: If two 8s, 9s, 10s, are spun in a row, replace your salary with the yellow salary card ($100,000) if necessary.
*Police Officer: Collect $10,000 from any opponent who speeds (spins a 10).
*all jobs have a circle label. if a person lands on a space with this label on it, all money goes to you.
===Selling one's house===
There is an addition of a new space where a player can sell his house. The sale price of one's house is determined by multiplying (or dividing) the original price of the house by an amount determined by spinning the wheel (similar to the enhanced game on the CD-ROM). If a low number is spun, the player loses profit, a mid-range number breaks even, and a high number nets a tremendous profit. If one sells his house in this manner, another house is bought, and the process is repeated (without option) at the end of the game.
===LIFE tile reductions===
In the 1992 version the LIFE tiles ranged in value from $50,000 to $250,000. This often changed the outcome of the game as it made it possible for the poorest person in the game to win right at the end when they were redeemed. To alleviate this problem, the LIFE tiles have been reduced in value down to a range between $10,000 and $50,000.
==Current Version==
Yet another version of the game was released in 2007 with a few more gameplay changes. The primary change is that all of the jobs except the Police Officer lost their special abilities. Other changes include a return in Share the Wealth cards, the Lucky Spin and withdrawing insurance policies. There are many more stop spaces, with choices similar to Twists and Turns.
===Jobs in Life===
====No Degree Required====
*Salesperson: Salary $20–50,000; taxes $5,000
*Hair Stylist: Salary $30–60,000; taxes $10,000
*Mechanic: Salary $30–60,000; taxes $10,000
*Police Officer: Salary $40–70,000; taxes $15,000; collect $5,000 from anyone spinning a 10
*Entertainer: Salary $50,000 (no max); taxes $20,000
*Athlete: Salary $60,000 (no max); taxes $25,000
====Degree Required====
*Teacher: Salary $40–70,000; taxes $15,000
*Computer Designer: Salary $50–80,000; taxes $20,000
*Accountant: Salary $70–110,000; taxes $30,000
*Veterinarian: Salary $80–120,000; taxes $35,000
*Lawyer: Salary $90,000 (no max); taxes $40,000
*Doctor: Salary $100,000 (no max); taxes $45,000
====Retirement====
*In Retirement, you can not be sued or otherwise penalized. However, you may collect on your long-term Investment card.
==Notes==
*The game was endorsed by [[Art Linkletter]] in the 1960s. It is now part of the permanent collection of the [[Smithsonian Institution|Smithsonian]]'s [[National Museum of American History]]. It spawned a book, ''The Game of Life: How to Succeed in Real Life No Matter Where You Land'' ([[Running Press]]), by [[Lou Harry]].
*The highest sum of money that a player can earn in the most current "Game of Life" is $3,115,000, and can only be achieved if the player lands on all of the spaces that give money and has the highest possible salary.
*In the current version it is possible to become a grand parent without having had or adopted kids.
*In the case of a stock card the player holding a stock receives pay anytime the number is spun. including spins for home resale value.
==Criticism==
*Some critics have noted that [[luck]] plays too large a role in determining the winner of the game, with Life Cards, which are essentially random, being the prime determinant of the winner. Aspects of the game where a user has to make a decision, such as attending college or purchasing insurance, have a very small effect in the outcome.<ref>{{cite book | last = Hofer | first = Margaret | year = 2003 | title = The Games We Played: The Golden Age of Board and Table Games | page = 276}}</ref>
==Other versions==
*''[[Super Jinsei Game (series)|Super Jinsei Game series]]
**''Super Jinsei Game'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1994)
**''Super Jinsei Game 2'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1995)
**''Super Jinsei Game 3'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1996)
*''The Game of Life in Monstropolis'' ([[Monsters, Inc.]]) (2001)
*''[[Sailor Moon]] Edition'' (Japan Only)
*''[[The Game of Life Card Game]]'' (2002)
*''[[Game of Life Fame Edition|Fame Edition]]'' (or ''Game of Life Junior/travel version'') (2002)
*''[[Star Wars]]: A [[Jedi]]'s Path'' (2002)
*''[[Pirates of the Caribbean]]'' (2004)
*''[[The Simpsons]] Edition'' (2004)
*''Bikini Bottom [[SpongeBob SquarePants]] Edition'' (2004)
*''[[Pirates of the Caribbean: Dead Man's Chest]]'' (2006)
*''[[The Game of Life/Yahtzee/Payday]]'' [[Game Boy Advance]] game
*''[[The Game of Life: Twists & Turns|Twists and Turns]] Edition'' (2007)
*''The Game of Life'' [[Wii]] game (2008)
*''[[Indiana Jones]] Edition'' (2008, Target exclusive)
*''[[Pokémon]] Edition'' (Japan only)
*''[[Spongebob Squarepants]] Edition'' (2008)
*''[[Family Guy]] Collectors Edition'' (2008)
*''The Game of Life'' [[WiiWare]] game (2009) (Japan Only)
*''[[The Wizard of Oz (1939 film)|The Wizard of Oz]] Edition'' (2009)
*''The Game of Life Classic Edition'' [[iPhone]] game (2009)
==In Popular Culture==
{{in popular culture|date=December 2009}}
*The [[post apocalyptic]] [[Anime]] series [[Desert Punk]] has a character who became rich by discovering and reprinting the Game of Life.
*In the [[R.E.M.]] song "[[Man on the Moon (song)|Man on the Moon]]", ''The Game of Life'' is mentioned along with other board games.
*In the episode of the television show [[South Park]] entitled "The Death of Eric Cartman" during season 9 of the series, the children can be seen playing a game called "LIVING," which is an obvious cameo appearance of the game.
* It appeared on an episode{{Which?|date=November 2009}} of ''[[That '70s Show]]''.
*Adult Swim's [[Robot Chicken]] sketch, involving a blue and pink peg. As the segment goes on it gradually turns to dark humor.
==References==
{{reflist}}
==External links==
*{{bgg|2921|''The Game of Life''}}
{{DEFAULTSORT:Game Of Life}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:1861 introductions]]
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[[File:39cf3c7e83feedbed4f3101b52d7a120.jpg|right|The Game of Life(2016)]]
'''''The Game of Life''''', also known simply as '''''LIFE''''', is a [[board game]] originally created in 1860 by [[Milton Bradley]], as '''''The Checkered Game of Life'''''. The game simulates a person's travels through his or her life, from high school graduation to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "endorsed" by [[Art Linkletter]], with a circular picture of him on the box) by the [[Milton Bradley Company]] (now a subsidiary of [[Hasbro]]).
==History==
[[Image:CheckeredGameofLife.jpg|thumb|The Checkered Game of Life board]]
The game was originally created in 1862 by [[Milton Bradley]] as ''The Checkered Game of Life''. This was the first game created by Bradley, a successful [[lithographer]], whose major product until that time was a portrait of [[Abraham Lincoln]] with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as the [[The Mansion of Happiness]] by [[S.B. Ives]] in 1843, it had a strong [[moral]] message.<ref>Lepore, Jill. [http://www.newyorker.com/reporting/2007/05/21/070521fa_fact_lepore The Meaning of Life] "The New Yorker," May 21, 2007.</ref>
Bradley's game did not include [[dice]], but instead used a [[teetotum]], a six sided [[top]] (dice were considered too similar to [[gambling]]).
The game board was essentially a modified [[checkerboard]]. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as ''The Game of Life'', was introduced, designed by [[Reuben Klamer]]. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.
==Setup==
The game consists of a track, on which players travel by spinning a small wheel with spaces numbered 1 through 10, located in the middle of the board. The board also contains small [[mountain]]s, buildings, and other similar pieces, making the playing area [[Three-dimensional space|three-dimensional]]. Playing pieces (pawns) are small, colored plastic [[automobile]]s which come in six different colors (red, blue, white, yellow, orange, and green), and each pawn has six holes in the top in which the blue and pink "people pegs" are placed throughout the game as the player "gets married" and has or adopts "children". (Some "early modern" editions have eight automobiles.)
Each game also includes a setup for a [[bank]], which includes play money (in denominations of $1,000, $5,000, $10,000, $20,000, $50,000, and $100,000), [[insurance]] policies (automobile, life, fire, and/or homeowners' insurance depending on the version), $20,000 [[promissory note]]s, and [[stock market|stock]] certificates. Other tangibles vary with the game version.
==1960s version==
''The Game of Life'' copyrighted by the Milton Bradley company in 1963 had some differences from later versions. For one, once a player reached the Day of Reckoning, he could end up at the "Poor Farm", or he could become a Millionaire Tycoon and move on to Millionaire Acres.
This version had [[Art Linkletter]] as the spokesman, included his picture on the $100,000 bills, and a rousing endorsement from Linkletter on the cover of the box. It was advertised as a "Milton Bradley 100th Anniversary Game" and as "A Full 3-D Action Game!"
===Salaries===
knnlTo determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $5,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $6,000 and $20,000 per Pay Day. Both of these initial routes joined back together at the first pay day.
==1970s/1980s version==
About halfway through the production of this version, many dollar values doubled (possibly to reflect [[inflation]]). This description focuses on the later version with the larger dollar amounts.
The late 1980s version also replaced the familiar convertibles from earlier versions with [[Dodge Caravan|Chrysler]]-esque minivans. (1960s era convertibles were still used in some early 1980s sets.)
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $12,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $16,000 and $50,000 for every Pay Day. Both of these initial routes joined back together at the first Pay Day.
==="Share the Wealth" cards===
Distributed with this game were a number of "Share the Wealth" cards. Each player started out with one, and earned another card if "Pay Day" was reached by exact count. There were three types: Collect, Pay, and Exemption, and they were used as follows:
* If a player landed on a space where money was collected from the bank, or received a Pay Day, an opponent with a Collect card could steal half the collected money from that player.
* If a player landed on a space in which money was paid to the bank, or had to pay Taxes, the player could present a Pay card to an opponent, who immediately had to pay half of the first player's penalty.
* If a player had an Exemption Card, a Share the Wealth card levied was canceled; both cards were then removed from the game.
===Life Events===
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000, and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space.)
===Insurance and Stock===
In this version, the three insurance policies (automobile, life, and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space (at least one edition had the humorous misspelling "Wreckless driver".) Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly, and if they landed on a "stock prices drop" space, they likewise lost money.
===Lucky Day===
Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills.) The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game, and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000. Comparing the payout (15:1) to the odds of winning (5:1), it was always advantageous to gamble here.
===Retirement===
When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip, and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.
==1991 version==
''The Game of Life'' was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions.) The 1992 version of the game proceeds as follows:
===Careers and Salaries===
There are still two routes at the beginning of the game, now labeled ''Career'' and ''College''. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete, and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below.
If a player chooses ''Career'', the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses ''College'', two Promissory Notes must be taken from the bank for tuition, and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen, and the player may choose one from each set after looking at them.
===Types of spaces===
As in the 1980s version, most of the spaces on the game board are orange, and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. [[graduation]], [[marriage]], buying a house, [[retirement]]), and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue, and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space, and is also only active if landed on.
===Occupation spaces===
Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.
===LIFE Tiles===
A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule.) On each of these tiles is a major life event (e.g. climbing [[Mount Everest|Mt. Everest]], curing the [[common cold]], building a better [[mousetrap]], etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see ''Retirement'' section below.)
===Buying a house===
One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack.) From then on, homeowners' insurance may be purchased for a price listed on the house deed.
===Insurance and Stock===
In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.
===Retirement===
When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile, and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed, and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.
==CD-ROM version==
In 1998, a [[CD-ROM]] version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the [[Internet]].
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one ''landed on'' a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
{| class="wikitable"
|-
! '''Number spun'''
! Countryside Acres
! Millionaire Estates
|-
| '''1'''
| <font color="red">-$5,000</font>
| <font color="red">-$25,000</font>
|-
| '''2'''
| $5,000
| $25,000
|-
| '''3'''
| $10,000
| <font color="red">-$50,000</font>
|-
| '''4'''
| $15,000
| $50,000
|-
| '''5'''
| $20,000
| <font color="red">-$75,000</font>
|-
| '''6'''
| $25,000
| $75,000
|-
| '''7'''
| $30,000
| <font color="red">-$100,000</font>
|-
| '''8'''
| $35,000
| $100,000
|-
| '''9'''
| $40,000
| <font color="red">-$150,000</font>
|-
| '''10'''
| $45,000
| $200,000
|-
|}
===Life's Little Games===
Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double, and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in [[#Up or Down|Up or Down]]). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.
====Safe Crackers====
The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.
====Up or Down====
There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the [[complementary color]]). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.
====Get a Life====
All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.
====Treasure Chest====
There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.
====Skunk Money====
There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads DOUBLE YOUR WINNINGS and thus doubles the potential amount. The other two spots contain a [[skunk]]. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.
====Cannonball====
There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.
====Crane Dump====
Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to [[Plinko]] from ''[[The Price is Right]]''. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.
====Trash Can====
Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000.
==2000 (40th anniversary) edition==
{{Expand|date=November 2007}}
A 40th anniversary edition was released in 2000. The biggest change to this game was the replacement of the Travel Agent with a Computer Consultant, and changes to corresponding career spaces.
==2005 edition==
An updated version of the game's 1992 format was released in 2005 with a few gameplay changes. The new ''Game of Life'' was more realistic and tried to add in extra elements to reduce chance, although it is still primarily chance based and still rewards players for taking risks.
===Starting College===
In the 1992 version one who started College would receive $40,000 in debt. The current version places such a player $100,000 in debt. One still receives the same benefits for starting College as in the 1992 version.
===Career Renovations===
You can only get the lower salary cards for a starting wage. Special attributes were also added to the careers.
====Jobs in Life====
*Doctor: Degree required. the doctor is the only person capable of getting the yellow salary card without luck/wasting tiles.
*Computer Consultant: Any time the spinner stops between numbers or comes off the track, collect $50,000 to fix it.
*Artist: Collect $10,000 from a player who buys your art (spins a 1).
*Salesperson: Collect 5,000 when another player buys stock or insurance.
*Athlete: You may trade in 4 life tiles to get the yellow salary card ($100,000).
*Accountant: Degree required. the accountant collects taxes.
*Teacher: You may draw a career card after all players have a job. You get the benefits but not an extra salary.
*Entertainer: If two 8s, 9s, 10s, are spun in a row, replace your salary with the yellow salary card ($100,000) if necessary.
*Police Officer: Collect $10,000 from any opponent who speeds (spins a 10).
*all jobs have a circle label. if a person lands on a space with this label on it, all money goes to you.
===Selling one's house===
There is an addition of a new space where a player can sell his house. The sale price of one's house is determined by multiplying (or dividing) the original price of the house by an amount determined by spinning the wheel (similar to the enhanced game on the CD-ROM). If a low number is spun, the player loses profit, a mid-range number breaks even, and a high number nets a tremendous profit. If one sells his house in this manner, another house is bought, and the process is repeated (without option) at the end of the game.
===LIFE tile reductions===
In the 1992 version the LIFE tiles ranged in value from $50,000 to $250,000. This often changed the outcome of the game as it made it possible for the poorest person in the game to win right at the end when they were redeemed. To alleviate this problem, the LIFE tiles have been reduced in value down to a range between $10,000 and $50,000.
==Current Version==
Yet another version of the game was released in 2007 with a few more gameplay changes. The primary change is that all of the jobs except the Police Officer lost their special abilities. Other changes include a return in Share the Wealth cards, the Lucky Spin and withdrawing insurance policies. There are many more stop spaces, with choices similar to Twists and Turns.
===Jobs in Life===
====No Degree Required====
*Salesperson: Salary $20–50,000; taxes $5,000
*Hair Stylist: Salary $30–60,000; taxes $10,000
*Mechanic: Salary $30–60,000; taxes $10,000
*Police Officer: Salary $40–70,000; taxes $15,000; collect $5,000 from anyone spinning a 10
*Entertainer: Salary $50,000 (no max); taxes $20,000
*Athlete: Salary $60,000 (no max); taxes $25,000
====Degree Required====
*Teacher: Salary $40–70,000; taxes $15,000
*Computer Designer: Salary $50–80,000; taxes $20,000
*Accountant: Salary $70–110,000; taxes $30,000
*Veterinarian: Salary $80–120,000; taxes $35,000
*Lawyer: Salary $90,000 (no max); taxes $40,000
*Doctor: Salary $100,000 (no max); taxes $45,000
====Retirement====
*In Retirement, you can not be sued or otherwise penalized. However, you may collect on your long-term Investment card.
==Notes==
*The game was endorsed by [[Art Linkletter]] in the 1960s. It is now part of the permanent collection of the [[Smithsonian Institution|Smithsonian]]'s [[National Museum of American History]]. It spawned a book, ''The Game of Life: How to Succeed in Real Life No Matter Where You Land'' ([[Running Press]]), by [[Lou Harry]].
*The highest sum of money that a player can earn in the most current "Game of Life" is $3,115,000, and can only be achieved if the player lands on all of the spaces that give money and has the highest possible salary.
*In the current version it is possible to become a grand parent without having had or adopted kids.
*In the case of a stock card the player holding a stock receives pay anytime the number is spun. including spins for home resale value.
==Criticism==
*Some critics have noted that [[luck]] plays too large a role in determining the winner of the game, with Life Cards, which are essentially random, being the prime determinant of the winner. Aspects of the game where a user has to make a decision, such as attending college or purchasing insurance, have a very small effect in the outcome.<ref>{{cite book | last = Hofer | first = Margaret | year = 2003 | title = The Games We Played: The Golden Age of Board and Table Games | page = 276}}</ref>
==Other versions==
*''[[Super Jinsei Game (series)|Super Jinsei Game series]]
**''Super Jinsei Game'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1994)
**''Super Jinsei Game 2'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1995)
**''Super Jinsei Game 3'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1996)
*''The Game of Life in Monstropolis'' ([[Monsters, Inc.]]) (2001)
*''[[Sailor Moon]] Edition'' (Japan Only)
*''[[The Game of Life Card Game]]'' (2002)
*''[[Game of Life Fame Edition|Fame Edition]]'' (or ''Game of Life Junior/travel version'') (2002)
*''[[Star Wars]]: A [[Jedi]]'s Path'' (2002)
*''[[Pirates of the Caribbean]]'' (2004)
*''[[The Simpsons]] Edition'' (2004)
*''Bikini Bottom [[SpongeBob SquarePants]] Edition'' (2004)
*''[[Pirates of the Caribbean: Dead Man's Chest]]'' (2006)
*''[[The Game of Life/Yahtzee/Payday]]'' [[Game Boy Advance]] game
*''[[The Game of Life: Twists & Turns|Twists and Turns]] Edition'' (2007)
*''The Game of Life'' [[Wii]] game (2008)
*''[[Indiana Jones]] Edition'' (2008, Target exclusive)
*''[[Pokémon]] Edition'' (Japan only)
*''[[Spongebob Squarepants]] Edition'' (2008)
*''[[Family Guy]] Collectors Edition'' (2008)
*''The Game of Life'' [[WiiWare]] game (2009) (Japan Only)
*''[[The Wizard of Oz (1939 film)|The Wizard of Oz]] Edition'' (2009)
*''The Game of Life Classic Edition'' [[iPhone]] game (2009)
==In Popular Culture==
{{in popular culture|date=December 2009}}
*The [[post apocalyptic]] [[Anime]] series [[Desert Punk]] has a character who became rich by discovering and reprinting the Game of Life.
*In the [[R.E.M.]] song "[[Man on the Moon (song)|Man on the Moon]]", ''The Game of Life'' is mentioned along with other board games.
*In the episode of the television show [[South Park]] entitled "The Death of Eric Cartman" during season 9 of the series, the children can be seen playing a game called "LIVING," which is an obvious cameo appearance of the game.
* It appeared on an episode{{Which?|date=November 2009}} of ''[[That '70s Show]]''.
*Adult Swim's [[Robot Chicken]] sketch, involving a blue and pink peg. As the segment goes on it gradually turns to dark humor.
==References==
{{reflist}}
==External links==
*{{bgg|2921|''The Game of Life''}}
{{DEFAULTSORT:Game Of Life}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:1861 introductions]]
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[[File:39cf3c7e83feedbed4f3101b52d7a120.jpg|right|The Game of Life(2016)]]
'''''The Game of Life''''', also known simply as '''''LIFE''''', is a [[board game]] originally created in 1860 by [[Milton Bradley]], as '''''The Checkered Game of Life'''''. The game simulates a person's travels through his or her life, from high school graduation to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "endorsed" by [[Art Linkletter]], with a circular picture of him on the box) by the [[Milton Bradley Company]] (now a subsidiary of [[Hasbro]]).
==History==
[[Image:CheckeredGameofLife.jpg|thumb|The Checkered Game of Life board]]
The game was originally created in 1862 by [[Milton Bradley]] as ''The Checkered Game of Life''. This was the first game created by Bradley, a successful [[lithographer]], whose major product until that time was a portrait of [[Abraham Lincoln]] with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as the [[The Mansion of Happiness]] by [[S.B. Ives]] in 1843, it had a strong [[moral]] message.<ref>Lepore, Jill. [http://www.newyorker.com/reporting/2007/05/21/070521fa_fact_lepore The Meaning of Life] "The New Yorker," May 21, 2007.</ref>
Bradley's game did not include [[dice]], but instead used a [[teetotum]], a six sided [[top]] (dice were considered too similar to [[gambling]]).
The game board was essentially a modified [[checkerboard]]. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as ''The Game of Life'', was introduced, designed by [[Reuben Klamer]]. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.
==Setup==
The game consists of a track, on which players travel by spinning a small wheel with spaces numbered 1 through 10, located in the middle of the board. The board also contains small [[mountain]]s, buildings, and other similar pieces, making the playing area [[Three-dimensional space|three-dimensional]]. Playing pieces (pawns) are small, colored plastic [[automobile]]s which come in six different colors (red, blue, white, yellow, orange, and green), and each pawn has six holes in the top in which the blue and pink "people pegs" are placed throughout the game as the player "gets married" and has or adopts "children". (Some "early modern" editions have eight automobiles.)
Each game also includes a setup for a [[bank]], which includes play money (in denominations of $1,000, $5,000, $10,000, $20,000, $50,000, and $100,000), [[insurance]] policies (automobile, life, fire, and/or homeowners' insurance depending on the version), $20,000 [[promissory note]]s, and [[stock market|stock]] certificates. Other tangibles vary with the game version.
==1960s version==
''The Game of Life'' copyrighted by the Milton Bradley company in 1963 had some differences from later versions. For one, once a player reached the Day of Reckoning, he could end up at the "Poor Farm", or he could become a Millionaire Tycoon and move on to Millionaire Acres.
This version had [[Art Linkletter]] as the spokesman, included his picture on the $100,000 bills, and a rousing endorsement from Linkletter on the cover of the box. It was advertised as a "Milton Bradley 100th Anniversary Game" and as "A Full 3-D Action Game!"
===Salaries===
knnlTo determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $5,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $6,000 and $20,000 per Pay Day. Both of these initial routes joined back together at the first pay day.
==1970s/1980s version==
About halfway through the production of this version, many dollar values doubled (possibly to reflect [[inflation]]). This description focuses on the later version with the larger dollar amounts.
The late 1980s version also replaced the familiar convertibles from earlier versions with [[Dodge Caravan|Chrysler]]-esque minivans. (1960s era convertibles were still used in some early 1980s sets.)
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $12,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $16,000 and $50,000 for every Pay Day. Both of these initial routes joined back together at the first Pay Day.
==="Share the Wealth" cards===
Distributed with this game were a number of "Share the Wealth" cards. Each player started out with one, and earned another card if "Pay Day" was reached by exact count. There were three types: Collect, Pay, and Exemption, and they were used as follows:
* If a player landed on a space where money was collected from the bank, or received a Pay Day, an opponent with a Collect card could steal half the collected money from that player.
* If a player landed on a space in which money was paid to the bank, or had to pay Taxes, the player could present a Pay card to an opponent, who immediately had to pay half of the first player's penalty.
* If a player had an Exemption Card, a Share the Wealth card levied was canceled; both cards were then removed from the game.
===Life Events===
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000, and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space.)
===Insurance and Stock===
In this version, the three insurance policies (automobile, life, and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space (at least one edition had the humorous misspelling "Wreckless driver".) Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly, and if they landed on a "stock prices drop" space, they likewise lost money.
===Lucky Day===
Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills.) The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game, and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000. Comparing the payout (15:1) to the odds of winning (5:1), it was always advantageous to gamble here.
===Retirement===
When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip, and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.
==1991 version==
''The Game of Life'' was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions.) The 1992 version of the game proceeds as follows:
===Careers and Salaries===
There are still two routes at the beginning of the game, now labeled ''Career'' and ''College''. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete, and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below.
If a player chooses ''Career'', the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses ''College'', two Promissory Notes must be taken from the bank for tuition, and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen, and the player may choose one from each set after looking at them.
===Types of spaces===
As in the 1980s version, most of the spaces on the game board are orange, and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. [[graduation]], [[marriage]], buying a house, [[retirement]]), and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue, and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space, and is also only active if landed on.
===Occupation spaces===
Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.
===LIFE Tiles===
A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule.) On each of these tiles is a major life event (e.g. climbing [[Mount Everest|Mt. Everest]], curing the [[common cold]], building a better [[mousetrap]], etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see ''Retirement'' section below.)
===Buying a house===
One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack.) From then on, homeowners' insurance may be purchased for a price listed on the house deed.
===Insurance and Stock===
In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.
===Retirement===
When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile, and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed, and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.
==CD-ROM version==
In 1998, a [[CD-ROM]] version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the [[Internet]].
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one ''landed on'' a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
{| class="wikitable"
|-
! '''Number spun'''
! Countryside Acres
! Millionaire Estates
|-
| '''1'''
| <font color="red">-$5,000</font>
| <font color="red">-$25,000</font>
|-
| '''2'''
| $5,000
| $25,000
|-
| '''3'''
| $10,000
| <font color="red">-$50,000</font>
|-
| '''4'''
| $15,000
| $50,000
|-
| '''5'''
| $20,000
| <font color="red">-$75,000</font>
|-
| '''6'''
| $25,000
| $75,000
|-
| '''7'''
| $30,000
| <font color="red">-$100,000</font>
|-
| '''8'''
| $35,000
| $100,000
|-
| '''9'''
| $40,000
| <font color="red">-$150,000</font>
|-
| '''10'''
| $45,000
| $200,000
|-
|}
===Life's Little Games===
Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double, and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in [[#Up or Down|Up or Down]]). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.
====Safe Crackers====
The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.
====Up or Down====
There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the [[complementary color]]). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.
====Get a Life====
All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.
====Treasure Chest====
There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.
====Skunk Money====
There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads DOUBLE YOUR WINNINGS and thus doubles the potential amount. The other two spots contain a [[skunk]]. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.
====Cannonball====
There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.
====Crane Dump====
Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to [[Plinko]] from ''[[The Price is Right]]''. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.
====Trash Can====
Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000.
==2000 (40th anniversary) edition==
{{Expand|date=November 2007}}
A 40th anniversary edition was released in 2000. The biggest change to this game was the replacement of the Travel Agent with a Computer Consultant, and changes to corresponding career spaces.
==2005 edition==
An updated version of the game's 1992 format was released in 2005 with a few gameplay changes. The new ''Game of Life'' was more realistic and tried to add in extra elements to reduce chance, although it is still primarily chance based and still rewards players for taking risks.
===Starting College===
In the 1992 version one who started College would receive $40,000 in debt. The current version places such a player $100,000 in debt. One still receives the same benefits for starting College as in the 1992 version.
===Career Renovations===
You can only get the lower salary cards for a starting wage. Special attributes were also added to the careers.
====Jobs in Life====
*Doctor: Degree required. the doctor is the only person capable of getting the yellow salary card without luck/wasting tiles.
*Computer Consultant: Any time the spinner stops between numbers or comes off the track, collect $50,000 to fix it.
*Artist: Collect $10,000 from a player who buys your art (spins a 1).
*Salesperson: Collect 5,000 when another player buys stock or insurance.
*Athlete: You may trade in 4 life tiles to get the yellow salary card ($100,000).
*Accountant: Degree required. the accountant collects taxes.
*Teacher: You may draw a career card after all players have a job. You get the benefits but not an extra salary.
*Entertainer: If two 8s, 9s, 10s, are spun in a row, replace your salary with the yellow salary card ($100,000) if necessary.
*Police Officer: Collect $10,000 from any opponent who speeds (spins a 10).
*all jobs have a circle label. if a person lands on a space with this label on it, all money goes to you.
===Selling one's house===
There is an addition of a new space where a player can sell his house. The sale price of one's house is determined by multiplying (or dividing) the original price of the house by an amount determined by spinning the wheel (similar to the enhanced game on the CD-ROM). If a low number is spun, the player loses profit, a mid-range number breaks even, and a high number nets a tremendous profit. If one sells his house in this manner, another house is bought, and the process is repeated (without option) at the end of the game.
===LIFE tile reductions===
In the 1992 version the LIFE tiles ranged in value from $50,000 to $250,000. This often changed the outcome of the game as it made it possible for the poorest person in the game to win right at the end when they were redeemed. To alleviate this problem, the LIFE tiles have been reduced in value down to a range between $10,000 and $50,000.
==Current Version==
Yet another version of the game was released in 2007 with a few more gameplay changes. The primary change is that all of the jobs except the Police Officer lost their special abilities. Other changes include a return in Share the Wealth cards, the Lucky Spin and withdrawing insurance policies. There are many more stop spaces, with choices similar to Twists and Turns.
===Jobs in Life===
====No Degree Required====
*Salesperson: Salary $20–50,000; taxes $5,000
*Hair Stylist: Salary $30–60,000; taxes $10,000
*Mechanic: Salary $30–60,000; taxes $10,000
*Police Officer: Salary $40–70,000; taxes $15,000; collect $5,000 from anyone spinning a 10
*Entertainer: Salary $50,000 (no max); taxes $20,000
*Athlete: Salary $60,000 (no max); taxes $25,000
====Degree Required====
*Teacher: Salary $40–70,000; taxes $15,000
*Computer Designer: Salary $50–80,000; taxes $20,000
*Accountant: Salary $70–110,000; taxes $30,000
*Veterinarian: Salary $80–120,000; taxes $35,000
*Lawyer: Salary $90,000 (no max); taxes $40,000
*Doctor: Salary $100,000 (no max); taxes $45,000
====Retirement====
*In Retirement, you can not be sued or otherwise penalized. However, you may collect on your long-term Investment card.
==Notes==
*The game was endorsed by [[Art Linkletter]] in the 1960s. It is now part of the permanent collection of the [[Smithsonian Institution|Smithsonian]]'s [[National Museum of American History]]. It spawned a book, ''The Game of Life: How to Succeed in Real Life No Matter Where You Land'' ([[Running Press]]), by [[Lou Harry]].
*The highest sum of money that a player can earn in the most current "Game of Life" is $3,115,000, and can only be achieved if the player lands on all of the spaces that give money and has the highest possible salary.
*In the current version it is possible to become a grand parent without having had or adopted kids.
*In the case of a stock card the player holding a stock receives pay anytime the number is spun. including spins for home resale value.
==Criticism==
*Some critics have noted that [[luck]] plays too large a role in determining the winner of the game, with Life Cards, which are essentially random, being the prime determinant of the winner. Aspects of the game where a user has to make a decision, such as attending college or purchasing insurance, have a very small effect in the outcome.<ref>{{cite book | last = Hofer | first = Margaret | year = 2003 | title = The Games We Played: The Golden Age of Board and Table Games | page = 276}}</ref>
==Other versions==
*''[[Super Jinsei Game (series)|Super Jinsei Game series]]
**''Super Jinsei Game'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1994)
**''Super Jinsei Game 2'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1995)
**''Super Jinsei Game 3'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1996)
*''The Game of Life in Monstropolis'' ([[Monsters, Inc.]]) (2001)
*''[[Sailor Moon]] Edition'' (Japan Only)
*''[[The Game of Life Card Game]]'' (2002)
*''[[Game of Life Fame Edition|Fame Edition]]'' (or ''Game of Life Junior/travel version'') (2002)
*''[[Star Wars]]: A [[Jedi]]'s Path'' (2002)
*''[[Pirates of the Caribbean]]'' (2004)
*''[[The Simpsons]] Edition'' (2004)
*''Bikini Bottom [[SpongeBob SquarePants]] Edition'' (2004)
*''[[Pirates of the Caribbean: Dead Man's Chest]]'' (2006)
*''[[The Game of Life/Yahtzee/Payday]]'' [[Game Boy Advance]] game
*''[[The Game of Life: Twists & Turns|Twists and Turns]] Edition'' (2007)
*''The Game of Life'' [[Wii]] game (2008)
*''[[Indiana Jones]] Edition'' (2008, Target exclusive)
*''[[Pokémon]] Edition'' (Japan only)
*''[[Spongebob Squarepants]] Edition'' (2008)
*''[[Family Guy]] Collectors Edition'' (2008)
*''The Game of Life'' [[WiiWare]] game (2009) (Japan Only)
*''[[The Wizard of Oz (1939 film)|The Wizard of Oz]] Edition'' (2009)
*''The Game of Life Classic Edition'' [[iPhone]] game (2009)
==In Popular Culture==
{{in popular culture|date=December 2009}}
*The [[post apocalyptic]] [[Anime]] series [[Desert Punk]] has a character who became rich by discovering and reprinting the Game of Life.
*In the [[R.E.M.]] song "[[Man on the Moon (song)|Man on the Moon]]", ''The Game of Life'' is mentioned along with other board games.
*In the episode of the television show [[South Park]] entitled "The Death of Eric Cartman" during season 9 of the series, the children can be seen playing a game called "LIVING," which is an obvious cameo appearance of the game.
* It appeared on an episode{{Which?|date=November 2009}} of ''[[That '70s Show]]''.
*Adult Swim's [[Robot Chicken]] sketch, involving a blue and pink peg. As the segment goes on it gradually turns to dark humor.
==References==
{{reflist}}
==External links==
*{{bgg|2921|''The Game of Life''}}
{{DEFAULTSORT:Game Of Life}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:1861 introductions]]
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[[File:39cf3c7e83feedbed4f3101b52d7a120.jpg|right|The Game of Life(2016)]]
'''''The Game of Life''''', also known simply as '''''LIFE''''', is a [[board game]] originally created in 1860 by [[Milton Bradley]], as '''''The Checkered Game of Life'''''. The game simulates a person's travels through his or her life, from high school graduation to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "endorsed" by [[Art Linkletter]], with a circular picture of him on the box) by the [[Milton Bradley Company]] (now a subsidiary of [[Hasbro]]).
==History==
[[Image:CheckeredGameofLife.jpg|thumb|The Checkered Game of Life board|link=Special:FilePath/CheckeredGameofLife.jpg]]
The game was originally created in 1862 by [[Milton Bradley]] as ''The Checkered Game of Life''. This was the first game created by Bradley, a successful [[lithographer]], whose major product until that time was a portrait of [[Abraham Lincoln]] with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as the [[The Mansion of Happiness]] by [[S.B. Ives]] in 1843, it had a strong [[moral]] message.<ref>Lepore, Jill. [http://www.newyorker.com/reporting/2007/05/21/070521fa_fact_lepore The Meaning of Life] "The New Yorker," May 21, 2007.</ref>
Bradley's game did not include [[dice]], but instead used a [[teetotum]], a six sided [[top]] (dice were considered too similar to [[gambling]]).
The game board was essentially a modified [[checkerboard]]. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as ''The Game of Life'', was introduced, designed by [[Reuben Klamer]]. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.
==Setup==
The game consists of a track, on which players travel by spinning a small wheel with spaces numbered 1 through 10, located in the middle of the board. The board also contains small [[mountain]]s, buildings, and other similar pieces, making the playing area [[Three-dimensional space|three-dimensional]]. Playing pieces (pawns) are small, colored plastic [[automobile]]s which come in six different colors (red, blue, white, yellow, orange, and green), and each pawn has six holes in the top in which the blue and pink "people pegs" are placed throughout the game as the player "gets married" and has or adopts "children". (Some "early modern" editions have eight automobiles.)
Each game also includes a setup for a [[bank]], which includes play money (in denominations of $1,000, $5,000, $10,000, $20,000, $50,000, and $100,000), [[insurance]] policies (automobile, life, fire, and/or homeowners' insurance depending on the version), $20,000 [[promissory note]]s, and [[stock market|stock]] certificates. Other tangibles vary with the game version.
==1960s version==
''The Game of Life'' copyrighted by the Milton Bradley company in 1963 had some differences from later versions. For one, once a player reached the Day of Reckoning, he could end up at the "Poor Farm", or he could become a Millionaire Tycoon and move on to Millionaire Acres.
This version had [[Art Linkletter]] as the spokesman, included his picture on the $100,000 bills, and a rousing endorsement from Linkletter on the cover of the box. It was advertised as a "Milton Bradley 100th Anniversary Game" and as "A Full 3-D Action Game!"
===Salaries===
knnlTo determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $5,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $6,000 and $20,000 per Pay Day. Both of these initial routes joined back together at the first pay day.
==1970s/1980s version==
About halfway through the production of this version, many dollar values doubled (possibly to reflect [[inflation]]). This description focuses on the later version with the larger dollar amounts.
The late 1980s version also replaced the familiar convertibles from earlier versions with [[Dodge Caravan|Chrysler]]-esque minivans. (1960s era convertibles were still used in some early 1980s sets.)
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $12,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $16,000 and $50,000 for every Pay Day. Both of these initial routes joined back together at the first Pay Day.
==="Share the Wealth" cards===
Distributed with this game were a number of "Share the Wealth" cards. Each player started out with one, and earned another card if "Pay Day" was reached by exact count. There were three types: Collect, Pay, and Exemption, and they were used as follows:
* If a player landed on a space where money was collected from the bank, or received a Pay Day, an opponent with a Collect card could steal half the collected money from that player.
* If a player landed on a space in which money was paid to the bank, or had to pay Taxes, the player could present a Pay card to an opponent, who immediately had to pay half of the first player's penalty.
* If a player had an Exemption Card, a Share the Wealth card levied was canceled; both cards were then removed from the game.
===Life Events===
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000, and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space.)
===Insurance and Stock===
In this version, the three insurance policies (automobile, life, and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space (at least one edition had the humorous misspelling "Wreckless driver".) Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly, and if they landed on a "stock prices drop" space, they likewise lost money.
===Lucky Day===
Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills.) The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game, and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000. Comparing the payout (15:1) to the odds of winning (5:1), it was always advantageous to gamble here.
===Retirement===
When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip, and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.
==1991 version==
''The Game of Life'' was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions.) The 1992 version of the game proceeds as follows:
===Careers and Salaries===
There are still two routes at the beginning of the game, now labeled ''Career'' and ''College''. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete, and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below.
If a player chooses ''Career'', the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses ''College'', two Promissory Notes must be taken from the bank for tuition, and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen, and the player may choose one from each set after looking at them.
===Types of spaces===
As in the 1980s version, most of the spaces on the game board are orange, and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. [[graduation]], [[marriage]], buying a house, [[retirement]]), and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue, and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space, and is also only active if landed on.
===Occupation spaces===
Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.
===LIFE Tiles===
A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule.) On each of these tiles is a major life event (e.g. climbing [[Mount Everest|Mt. Everest]], curing the [[common cold]], building a better [[mousetrap]], etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see ''Retirement'' section below.)
===Buying a house===
One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack.) From then on, homeowners' insurance may be purchased for a price listed on the house deed.
===Insurance and Stock===
In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.
===Retirement===
When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile, and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed, and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.
==CD-ROM version==
In 1998, a [[CD-ROM]] version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the [[Internet]].
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one ''landed on'' a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
{| class="wikitable"
|-
! '''Number spun'''
! Countryside Acres
! Millionaire Estates
|-
| '''1'''
| <font color="red">-$5,000</font>
| <font color="red">-$25,000</font>
|-
| '''2'''
| $5,000
| $25,000
|-
| '''3'''
| $10,000
| <font color="red">-$50,000</font>
|-
| '''4'''
| $15,000
| $50,000
|-
| '''5'''
| $20,000
| <font color="red">-$75,000</font>
|-
| '''6'''
| $25,000
| $75,000
|-
| '''7'''
| $30,000
| <font color="red">-$100,000</font>
|-
| '''8'''
| $35,000
| $100,000
|-
| '''9'''
| $40,000
| <font color="red">-$150,000</font>
|-
| '''10'''
| $45,000
| $200,000
|-
|}
===Life's Little Games===
Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double, and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in [[#Up or Down|Up or Down]]). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.
====Safe Crackers====
The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.
====Up or Down====
There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the [[complementary color]]). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.
====Get a Life====
All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.
====Treasure Chest====
There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.
====Skunk Money====
There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads DOUBLE YOUR WINNINGS and thus doubles the potential amount. The other two spots contain a [[skunk]]. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.
====Cannonball====
There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.
====Crane Dump====
Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to [[Plinko]] from ''[[The Price is Right]]''. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.
====Trash Can====
Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000.
==2000 (40th anniversary) edition==
{{Expand|date=November 2007}}
A 40th anniversary edition was released in 2000. The biggest change to this game was the replacement of the Travel Agent with a Computer Consultant, and changes to corresponding career spaces.
==2005 edition==
An updated version of the game's 1992 format was released in 2005 with a few gameplay changes. The new ''Game of Life'' was more realistic and tried to add in extra elements to reduce chance, although it is still primarily chance based and still rewards players for taking risks.
===Starting College===
In the 1992 version one who started College would receive $40,000 in debt. The current version places such a player $100,000 in debt. One still receives the same benefits for starting College as in the 1992 version.
===Career Renovations===
You can only get the lower salary cards for a starting wage. Special attributes were also added to the careers.
====Jobs in Life====
*Doctor: Degree required. the doctor is the only person capable of getting the yellow salary card without luck/wasting tiles.
*Computer Consultant: Any time the spinner stops between numbers or comes off the track, collect $50,000 to fix it.
*Artist: Collect $10,000 from a player who buys your art (spins a 1).
*Salesperson: Collect 5,000 when another player buys stock or insurance.
*Athlete: You may trade in 4 life tiles to get the yellow salary card ($100,000).
*Accountant: Degree required. the accountant collects taxes.
*Teacher: You may draw a career card after all players have a job. You get the benefits but not an extra salary.
*Entertainer: If two 8s, 9s, 10s, are spun in a row, replace your salary with the yellow salary card ($100,000) if necessary.
*Police Officer: Collect $10,000 from any opponent who speeds (spins a 10).
*all jobs have a circle label. if a person lands on a space with this label on it, all money goes to you.
===Selling one's house===
There is an addition of a new space where a player can sell his house. The sale price of one's house is determined by multiplying (or dividing) the original price of the house by an amount determined by spinning the wheel (similar to the enhanced game on the CD-ROM). If a low number is spun, the player loses profit, a mid-range number breaks even, and a high number nets a tremendous profit. If one sells his house in this manner, another house is bought, and the process is repeated (without option) at the end of the game.
===LIFE tile reductions===
In the 1992 version the LIFE tiles ranged in value from $50,000 to $250,000. This often changed the outcome of the game as it made it possible for the poorest person in the game to win right at the end when they were redeemed. To alleviate this problem, the LIFE tiles have been reduced in value down to a range between $10,000 and $50,000.
==Current Version==
Yet another version of the game was released in 2007 with a few more gameplay changes. The primary change is that all of the jobs except the Police Officer lost their special abilities. Other changes include a return in Share the Wealth cards, the Lucky Spin and withdrawing insurance policies. There are many more stop spaces, with choices similar to Twists and Turns.
===Jobs in Life===
====No Degree Required====
*Salesperson: Salary $20–50,000; taxes $5,000
*Hair Stylist: Salary $30–60,000; taxes $10,000
*Mechanic: Salary $30–60,000; taxes $10,000
*Police Officer: Salary $40–70,000; taxes $15,000; collect $5,000 from anyone spinning a 10
*Entertainer: Salary $50,000 (no max); taxes $20,000
*Athlete: Salary $60,000 (no max); taxes $25,000
====Degree Required====
*Teacher: Salary $40–70,000; taxes $15,000
*Computer Designer: Salary $50–80,000; taxes $20,000
*Accountant: Salary $70–110,000; taxes $30,000
*Veterinarian: Salary $80–120,000; taxes $35,000
*Lawyer: Salary $90,000 (no max); taxes $40,000
*Doctor: Salary $100,000 (no max); taxes $45,000
====Retirement====
*In Retirement, you can not be sued or otherwise penalized. However, you may collect on your long-term Investment card.
==Notes==
*The game was endorsed by [[Art Linkletter]] in the 1960s. It is now part of the permanent collection of the [[Smithsonian Institution|Smithsonian]]'s [[National Museum of American History]]. It spawned a book, ''The Game of Life: How to Succeed in Real Life No Matter Where You Land'' ([[Running Press]]), by [[Lou Harry]].
*The highest sum of money that a player can earn in the most current "Game of Life" is $3,115,000, and can only be achieved if the player lands on all of the spaces that give money and has the highest possible salary.
*In the current version it is possible to become a grand parent without having had or adopted kids.
*In the case of a stock card the player holding a stock receives pay anytime the number is spun. including spins for home resale value.
==Criticism==
*Some critics have noted that [[luck]] plays too large a role in determining the winner of the game, with Life Cards, which are essentially random, being the prime determinant of the winner. Aspects of the game where a user has to make a decision, such as attending college or purchasing insurance, have a very small effect in the outcome.<ref>{{cite book | last = Hofer | first = Margaret | year = 2003 | title = The Games We Played: The Golden Age of Board and Table Games | page = 276}}</ref>
==Other versions==
*''[[Super Jinsei Game (series)|Super Jinsei Game series]]
**''Super Jinsei Game'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1994)
**''Super Jinsei Game 2'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1995)
**''Super Jinsei Game 3'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1996)
*''The Game of Life in Monstropolis'' ([[Monsters, Inc.]]) (2001)
*''[[Sailor Moon]] Edition'' (Japan Only)
*''[[The Game of Life Card Game]]'' (2002)
*''[[Game of Life Fame Edition|Fame Edition]]'' (or ''Game of Life Junior/travel version'') (2002)
*''[[Star Wars]]: A [[Jedi]]'s Path'' (2002)
*''[[Pirates of the Caribbean]]'' (2004)
*''[[The Simpsons]] Edition'' (2004)
*''Bikini Bottom [[SpongeBob SquarePants]] Edition'' (2004)
*''[[Pirates of the Caribbean: Dead Man's Chest]]'' (2006)
*''[[The Game of Life/Yahtzee/Payday]]'' [[Game Boy Advance]] game
*''[[The Game of Life: Twists & Turns|Twists and Turns]] Edition'' (2007)
*''The Game of Life'' [[Wii]] game (2008)
*''[[Indiana Jones]] Edition'' (2008, Target exclusive)
*''[[Pokémon]] Edition'' (Japan only)
*''[[Spongebob Squarepants]] Edition'' (2008)
*''[[Family Guy]] Collectors Edition'' (2008)
*''The Game of Life'' [[WiiWare]] game (2009) (Japan Only)
*''[[The Wizard of Oz (1939 film)|The Wizard of Oz]] Edition'' (2009)
*''The Game of Life Classic Edition'' [[iPhone]] game (2009)
==In Popular Culture==
{{in popular culture|date=December 2009}}
*The [[post apocalyptic]] [[Anime]] series [[Desert Punk]] has a character who became rich by discovering and reprinting the Game of Life.
*In the [[R.E.M.]] song "[[Man on the Moon (song)|Man on the Moon]]", ''The Game of Life'' is mentioned along with other board games.
*In the episode of the television show [[South Park]] entitled "The Death of Eric Cartman" during season 9 of the series, the children can be seen playing a game called "LIVING," which is an obvious cameo appearance of the game.
* It appeared on an episode{{Which?|date=November 2009}} of ''[[That '70s Show]]''.
*Adult Swim's [[Robot Chicken]] sketch, involving a blue and pink peg. As the segment goes on it gradually turns to dark humor.
==References==
{{reflist}}
==External links==
*{{bgg|2921|''The Game of Life''}}
{{DEFAULTSORT:Game Of Life}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:1861 introductions]]
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Your board games deal alerts - [https://www.gamenerdz.com/?aff=50&utm_campaign=fandom GameNerdz] [https://www.gamenerdz.com/deal-of-the-day?aff=50&utm_campaign=fandom Deal of the Day][[File:39cf3c7e83feedbed4f3101b52d7a120.jpg|right|The Game of Life(2016)]]
'''''The Game of Life''''', also known simply as '''''LIFE''''', is a [[board game]] originally created in 1860 by [[Milton Bradley]], as '''''The Checkered Game of Life'''''. The game simulates a person's travels through his or her life, from high school graduation to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "endorsed" by [[Art Linkletter]], with a circular picture of him on the box) by the [[Milton Bradley Company]] (now a subsidiary of [[Hasbro]]).
==History==
[[Image:CheckeredGameofLife.jpg|thumb|The Checkered Game of Life board|link=Special:FilePath/CheckeredGameofLife.jpg]]
The game was originally created in 1862 by [[Milton Bradley]] as ''The Checkered Game of Life''. This was the first game created by Bradley, a successful [[lithographer]], whose major product until that time was a portrait of [[Abraham Lincoln]] with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as the [[The Mansion of Happiness]] by [[S.B. Ives]] in 1843, it had a strong [[moral]] message.<ref>Lepore, Jill. [http://www.newyorker.com/reporting/2007/05/21/070521fa_fact_lepore The Meaning of Life] "The New Yorker," May 21, 2007.</ref>
Bradley's game did not include [[dice]], but instead used a [[teetotum]], a six sided [[top]] (dice were considered too similar to [[gambling]]).
The game board was essentially a modified [[checkerboard]]. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as ''The Game of Life'', was introduced, designed by [[Reuben Klamer]]. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.
==Setup==
The game consists of a track, on which players travel by spinning a small wheel with spaces numbered 1 through 10, located in the middle of the board. The board also contains small [[mountain]]s, buildings, and other similar pieces, making the playing area [[Three-dimensional space|three-dimensional]]. Playing pieces (pawns) are small, colored plastic [[automobile]]s which come in six different colors (red, blue, white, yellow, orange, and green), and each pawn has six holes in the top in which the blue and pink "people pegs" are placed throughout the game as the player "gets married" and has or adopts "children". (Some "early modern" editions have eight automobiles.)
Each game also includes a setup for a [[bank]], which includes play money (in denominations of $1,000, $5,000, $10,000, $20,000, $50,000, and $100,000), [[insurance]] policies (automobile, life, fire, and/or homeowners' insurance depending on the version), $20,000 [[promissory note]]s, and [[stock market|stock]] certificates. Other tangibles vary with the game version.
==1960s version==
''The Game of Life'' copyrighted by the Milton Bradley company in 1963 had some differences from later versions. For one, once a player reached the Day of Reckoning, he could end up at the "Poor Farm", or he could become a Millionaire Tycoon and move on to Millionaire Acres.
This version had [[Art Linkletter]] as the spokesman, included his picture on the $100,000 bills, and a rousing endorsement from Linkletter on the cover of the box. It was advertised as a "Milton Bradley 100th Anniversary Game" and as "A Full 3-D Action Game!"
===Salaries===
knnlTo determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $5,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $6,000 and $20,000 per Pay Day. Both of these initial routes joined back together at the first pay day.
==1970s/1980s version==
About halfway through the production of this version, many dollar values doubled (possibly to reflect [[inflation]]). This description focuses on the later version with the larger dollar amounts.
The late 1980s version also replaced the familiar convertibles from earlier versions with [[Dodge Caravan|Chrysler]]-esque minivans. (1960s era convertibles were still used in some early 1980s sets.)
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $12,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $16,000 and $50,000 for every Pay Day. Both of these initial routes joined back together at the first Pay Day.
==="Share the Wealth" cards===
Distributed with this game were a number of "Share the Wealth" cards. Each player started out with one, and earned another card if "Pay Day" was reached by exact count. There were three types: Collect, Pay, and Exemption, and they were used as follows:
* If a player landed on a space where money was collected from the bank, or received a Pay Day, an opponent with a Collect card could steal half the collected money from that player.
* If a player landed on a space in which money was paid to the bank, or had to pay Taxes, the player could present a Pay card to an opponent, who immediately had to pay half of the first player's penalty.
* If a player had an Exemption Card, a Share the Wealth card levied was canceled; both cards were then removed from the game.
===Life Events===
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000, and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space.)
===Insurance and Stock===
In this version, the three insurance policies (automobile, life, and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space (at least one edition had the humorous misspelling "Wreckless driver".) Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly, and if they landed on a "stock prices drop" space, they likewise lost money.
===Lucky Day===
Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills.) The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game, and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000. Comparing the payout (15:1) to the odds of winning (5:1), it was always advantageous to gamble here.
===Retirement===
When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip, and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.
==1991 version==
''The Game of Life'' was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions.) The 1992 version of the game proceeds as follows:
===Careers and Salaries===
There are still two routes at the beginning of the game, now labeled ''Career'' and ''College''. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete, and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below.
If a player chooses ''Career'', the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses ''College'', two Promissory Notes must be taken from the bank for tuition, and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen, and the player may choose one from each set after looking at them.
===Types of spaces===
As in the 1980s version, most of the spaces on the game board are orange, and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. [[graduation]], [[marriage]], buying a house, [[retirement]]), and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue, and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space, and is also only active if landed on.
===Occupation spaces===
Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.
===LIFE Tiles===
A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule.) On each of these tiles is a major life event (e.g. climbing [[Mount Everest|Mt. Everest]], curing the [[common cold]], building a better [[mousetrap]], etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see ''Retirement'' section below.)
===Buying a house===
One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack.) From then on, homeowners' insurance may be purchased for a price listed on the house deed.
===Insurance and Stock===
In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.
===Retirement===
When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile, and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed, and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.
==CD-ROM version==
In 1998, a [[CD-ROM]] version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the [[Internet]].
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one ''landed on'' a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
{| class="wikitable"
|-
! '''Number spun'''
! Countryside Acres
! Millionaire Estates
|-
| '''1'''
| <font color="red">-$5,000</font>
| <font color="red">-$25,000</font>
|-
| '''2'''
| $5,000
| $25,000
|-
| '''3'''
| $10,000
| <font color="red">-$50,000</font>
|-
| '''4'''
| $15,000
| $50,000
|-
| '''5'''
| $20,000
| <font color="red">-$75,000</font>
|-
| '''6'''
| $25,000
| $75,000
|-
| '''7'''
| $30,000
| <font color="red">-$100,000</font>
|-
| '''8'''
| $35,000
| $100,000
|-
| '''9'''
| $40,000
| <font color="red">-$150,000</font>
|-
| '''10'''
| $45,000
| $200,000
|-
|}
===Life's Little Games===
Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double, and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in [[#Up or Down|Up or Down]]). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.
====Safe Crackers====
The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.
====Up or Down====
There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the [[complementary color]]). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.
====Get a Life====
All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.
====Treasure Chest====
There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.
====Skunk Money====
There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads DOUBLE YOUR WINNINGS and thus doubles the potential amount. The other two spots contain a [[skunk]]. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.
====Cannonball====
There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.
====Crane Dump====
Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to [[Plinko]] from ''[[The Price is Right]]''. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.
====Trash Can====
Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000.
==2000 (40th anniversary) edition==
{{Expand|date=November 2007}}
A 40th anniversary edition was released in 2000. The biggest change to this game was the replacement of the Travel Agent with a Computer Consultant, and changes to corresponding career spaces.
==2005 edition==
An updated version of the game's 1992 format was released in 2005 with a few gameplay changes. The new ''Game of Life'' was more realistic and tried to add in extra elements to reduce chance, although it is still primarily chance based and still rewards players for taking risks.
===Starting College===
In the 1992 version one who started College would receive $40,000 in debt. The current version places such a player $100,000 in debt. One still receives the same benefits for starting College as in the 1992 version.
===Career Renovations===
You can only get the lower salary cards for a starting wage. Special attributes were also added to the careers.
====Jobs in Life====
*Doctor: Degree required. the doctor is the only person capable of getting the yellow salary card without luck/wasting tiles.
*Computer Consultant: Any time the spinner stops between numbers or comes off the track, collect $50,000 to fix it.
*Artist: Collect $10,000 from a player who buys your art (spins a 1).
*Salesperson: Collect 5,000 when another player buys stock or insurance.
*Athlete: You may trade in 4 life tiles to get the yellow salary card ($100,000).
*Accountant: Degree required. the accountant collects taxes.
*Teacher: You may draw a career card after all players have a job. You get the benefits but not an extra salary.
*Entertainer: If two 8s, 9s, 10s, are spun in a row, replace your salary with the yellow salary card ($100,000) if necessary.
*Police Officer: Collect $10,000 from any opponent who speeds (spins a 10).
*all jobs have a circle label. if a person lands on a space with this label on it, all money goes to you.
===Selling one's house===
There is an addition of a new space where a player can sell his house. The sale price of one's house is determined by multiplying (or dividing) the original price of the house by an amount determined by spinning the wheel (similar to the enhanced game on the CD-ROM). If a low number is spun, the player loses profit, a mid-range number breaks even, and a high number nets a tremendous profit. If one sells his house in this manner, another house is bought, and the process is repeated (without option) at the end of the game.
===LIFE tile reductions===
In the 1992 version the LIFE tiles ranged in value from $50,000 to $250,000. This often changed the outcome of the game as it made it possible for the poorest person in the game to win right at the end when they were redeemed. To alleviate this problem, the LIFE tiles have been reduced in value down to a range between $10,000 and $50,000.
==Current Version==
Yet another version of the game was released in 2007 with a few more gameplay changes. The primary change is that all of the jobs except the Police Officer lost their special abilities. Other changes include a return in Share the Wealth cards, the Lucky Spin and withdrawing insurance policies. There are many more stop spaces, with choices similar to Twists and Turns.
===Jobs in Life===
====No Degree Required====
*Salesperson: Salary $20–50,000; taxes $5,000
*Hair Stylist: Salary $30–60,000; taxes $10,000
*Mechanic: Salary $30–60,000; taxes $10,000
*Police Officer: Salary $40–70,000; taxes $15,000; collect $5,000 from anyone spinning a 10
*Entertainer: Salary $50,000 (no max); taxes $20,000
*Athlete: Salary $60,000 (no max); taxes $25,000
====Degree Required====
*Teacher: Salary $40–70,000; taxes $15,000
*Computer Designer: Salary $50–80,000; taxes $20,000
*Accountant: Salary $70–110,000; taxes $30,000
*Veterinarian: Salary $80–120,000; taxes $35,000
*Lawyer: Salary $90,000 (no max); taxes $40,000
*Doctor: Salary $100,000 (no max); taxes $45,000
====Retirement====
*In Retirement, you can not be sued or otherwise penalized. However, you may collect on your long-term Investment card.
==Notes==
*The game was endorsed by [[Art Linkletter]] in the 1960s. It is now part of the permanent collection of the [[Smithsonian Institution|Smithsonian]]'s [[National Museum of American History]]. It spawned a book, ''The Game of Life: How to Succeed in Real Life No Matter Where You Land'' ([[Running Press]]), by [[Lou Harry]].
*The highest sum of money that a player can earn in the most current "Game of Life" is $3,115,000, and can only be achieved if the player lands on all of the spaces that give money and has the highest possible salary.
*In the current version it is possible to become a grand parent without having had or adopted kids.
*In the case of a stock card the player holding a stock receives pay anytime the number is spun. including spins for home resale value.
==Criticism==
*Some critics have noted that [[luck]] plays too large a role in determining the winner of the game, with Life Cards, which are essentially random, being the prime determinant of the winner. Aspects of the game where a user has to make a decision, such as attending college or purchasing insurance, have a very small effect in the outcome.<ref>{{cite book | last = Hofer | first = Margaret | year = 2003 | title = The Games We Played: The Golden Age of Board and Table Games | page = 276}}</ref>
==Other versions==
*''[[Super Jinsei Game (series)|Super Jinsei Game series]]
**''Super Jinsei Game'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1994)
**''Super Jinsei Game 2'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1995)
**''Super Jinsei Game 3'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1996)
*''The Game of Life in Monstropolis'' ([[Monsters, Inc.]]) (2001)
*''[[Sailor Moon]] Edition'' (Japan Only)
*''[[The Game of Life Card Game]]'' (2002)
*''[[Game of Life Fame Edition|Fame Edition]]'' (or ''Game of Life Junior/travel version'') (2002)
*''[[Star Wars]]: A [[Jedi]]'s Path'' (2002)
*''[[Pirates of the Caribbean]]'' (2004)
*''[[The Simpsons]] Edition'' (2004)
*''Bikini Bottom [[SpongeBob SquarePants]] Edition'' (2004)
*''[[Pirates of the Caribbean: Dead Man's Chest]]'' (2006)
*''[[The Game of Life/Yahtzee/Payday]]'' [[Game Boy Advance]] game
*''[[The Game of Life: Twists & Turns|Twists and Turns]] Edition'' (2007)
*''The Game of Life'' [[Wii]] game (2008)
*''[[Indiana Jones]] Edition'' (2008, Target exclusive)
*''[[Pokémon]] Edition'' (Japan only)
*''[[Spongebob Squarepants]] Edition'' (2008)
*''[[Family Guy]] Collectors Edition'' (2008)
*''The Game of Life'' [[WiiWare]] game (2009) (Japan Only)
*''[[The Wizard of Oz (1939 film)|The Wizard of Oz]] Edition'' (2009)
*''The Game of Life Classic Edition'' [[iPhone]] game (2009)
==In Popular Culture==
{{in popular culture|date=December 2009}}
*The [[post apocalyptic]] [[Anime]] series [[Desert Punk]] has a character who became rich by discovering and reprinting the Game of Life.
*In the [[R.E.M.]] song "[[Man on the Moon (song)|Man on the Moon]]", ''The Game of Life'' is mentioned along with other board games.
*In the episode of the television show [[South Park]] entitled "The Death of Eric Cartman" during season 9 of the series, the children can be seen playing a game called "LIVING," which is an obvious cameo appearance of the game.
* It appeared on an episode{{Which?|date=November 2009}} of ''[[That '70s Show]]''.
*Adult Swim's [[Robot Chicken]] sketch, involving a blue and pink peg. As the segment goes on it gradually turns to dark humor.
==References==
{{reflist}}
==External links==
*{{bgg|2921|''The Game of Life''}}
{{DEFAULTSORT:Game Of Life}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:1861 introductions]]
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Your board games deal alerts - [https://www.gamenerdz.com/?aff=50&utm_campaign=fandom GameNerdz] [https://www.gamenerdz.com/deal-of-the-day?aff=50&utm_campaign=fandom Deal of the Day][[File:39cf3c7e83feedbed4f3101b52d7a120.jpg|right|The Game of Life(2016)]]
'''''The Game of Life''''', also known simply as '''''LIFE''''', is a [[board game]] originally created in 1860 by [[Milton Bradley]], as '''''The Checkered Game of Life'''''. The game simulates a person's travels through his or her life..
, from high school graduation to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "endorsed" by [[Art Linkletter]], with a circular picture of him on the box) by the [[Milton Bradley Company]] (now a subsidiary of [[Hasbro]]).
==History==
[[Image:CheckeredGameofLife.jpg|thumb|The Checkered Game of Life board|link=Special:FilePath/CheckeredGameofLife.jpg]]
The game was originally created in 1862 by [[Milton Bradley]] as ''The Checkered Game of Life''. This was the first game created by Bradley, a successful [[lithographer]], whose major product until that time was a portrait of [[Abraham Lincoln]] with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as the [[The Mansion of Happiness]] by [[S.B. Ives]] in 1843, it had a strong [[moral]] message.<ref>Lepore, Jill. [http://www.newyorker.com/reporting/2007/05/21/070521fa_fact_lepore The Meaning of Life] "The New Yorker," May 21, 2007.</ref>
Bradley's game did not include [[dice]], but instead used a [[teetotum]], a six sided [[top]] (dice were considered too similar to [[gambling]]).
The game board was essentially a modified [[checkerboard]]. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as ''The Game of Life'', was introduced, designed by [[Reuben Klamer]]. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.
==Setup==
The game consists of a track, on which players travel by spinning a small wheel with spaces numbered 1 through 10, located in the middle of the board. The board also contains small [[mountain]]s, buildings, and other similar pieces, making the playing area [[Three-dimensional space|three-dimensional]]. Playing pieces (pawns) are small, colored plastic [[automobile]]s which come in six different colors (red, blue, white, yellow, orange, and green), and each pawn has six holes in the top in which the blue and pink "people pegs" are placed throughout the game as the player "gets married" and has or adopts "children". (Some "early modern" editions have eight automobiles.)
Each game also includes a setup for a [[bank]], which includes play money (in denominations of $1,000, $5,000, $10,000, $20,000, $50,000, and $100,000), [[insurance]] policies (automobile, life, fire, and/or homeowners' insurance depending on the version), $20,000 [[promissory note]]s, and [[stock market|stock]] certificates. Other tangibles vary with the game version.
==1960s version==
''The Game of Life'' copyrighted by the Milton Bradley company in 1963 had some differences from later versions. For one, once a player reached the Day of Reckoning, he could end up at the "Poor Farm", or he could become a Millionaire Tycoon and move on to Millionaire Acres.
This version had [[Art Linkletter]] as the spokesman, included his picture on the $100,000 bills, and a rousing endorsement from Linkletter on the cover of the box. It was advertised as a "Milton Bradley 100th Anniversary Game" and as "A Full 3-D Action Game!"
===Salaries===
knnlTo determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $5,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $6,000 and $20,000 per Pay Day. Both of these initial routes joined back together at the first pay day.
==1970s/1980s version==
About halfway through the production of this version, many dollar values doubled (possibly to reflect [[inflation]]). This description focuses on the later version with the larger dollar amounts.
The late 1980s version also replaced the familiar convertibles from earlier versions with [[Dodge Caravan|Chrysler]]-esque minivans. (1960s era convertibles were still used in some early 1980s sets.)
===Salaries===
To determine one's salary, a player could travel one of two routes at the beginning of the game. The shorter route was entitled ''Business'' and resulted in the player receiving a set salary of $12,000 per Pay Day. The longer route was entitled ''College'' and could earn the player anywhere between $16,000 and $50,000 for every Pay Day. Both of these initial routes joined back together at the first Pay Day.
==="Share the Wealth" cards===
Distributed with this game were a number of "Share the Wealth" cards. Each player started out with one, and earned another card if "Pay Day" was reached by exact count. There were three types: Collect, Pay, and Exemption, and they were used as follows:
* If a player landed on a space where money was collected from the bank, or received a Pay Day, an opponent with a Collect card could steal half the collected money from that player.
* If a player landed on a space in which money was paid to the bank, or had to pay Taxes, the player could present a Pay card to an opponent, who immediately had to pay half of the first player's penalty.
* If a player had an Exemption Card, a Share the Wealth card levied was canceled; both cards were then removed from the game.
===Life Events===
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000, and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space.)
===Insurance and Stock===
In this version, the three insurance policies (automobile, life, and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space (at least one edition had the humorous misspelling "Wreckless driver".) Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly, and if they landed on a "stock prices drop" space, they likewise lost money.
===Lucky Day===
Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills.) The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game, and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000. Comparing the payout (15:1) to the odds of winning (5:1), it was always advantageous to gamble here.
===Retirement===
When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip, and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.
==1991 version==
''The Game of Life'' was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions.) The 1992 version of the game proceeds as follows:
===Careers and Salaries===
There are still two routes at the beginning of the game, now labeled ''Career'' and ''College''. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete, and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below.
If a player chooses ''Career'', the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses ''College'', two Promissory Notes must be taken from the bank for tuition, and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen, and the player may choose one from each set after looking at them.
===Types of spaces===
As in the 1980s version, most of the spaces on the game board are orange, and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. [[graduation]], [[marriage]], buying a house, [[retirement]]), and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue, and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space, and is also only active if landed on.
===Occupation spaces===
Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.
===LIFE Tiles===
A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule.) On each of these tiles is a major life event (e.g. climbing [[Mount Everest|Mt. Everest]], curing the [[common cold]], building a better [[mousetrap]], etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see ''Retirement'' section below.)
===Buying a house===
One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack.) From then on, homeowners' insurance may be purchased for a price listed on the house deed.
===Insurance and Stock===
In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.
===Retirement===
When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile, and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed, and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.
==CD-ROM version==
In 1998, a [[CD-ROM]] version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the [[Internet]].
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one ''landed on'' a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
{| class="wikitable"
|-
! '''Number spun'''
! Countryside Acres
! Millionaire Estates
|-
| '''1'''
| <font color="red">-$5,000</font>
| <font color="red">-$25,000</font>
|-
| '''2'''
| $5,000
| $25,000
|-
| '''3'''
| $10,000
| <font color="red">-$50,000</font>
|-
| '''4'''
| $15,000
| $50,000
|-
| '''5'''
| $20,000
| <font color="red">-$75,000</font>
|-
| '''6'''
| $25,000
| $75,000
|-
| '''7'''
| $30,000
| <font color="red">-$100,000</font>
|-
| '''8'''
| $35,000
| $100,000
|-
| '''9'''
| $40,000
| <font color="red">-$150,000</font>
|-
| '''10'''
| $45,000
| $200,000
|-
|}
===Life's Little Games===
Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double, and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in [[#Up or Down|Up or Down]]). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.
====Safe Crackers====
The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.
====Up or Down====
There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the [[complementary color]]). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.
====Get a Life====
All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.
====Treasure Chest====
There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.
====Skunk Money====
There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads DOUBLE YOUR WINNINGS and thus doubles the potential amount. The other two spots contain a [[skunk]]. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.
====Cannonball====
There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.
====Crane Dump====
Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to [[Plinko]] from ''[[The Price is Right]]''. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.
====Trash Can====
Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000.
==2000 (40th anniversary) edition==
{{Expand|date=November 2007}}
A 40th anniversary edition was released in 2000. The biggest change to this game was the replacement of the Travel Agent with a Computer Consultant, and changes to corresponding career spaces.
==2005 edition==
An updated version of the game's 1992 format was released in 2005 with a few gameplay changes. The new ''Game of Life'' was more realistic and tried to add in extra elements to reduce chance, although it is still primarily chance based and still rewards players for taking risks.
===Starting College===
In the 1992 version one who started College would receive $40,000 in debt. The current version places such a player $100,000 in debt. One still receives the same benefits for starting College as in the 1992 version.
===Career Renovations===
You can only get the lower salary cards for a starting wage. Special attributes were also added to the careers.
====Jobs in Life====
*Doctor: Degree required. the doctor is the only person capable of getting the yellow salary card without luck/wasting tiles.
*Computer Consultant: Any time the spinner stops between numbers or comes off the track, collect $50,000 to fix it.
*Artist: Collect $10,000 from a player who buys your art (spins a 1).
*Salesperson: Collect 5,000 when another player buys stock or insurance.
*Athlete: You may trade in 4 life tiles to get the yellow salary card ($100,000).
*Accountant: Degree required. the accountant collects taxes.
*Teacher: You may draw a career card after all players have a job. You get the benefits but not an extra salary.
*Entertainer: If two 8s, 9s, 10s, are spun in a row, replace your salary with the yellow salary card ($100,000) if necessary.
*Police Officer: Collect $10,000 from any opponent who speeds (spins a 10).
*all jobs have a circle label. if a person lands on a space with this label on it, all money goes to you.
===Selling one's house===
There is an addition of a new space where a player can sell his house. The sale price of one's house is determined by multiplying (or dividing) the original price of the house by an amount determined by spinning the wheel (similar to the enhanced game on the CD-ROM). If a low number is spun, the player loses profit, a mid-range number breaks even, and a high number nets a tremendous profit. If one sells his house in this manner, another house is bought, and the process is repeated (without option) at the end of the game.
===LIFE tile reductions===
In the 1992 version the LIFE tiles ranged in value from $50,000 to $250,000. This often changed the outcome of the game as it made it possible for the poorest person in the game to win right at the end when they were redeemed. To alleviate this problem, the LIFE tiles have been reduced in value down to a range between $10,000 and $50,000.
==Current Version==
Yet another version of the game was released in 2007 with a few more gameplay changes. The primary change is that all of the jobs except the Police Officer lost their special abilities. Other changes include a return in Share the Wealth cards, the Lucky Spin and withdrawing insurance policies. There are many more stop spaces, with choices similar to Twists and Turns.
===Jobs in Life===
====No Degree Required====
*Salesperson: Salary $20–50,000; taxes $5,000
*Hair Stylist: Salary $30–60,000; taxes $10,000
*Mechanic: Salary $30–60,000; taxes $10,000
*Police Officer: Salary $40–70,000; taxes $15,000; collect $5,000 from anyone spinning a 10
*Entertainer: Salary $50,000 (no max); taxes $20,000
*Athlete: Salary $60,000 (no max); taxes $25,000
====Degree Required====
*Teacher: Salary $40–70,000; taxes $15,000
*Computer Designer: Salary $50–80,000; taxes $20,000
*Accountant: Salary $70–110,000; taxes $30,000
*Veterinarian: Salary $80–120,000; taxes $35,000
*Lawyer: Salary $90,000 (no max); taxes $40,000
*Doctor: Salary $100,000 (no max); taxes $45,000
====Retirement====
*In Retirement, you can not be sued or otherwise penalized. However, you may collect on your long-term Investment card.
==Notes==
*The game was endorsed by [[Art Linkletter]] in the 1960s. It is now part of the permanent collection of the [[Smithsonian Institution|Smithsonian]]'s [[National Museum of American History]]. It spawned a book, ''The Game of Life: How to Succeed in Real Life No Matter Where You Land'' ([[Running Press]]), by [[Lou Harry]].
*The highest sum of money that a player can earn in the most current "Game of Life" is $3,115,000, and can only be achieved if the player lands on all of the spaces that give money and has the highest possible salary.
*In the current version it is possible to become a grand parent without having had or adopted kids.
*In the case of a stock card the player holding a stock receives pay anytime the number is spun. including spins for home resale value.
==Criticism==
*Some critics have noted that [[luck]] plays too large a role in determining the winner of the game, with Life Cards, which are essentially random, being the prime determinant of the winner. Aspects of the game where a user has to make a decision, such as attending college or purchasing insurance, have a very small effect in the outcome.<ref>{{cite book | last = Hofer | first = Margaret | year = 2003 | title = The Games We Played: The Golden Age of Board and Table Games | page = 276}}</ref>
==Other versions==
*''[[Super Jinsei Game (series)|Super Jinsei Game series]]
**''Super Jinsei Game'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1994)
**''Super Jinsei Game 2'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1995)
**''Super Jinsei Game 3'' [[Super Nintendo Entertainment System|Super Famicom]] video game (1996)
*''The Game of Life in Monstropolis'' ([[Monsters, Inc.]]) (2001)
*''[[Sailor Moon]] Edition'' (Japan Only)
*''[[The Game of Life Card Game]]'' (2002)
*''[[Game of Life Fame Edition|Fame Edition]]'' (or ''Game of Life Junior/travel version'') (2002)
*''[[Star Wars]]: A [[Jedi]]'s Path'' (2002)
*''[[Pirates of the Caribbean]]'' (2004)
*''[[The Simpsons]] Edition'' (2004)
*''Bikini Bottom [[SpongeBob SquarePants]] Edition'' (2004)
*''[[Pirates of the Caribbean: Dead Man's Chest]]'' (2006)
*''[[The Game of Life/Yahtzee/Payday]]'' [[Game Boy Advance]] game
*''[[The Game of Life: Twists & Turns|Twists and Turns]] Edition'' (2007)
*''The Game of Life'' [[Wii]] game (2008)
*''[[Indiana Jones]] Edition'' (2008, Target exclusive)
*''[[Pokémon]] Edition'' (Japan only)
*''[[Spongebob Squarepants]] Edition'' (2008)
*''[[Family Guy]] Collectors Edition'' (2008)
*''The Game of Life'' [[WiiWare]] game (2009) (Japan Only)
*''[[The Wizard of Oz (1939 film)|The Wizard of Oz]] Edition'' (2009)
*''The Game of Life Classic Edition'' [[iPhone]] game (2009)
==In Popular Culture==
{{in popular culture|date=December 2009}}
*The [[post apocalyptic]] [[Anime]] series [[Desert Punk]] has a character who became rich by discovering and reprinting the Game of Life.
*In the [[R.E.M.]] song "[[Man on the Moon (song)|Man on the Moon]]", ''The Game of Life'' is mentioned along with other board games.
*In the episode of the television show [[South Park]] entitled "The Death of Eric Cartman" during season 9 of the series, the children can be seen playing a game called "LIVING," which is an obvious cameo appearance of the game.
* It appeared on an episode{{Which?|date=November 2009}} of ''[[That '70s Show]]''.
*Adult Swim's [[Robot Chicken]] sketch, involving a blue and pink peg. As the segment goes on it gradually turns to dark humor.
==References==
{{reflist}}
==External links==
*{{bgg|2921|''The Game of Life''}}
{{DEFAULTSORT:Game Of Life}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:1861 introductions]]
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The Game of Life Card Game
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{{Infobox_Game | subject_name = Game of Life Card Game
| image_link =
| image_caption =
| designer = Rob Daviau <br/> [[Milton Bradley]]
| publisher = [[Parker Brothers]] <br/> [[Hasbro]]
| players = 2–4
| setup_time = 2 minutes
| playing_time = 30 minutes
| complexity= Medium
| random_chance = Medium
| skills = [[Hand management]]
| footnotes =
| bggid= 15731
}}
The '''''Game of Life Card Game''''' is a [[card game]] created by Rob Daviau and published by [[Hasbro]] in [[2002 in games|2002]]. The object of the game is to collect as many points as possible before the letters for L.I.F.E. are drawn. The game begins with each player first deciding whether to pick a career right away or go to college and get a career afterwards. Each turn, players draw to fill their hands and then complete goals by playing cards from their hand. Goals are completed by paying their cost in money or time. Each turn, a player has as much money or time as their career (and other time/money altering cards) allow. Goals have an associated point value to them and the player or team that collects the most points at the end of the game wins.
==References==
*{{bgg|15731|''The Game of Life Card Game''}}
{{DEFAULTSORT:Game of Life Card Game,The}}
[[Category:Dedicated deck card games]]
[[Category:Parker Brothers games]]
{{card-game-stub}}
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{{Infobox_Game | subject_name = Game of Life Card Game
| image_link =
| image_caption =
| designer = Rob Daviau <br/> [[Milton Bradley]]
| publisher = [[Parker Brothers]] <br/> [[Hasbro]]
| players = 2–4
| setup_time = 2 minutes
| playing_time = 30 minutes
| complexity= Medium
| random_chance = Medium
| skills = [[Hand management]]
| footnotes =
| bggid= 15731
}}
The '''''Game of Life Card Game''''' is a [[card game]] created by Rob Daviau and published by [[Hasbro]] in [[2002 in games|2002]]. The object of the game is to collect as many points as possible before the letters for L.I.F.E. are drawn. The game begins with each player first deciding whether to pick a career right away or go to college and get a career afterwards. Each turn, players draw to fill their hands and then complete goals by playing cards from their hand. Goals are completed by paying their cost in money or time. Each turn, a player has as much money or time as their career (and other time/money altering cards) allow. Goals have an associated point value to them and the player or team that collects the most points at the end of the game wins.
==References==
*{{bgg|15731|''The Game of Life Card Game''}}
{{DEFAULTSORT:Game of Life Card Game,The}}
[[Category:Dedicated deck card games]]
[[Category:Parker Brothers games]]
{{card-game-stub}}
a9v9pzm9y6yk76mzhrxf4zzcuifmni2
The Grape Escape
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[[User:Addbot|Bot:]] Adding Orphan Tag (No articles link to this page) ([[User_Talk:Addbot|Report Errors]])
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{{Orphan|date=March 2009}}
{{Infobox_Game
| title =The Grape Escape
| subtitle =
| image_link =
| image_caption = Players make their way around the playing board hopefully avoiding obstacles.
| designer =
| illustrator =
| publisher = [[Parker Brothers]]
| players = 2–4
| ages = 5+
| setup_time = 3-7 minutes
| playing_time = 20 minutes
| random_chance = High ([[Dice|die rolling]])
| footnotes =
| bggid = 8636
| bggxrefs =
}}
'''''The Grape Escape''''' was a board game released in 1992 by [[Parker Brothers]] (now [[Hasbro]]) and licensed by [[Rehtmeyer Inc.]]<ref>[http://www.toysngames.com/licensing/index.htm Rehtmeyer, Inc. // Licensing // Toy Experts Game Experts Board Game Manufacturing Prototyping Toy Manufacturing<!-- Bot generated title -->]</ref>. The game was intended to entertain younger audiences of 5+ years old<ref name="boardgamegeek">[http://www.boardgamegeek.com/game/8636 Grape Escape, The | BoardGameGeek<!-- Bot generated title -->]</ref>. The game was short lived having only been available for one year. The game consisted of playing pieces constructed of various colored ''Grape Goop'' ([[Play-Doh]]<ref name="instructions">http://www.hasbro.com/common/instruct/Grape_Escape.pdf</ref>) that were fashioned after grape-like action figures. Game play consisted of maneuvering clay playing pieces through several plastic obstacles on a board that were aimed to physically disfigure or decapitate the playing piece; destroying the ''Grape Goop'' figure often resulted in losing the game, but sometimes had the affected player re-mold their ''Grape Goop'' figure using one of the included grape mold templates and returning to the start space. ''Some'' obstacles included: crank/rubber band operated scissors, steam roller, and grape stomping boot activated by lever and rubber band.
==Game Play==
Each player rolls the die in turn. They then move their grape the number of conveyor belt spaces indicated. The hazard stations are counted as a place as well. The ''Grape Leap'' roll allows the player to jump ahead one space of the grape in the lead. If a player rolls ''Turn Crank'' they can operate the apparatus and take out any grape on one of the four stations. Should a player land on the same place as an opponent's grape, that grape is pushed to the next hazard station. The first grape to reach the finish wins.
== Advertising ==
''The Grape Escape'' was advertised primarily through television commercials aired during children's television programs. The commercials consisted of elaborately animated figures being violently crushed and decapitated while little children played the game. Aside from the animations and regular game play, the television advertisements played a ''Grape Escape'' theme song written to sound like the famous Italian song [[Funiculì, Funiculà]] except with modified lyrics <ref>[http://www.youtube.com/watch?v=xlrx2tnSw0U YouTube - Grape Escape<!-- Bot generated title -->]</ref>.
== Game Factoids ==
*The game required moderate adult assembly; most of the game contraptions arrived on plastic part trees that required the assembler to remove the parts from the plastic frame<ref name="instructions" />.
*Tag Line: The Squish 'Em, Squash 'Em, Squoosh 'Em Game<ref name="instructions" />
*Ultimate Game Goal: Escape the Jam Factory!<ref name="instructions" />
*Other Known Names<ref name="boardgamegeek" />(unique to regional distribution areas): ''Druivenfuif'' and ''Bravo Traube''
== References ==
<references />
{{DEFAULTSORT:Grape Escape, the}}
[[Category:Children's board games]]
[[Category:Parker Brothers games]]
[[Category:Roll-and-move board games]]
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{{Orphan|date=March 2009}}
{{Infobox_Game
| title =The Grape Escape
| subtitle =
| image_link =
| image_caption = Players make their way around the playing board hopefully avoiding obstacles.
| designer =
| illustrator =
| publisher = [[Parker Brothers]]
| players = 2–4
| ages = 5+
| setup_time = 3-7 minutes
| playing_time = 20 minutes
| random_chance = High ([[Dice|die rolling]])
| footnotes =
| bggid = 8636
| bggxrefs =
}}
'''''The Grape Escape''''' was a board game released in 1992 by [[Parker Brothers]] (now [[Hasbro]]) and licensed by [[Rehtmeyer Inc.]]<ref>[http://www.toysngames.com/licensing/index.htm Rehtmeyer, Inc. // Licensing // Toy Experts Game Experts Board Game Manufacturing Prototyping Toy Manufacturing<!-- Bot generated title -->]</ref>. The game was intended to entertain younger audiences of 5+ years old<ref name="boardgamegeek">[http://www.boardgamegeek.com/game/8636 Grape Escape, The | BoardGameGeek<!-- Bot generated title -->]</ref>. The game was short lived having only been available for one year. The game consisted of playing pieces constructed of various colored ''Grape Goop'' ([[Play-Doh]]<ref name="instructions">http://www.hasbro.com/common/instruct/Grape_Escape.pdf</ref>) that were fashioned after grape-like action figures. Game play consisted of maneuvering clay playing pieces through several plastic obstacles on a board that were aimed to physically disfigure or decapitate the playing piece; destroying the ''Grape Goop'' figure often resulted in losing the game, but sometimes had the affected player re-mold their ''Grape Goop'' figure using one of the included grape mold templates and returning to the start space. ''Some'' obstacles included: crank/rubber band operated scissors, steam roller, and grape stomping boot activated by lever and rubber band.
==Game Play==
Each player rolls the die in turn. They then move their grape the number of conveyor belt spaces indicated. The hazard stations are counted as a place as well. The ''Grape Leap'' roll allows the player to jump ahead one space of the grape in the lead. If a player rolls ''Turn Crank'' they can operate the apparatus and take out any grape on one of the four stations. Should a player land on the same place as an opponent's grape, that grape is pushed to the next hazard station. The first grape to reach the finish wins.
== Advertising ==
''The Grape Escape'' was advertised primarily through television commercials aired during children's television programs. The commercials consisted of elaborately animated figures being violently crushed and decapitated while little children played the game. Aside from the animations and regular game play, the television advertisements played a ''Grape Escape'' theme song written to sound like the famous Italian song [[Funiculì, Funiculà]] except with modified lyrics <ref>[http://www.youtube.com/watch?v=xlrx2tnSw0U YouTube - Grape Escape<!-- Bot generated title -->]</ref>.
== Game Factoids ==
*The game required moderate adult assembly; most of the game contraptions arrived on plastic part trees that required the assembler to remove the parts from the plastic frame<ref name="instructions" />.
*Tag Line: The Squish 'Em, Squash 'Em, Squoosh 'Em Game<ref name="instructions" />
*Ultimate Game Goal: Escape the Jam Factory!<ref name="instructions" />
*Other Known Names<ref name="boardgamegeek" />(unique to regional distribution areas): ''Druivenfuif'' and ''Bravo Traube''
== References ==
<references />
{{DEFAULTSORT:Grape Escape, the}}
[[Category:Children's board games]]
[[Category:Parker Brothers games]]
[[Category:Roll-and-move board games]]
8pic4yz9b38rxqcxaxjma80sb2n6f9t
The Great Dalmuti
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'''''The Great Dalmuti''''' is a [[card game]] designed by [[Richard Garfield]], illustrated by Margaret Organ-Kean, and published in 1995 by [[Wizards of the Coast]]. It is a variant of the public domain game [[President (game)|President]], dating back to late Middle-Ages. The game was Awarded Best New Mind Game 1995 by [[Mensa International|Mensa]], and was in [[Games Magazine]]'s 1996 Games 100. The game fell out of print, but was re-released in 2005.
Though based on a public domain game, the ''Dalmuti'' deck is non-standard. There is a number of each rank of cards (1 through 12) equal to that rank, so twelve 12s, eleven 11s, and so on. There are also two Jesters, which are [[Wild card (poker)|wild card]]s.
The game plays best with 5 to 8 players, though more is possible. The goal is to get rid of your cards by playing grouping of the same rank, such as three 4s. The higher the rank of the card, the worse it is, with the Jester ranked as a 13 (unless played as a wildcard). You can only play a lower rank of the same number of cards as the previous player or you must pass.
The rank of the ''players'' is also important. The player in the lead after a particular hand is "The Greater Dalmuti," and the player to his or her left is "The Lesser Dalmuti." The player to the Greater Dalmuti's right is "The Greater Peon" and the player to that player's right is "The Lesser Peon." At "taxation" time before each round, the Greater Dalmuti forces an exchange of two cards from his hand with the Greater Peon two best cards (lowest numbered cards, always counting the Jester as 13 for this purpose), and the Lesser Dalmuti swaps one card with the Lesser Peon in a like manner. These ranks are also enforced for other aspects, such as clearing the cards after a round and sometimes getting drinks or other social aspects. The rank can change every hand, so being particularly mean to your lessers can come back to haunt you.
If a Player gets both Jesters, he or she may call for an end to taxation (called a "revolution"). Some players play that a revolution can be called by either peon with a single Jester. If the Greater Peon has both Jesters, he/she may call a "greater revolution" which results in all seats being swapped (so the Greater Peon becomes the Greater Dalmuti, the Lesser Peon becomes the Lesser Dalmuti, etc.).
==Card Names and Ranks==
Each card in ''Dalmuti'' has a medieval name. Each rank is represented by an equal number of cards to its rank, except for the two Jesters.
{| class="wikitable"
|- bgcolor="#efef"
! Card !! Rank
|-
|align=center|Jester || 13 (wild)
|-
|align=center|Peasant || 12
|-
|align=center|Stonecutter || 11
|-
|align=center|Shepherdess || 10
|-
|align=center|Cook || 9
|-
|align=center|Mason || 8
|-
|align=center|Seamstress || 7
|-
|align=center|Knight || 6
|-
|align=center|Abbess || 5
|-
|align=center|Baroness || 4
|-
|align=center|Earl Marshal || 3
|-
|align=center|Archbishop || 2
|-
|align=center|Dalmuti || 1
|-
|}
==Corporate Shuffle==
'''''Dilbert's Corporate Shuffle''''' was a ''Dalmuti'' spinoff based on the [[comic strip]] ''[[Dilbert]]''. ''Corporate Shuffle'' used the same mechanic, but set it in Dilbert's cubicle hell. The Dalmuti and Peon ranks were replaced by the Big Boss, Little Boss, Senior Intern, and Junior Intern. Taxation became Executive Bonuses, and Revolution became Corporate Takeover.
The cards have ranks 10 through 1 in those frequencies, plus two [[Dogbert]] wild cards that rank higher than all others. ''Corporate Shuffle'' also adds several special cards to the mix:
*''Twirling Wedgie'', a card with value 6 which also allows the player to choose another player who may not play any further cards in that round.
*''[[Ratbert]]'', a single card with value 11 (worse than any other card) with the special rule that any player who wins a trick containing Ratbert must take it into their hand, unless no other cards were played in the hand or the trick winner played his last card in the round. Thus, this allows players a "free" chance to throw away a useless single, with the tradeoff that they'll have to offer the same chance to other players later in the hand.
*''Dogbert, World Ruler'', a single card with value 0 (better than any other card). The Dogbert, World Ruler card is always played as a single card, but proves to be an exception to the rule that you must play the same quantity of cards as the previous person. A Dogbert, World Ruler card can be played on any trick, regardless of quantity, and immediately wins that trick.
When executive bonuses are granted to the bosses, wilds are given first, then the 0, then the numerical cards in order from smallest to largest.
{| class="wikitable"
|- bgcolor="#efef"
! Card !! Rank
|-
|align=center|Ratbert || 11
|-
|align=center|Engineer || 10
|-
|align=center|Marketing || 9
|-
|align=center|Sales || 8
|-
|align=center|Managers || 7
|-
|align=center|Accounting || 6
|-
|align=center|Twirling Wedgie || 6
|-
|align=center|Human Resources || 5
|-
|align=center|Lawyers || 4
|-
|align=center|Consultants || 3
|-
|align=center|Vice Presidents || 2
|-
|align=center|CEO || 1
|-
|align=center|Dogbert, World Ruler || 0
|-
|align=center|Dogbert || W!
|}
==Dalmuti's==
In 1997, Wizards opened a series of game centers, with the flagship center being in [[Seattle]] near Wizards' corporate headquarters in [[Renton, Washington|Renton]]. The restaurant at the flagship center was called Dalmuti's.
==References==
* [http://www.wizards.com/default.asp?x=mtgcom/feature/445 A Short History of The Great Dalmuti], an article by Richard Garfield in ''[[The Duelist]]''
==External links==
*{{bgg|929|''The Great Dalmuti''}}
{{DEFAULTSORT:Great Dalmuti, The}}
[[Category:Dedicated deck card games]]
[[Category:Dilbert]]
[[Category:Mensa Select winners]]
[[Category:Shedding-type card games]]
[[Category:Richard Garfield games]]
[[Category:Wizards of the Coast games]]
[[ca:El Gran Dalmuti]]
[[de:Der Große Dalmuti]]
[[es:El Gran Dalmuti]]
[[fr:Le Grand Dalmuti]]
[[nl:De Grote Dalmuti]]
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'''''The Great Dalmuti''''' is a [[card game]] designed by [[Richard Garfield]], illustrated by Margaret Organ-Kean, and published in 1995 by [[Wizards of the Coast]]. It is a variant of the public domain game [[President (game)|President]], dating back to late Middle-Ages. The game was Awarded Best New Mind Game 1995 by [[Mensa International|Mensa]], and was in [[Games Magazine]]'s 1996 Games 100. The game fell out of print, but was re-released in 2005.
Though based on a public domain game, the ''Dalmuti'' deck is non-standard. There is a number of each rank of cards (1 through 12) equal to that rank, so twelve 12s, eleven 11s, and so on. There are also two Jesters, which are [[Wild card (poker)|wild card]]s.
The game plays best with 5 to 8 players, though more is possible. The goal is to get rid of your cards by playing grouping of the same rank, such as three 4s. The higher the rank of the card, the worse it is, with the Jester ranked as a 13 (unless played as a wildcard). You can only play a lower rank of the same number of cards as the previous player or you must pass.
The rank of the ''players'' is also important. The player in the lead after a particular hand is "The Greater Dalmuti," and the player to his or her left is "The Lesser Dalmuti." The player to the Greater Dalmuti's right is "The Greater Peon" and the player to that player's right is "The Lesser Peon." At "taxation" time before each round, the Greater Dalmuti forces an exchange of two cards from his hand with the Greater Peon two best cards (lowest numbered cards, always counting the Jester as 13 for this purpose), and the Lesser Dalmuti swaps one card with the Lesser Peon in a like manner. These ranks are also enforced for other aspects, such as clearing the cards after a round and sometimes getting drinks or other social aspects. The rank can change every hand, so being particularly mean to your lessers can come back to haunt you.
If a Player gets both Jesters, he or she may call for an end to taxation (called a "revolution"). Some players play that a revolution can be called by either peon with a single Jester. If the Greater Peon has both Jesters, he/she may call a "greater revolution" which results in all seats being swapped (so the Greater Peon becomes the Greater Dalmuti, the Lesser Peon becomes the Lesser Dalmuti, etc.).
==Card Names and Ranks==
Each card in ''Dalmuti'' has a medieval name. Each rank is represented by an equal number of cards to its rank, except for the two Jesters.
{| class="wikitable"
|- bgcolor="#efef"
! Card !! Rank
|-
|align=center|Jester || 13 (wild)
|-
|align=center|Peasant || 12
|-
|align=center|Stonecutter || 11
|-
|align=center|Shepherdess || 10
|-
|align=center|Cook || 9
|-
|align=center|Mason || 8
|-
|align=center|Seamstress || 7
|-
|align=center|Knight || 6
|-
|align=center|Abbess || 5
|-
|align=center|Baroness || 4
|-
|align=center|Earl Marshal || 3
|-
|align=center|Archbishop || 2
|-
|align=center|Dalmuti || 1
|-
|}
==Corporate Shuffle==
'''''Dilbert's Corporate Shuffle''''' was a ''Dalmuti'' spinoff based on the [[comic strip]] ''[[Dilbert]]''. ''Corporate Shuffle'' used the same mechanic, but set it in Dilbert's cubicle hell. The Dalmuti and Peon ranks were replaced by the Big Boss, Little Boss, Senior Intern, and Junior Intern. Taxation became Executive Bonuses, and Revolution became Corporate Takeover.
The cards have ranks 10 through 1 in those frequencies, plus two [[Dogbert]] wild cards that rank higher than all others. ''Corporate Shuffle'' also adds several special cards to the mix:
*''Twirling Wedgie'', a card with value 6 which also allows the player to choose another player who may not play any further cards in that round.
*''[[Ratbert]]'', a single card with value 11 (worse than any other card) with the special rule that any player who wins a trick containing Ratbert must take it into their hand, unless no other cards were played in the hand or the trick winner played his last card in the round. Thus, this allows players a "free" chance to throw away a useless single, with the tradeoff that they'll have to offer the same chance to other players later in the hand.
*''Dogbert, World Ruler'', a single card with value 0 (better than any other card). The Dogbert, World Ruler card is always played as a single card, but proves to be an exception to the rule that you must play the same quantity of cards as the previous person. A Dogbert, World Ruler card can be played on any trick, regardless of quantity, and immediately wins that trick.
When executive bonuses are granted to the bosses, wilds are given first, then the 0, then the numerical cards in order from smallest to largest.
{| class="wikitable"
|- bgcolor="#efef"
! Card !! Rank
|-
|align=center|Ratbert || 11
|-
|align=center|Engineer || 10
|-
|align=center|Marketing || 9
|-
|align=center|Sales || 8
|-
|align=center|Managers || 7
|-
|align=center|Accounting || 6
|-
|align=center|Twirling Wedgie || 6
|-
|align=center|Human Resources || 5
|-
|align=center|Lawyers || 4
|-
|align=center|Consultants || 3
|-
|align=center|Vice Presidents || 2
|-
|align=center|CEO || 1
|-
|align=center|Dogbert, World Ruler || 0
|-
|align=center|Dogbert || W!
|}
==Dalmuti's==
In 1997, Wizards opened a series of game centers, with the flagship center being in [[Seattle]] near Wizards' corporate headquarters in [[Renton, Washington|Renton]]. The restaurant at the flagship center was called Dalmuti's.
==References==
* [http://www.wizards.com/default.asp?x=mtgcom/feature/445 A Short History of The Great Dalmuti], an article by Richard Garfield in ''[[The Duelist]]''
==External links==
*{{bgg|929|''The Great Dalmuti''}}
{{DEFAULTSORT:Great Dalmuti, The}}
[[Category:Dedicated deck card games]]
[[Category:Dilbert]]
[[Category:Mensa Select winners]]
[[Category:Shedding-type card games]]
[[Category:Richard Garfield games]]
[[Category:Wizards of the Coast games]]
[[ca:El Gran Dalmuti]]
[[de:Der Große Dalmuti]]
[[es:El Gran Dalmuti]]
[[fr:Le Grand Dalmuti]]
[[nl:De Grote Dalmuti]]
71oqlzhdj8s83rurq9kiudaavwqvq1d
The Mad Magazine Card Game
0
2235
4304
2009-02-17T18:52:02Z
Im>Insanity Incarnate
0
Reverted edits by [[Special:Contributions/142.68.169.21|142.68.169.21]] ([[User talk:142.68.169.21|talk]]) to last version by SigPig
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'''''The Mad Magazine Card Game''''' was published by [[Parker Brothers]] in [[1979 in games|1979]] as a blend of ''[[UNO (game)|UNO]]'' and [[Crazy Eights]]. All of the cards feature [[Alfred E. Neuman]], the mascot of ''[[MAD Magazine]]''. The object is to be the first player to lose all cards.
The deck consists of the following cards:
* 48 suit cards: four suits, each with cards numbered 1-6
* Eight "Which way?" cards (two in each suit), which can be used to change turn direction (like "Reverse" in Uno, but it's optional).
* Four "Give someone two cards from your hand" cards (one in each suit)
* Four "Draw 1 you varmints" cards (one in each suit), which force all the other players to draw.
* Four "wild!" cards
* Three "wild! & wooly!" cards, showing Alfred with a ball of yarn, which lets the player force an opponent to draw three cards.
* Two "What me worry? You worry!" cards, showing Alfred as a martial artist, which can be used turn an attack (such as "Wild and Wooly", above) right back at the person who played it. (In this case, the person who played the Wild and Wooly card has to draw the three cards himself!)
* Two "Exchange your hand with anyone" cards
* One Joker, used to end the game if its holder has three or fewer cards left
The pictures on the six numbered cards in each suit are like panels in a comic strip, and each portrays Alfred in one of four costumes:
* Red: Alfred is shown in unraveling thermal underwear (a "[[union suit]]").
* Yellow: Alfred is shown in an astronaut's uniform (a "[[space suit]]"), descending toward a yellow planet.
* Green: Alfred is shown in a [[leisure suit]], with food thrown at him from both sides.
* Blue: Alfred is shown in a progressively fragmented [[suit of armor]].
==See also==
*''[[The Mad Magazine Game]]''
==External links==
*[http://www.brikkerogbrett.com/games/madkort.shtml Description of the game] from Brikker & Brett
*{{bgg|2240|''The Mad Magazine Card Game''}}
{{DEFAULTSORT:Mad Magazine Card Game,The}}
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[Category:Mad (magazine)]]
[[Category:1980 introductions]]
[[Category:Parker Brothers games]]
[[de:MAD-Kartenspiel]]
3xzgere6xgdts9zj1n6ac9vcwi361ss
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2009-12-09T23:30:43Z
Kingstonlee
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1 revision
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text/x-wiki
'''''The Mad Magazine Card Game''''' was published by [[Parker Brothers]] in [[1979 in games|1979]] as a blend of ''[[UNO (game)|UNO]]'' and [[Crazy Eights]]. All of the cards feature [[Alfred E. Neuman]], the mascot of ''[[MAD Magazine]]''. The object is to be the first player to lose all cards.
The deck consists of the following cards:
* 48 suit cards: four suits, each with cards numbered 1-6
* Eight "Which way?" cards (two in each suit), which can be used to change turn direction (like "Reverse" in Uno, but it's optional).
* Four "Give someone two cards from your hand" cards (one in each suit)
* Four "Draw 1 you varmints" cards (one in each suit), which force all the other players to draw.
* Four "wild!" cards
* Three "wild! & wooly!" cards, showing Alfred with a ball of yarn, which lets the player force an opponent to draw three cards.
* Two "What me worry? You worry!" cards, showing Alfred as a martial artist, which can be used turn an attack (such as "Wild and Wooly", above) right back at the person who played it. (In this case, the person who played the Wild and Wooly card has to draw the three cards himself!)
* Two "Exchange your hand with anyone" cards
* One Joker, used to end the game if its holder has three or fewer cards left
The pictures on the six numbered cards in each suit are like panels in a comic strip, and each portrays Alfred in one of four costumes:
* Red: Alfred is shown in unraveling thermal underwear (a "[[union suit]]").
* Yellow: Alfred is shown in an astronaut's uniform (a "[[space suit]]"), descending toward a yellow planet.
* Green: Alfred is shown in a [[leisure suit]], with food thrown at him from both sides.
* Blue: Alfred is shown in a progressively fragmented [[suit of armor]].
==See also==
*''[[The Mad Magazine Game]]''
==External links==
*[http://www.brikkerogbrett.com/games/madkort.shtml Description of the game] from Brikker & Brett
*{{bgg|2240|''The Mad Magazine Card Game''}}
{{DEFAULTSORT:Mad Magazine Card Game,The}}
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[Category:Mad (magazine)]]
[[Category:1980 introductions]]
[[Category:Parker Brothers games]]
[[de:MAD-Kartenspiel]]
3xzgere6xgdts9zj1n6ac9vcwi361ss
The Mad Magazine Game
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2108
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2009-12-09T18:56:15Z
205.149.72.148
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text/x-wiki
'''''The Mad Magazine Game''''', titled '''MAD Magazine: the "What-Me Worry?" game''' on the cover, is a [[board game]] produced by [[Parker Brothers]] in [[1979 in games|1979]]. Gameplay is similar, but the goals and directions often opposite to, that of ''[[Monopoly (game)|Monopoly]]''; the object is for players to lose all of their money. Play proceeds to the first player's right and the first player is determined by a left-handed roll for the lowest number. The game includes cards, money, dice, and tokens, and the game board features [[Alfred E. Neuman]] and illustrations from ''[[Mad (magazine)|Mad magazine]]''. By design, no conclusive strategy exists for the game, since even if a player is winning, several spaces and cards direct players to exchange money or chairs with others, causing advantages to be lost instantly.
==The rules==
To begin the game, after placing all tokens on Start and determining the first player, one player is selected to be the Banker ("preferably someone honest"), who gives $10,000 to each person to begin the game. The dice may only be rolled with the left hand, with a penalty of each other player giving that player $500 if dice are rolled with the right hand. Also, tokens move counterclockwise around the outside track. If moving clockwise, the player is informed that he or she is a nerd person, and may never play the game again.
Some of the bizarre directions given in cards or spaces are specifically defined, such as the two "inside tracks" of the game board can only be entered by landing on the "double arrow space" leading into them, which also award an additional turn; once on an inside track, only one die may be rolled; players not being allowed to take their money with them when directed to change chairs with another player; and when changing chairs, the person who ends up in the Banker's chair becomes the Banker.
In all other cases, if any ambiguous directions are in dispute, [[majority rule]] may be used to conclusively determine the action to be taken. The rules further state that a majority typically refers to anything over 50%, but in order to determine what constitutes a majority, it [[circular logic|may also be defined by majority rule]].
[[File:Mad Magazine Game fake $1329063 bill.jpg|The $1,329,063 bill with Alfred E. Neuman.|right|thumb]]
==The cards==
The game also features a deck of cards (called "Card cards") with bizarre instructions. Among them:
*"Change chairs with anyone."
*"If you can jump up and stay airborne for 37 seconds, you can lose $5000. If not, jump up and lose $500."
*"Stand up and boo the person on your left, and also lose $1000."
*"Put this card on top of your head and walk around the table backwards. If it doesn't fall off before you sit down, you lose $1000."
*"This card can only be played on Friday" - an apparent parody of the property tax assessment card in ''Monopoly'', especially in cases where the latter card is drawn and one has no real estate.
*"If you are a boy/girl person, win $500/lose $1000."
*"Take the next card, DON'T PEEK, and give it to anyone else."
*"If one or more of the following letters are in your name, you lose the amount indicated: G = $500, O = $1000, A = $1000, T = $2000. However, being a goat, you win $500 anyway."
*"If you like this game, cross your legs, sit on your hands, cackle like a chicken and lose 1 egg; also $500."
*"You are a rock. Act like one. If you're good, you lose $1000. If you're not so good, you win a rock."
*"Flip this card up in the air. If it lands with this side face up, you lose $1000. If not, go to Tough Luck."
*"Change money with (anyone/the person your (left/right))."
*"If one or more of the following letters are in your name, you win the amount indicated: L = $1000, O = $500, S = $1000, E = $500."
*"Go ahead the total on one die."
*"Go to any Double Arrow space." (2)
*"'Plan ahead', and move to any space on the board."
*"Put $1000 under Tough Luck."
*"If you are good-looking, stand up and imitate your favorite animal, and lose $2000."
==The spaces==
Similar to the cards, the board spaces themselves often contain odd instructions, or parodies of spaces in ''Monopoly'':
*"Start: Whenever you pass or land here, lose $500." (Similar to the Go space in ''Monopoly''.)
*"Anywhere: Roll 7, collect $500 and go to Start. If you don't, just go to Start." (Similar to the Go to Jail and In Jail spaces in ''Monopoly''.)
*"Tough Luck: If anything is under here, you gotta take it." $500 is always placed under this space by the Banker, and spaces and Card cards may direct players to place more money under this space. (Similar to the Free Parking space in ''Monopoly'', with a [[Monopoly (game)#Rules|house rule]] that similarly causes money to accumulate under that space as a jackpot.)
*"If your name is Alfred E. Neuman, collect $1,329,063. If not, lose a turn." (A special $1,329,063 bill is included solely for this space. Should such an unfortunately named person obtain this bill, it serves as an [[Old Maid]]; however, he is not necessarily doomed to lose, due to the multiple "change chairs" and "change money" cards and spaces. If no player's name is Alfred E. Neuman, it remains unused.)
*"If no one is standing you lose $1000. If someone is standing you win $2000."
*"Go back to Start and go the total of 3 rolls backwards."
*"If you are "MAGNIFICENT" go to Anywhere."
*"This is the "Glasses" space, pay $500 and "look" at the top card."
*"Go to Toledo, Ohio. (If the bus has already left, stay where you are and pay $500 for train tickets.)"
==See also==
*''[[The Mad Magazine Card Game]]''
==External links==
*[http://www.brikkerogbrett.com/games/mad.shtml Description of the game] from Brikker & Brett
*{{bgg|1604|''The Mad Magazine Game''}}
{{DEFAULTSORT:Mad Magazine Game}}
[[Category:Roll-and-move board games]]
[[Category:Mad (magazine)]]
[[Category:Licensed board games]]
[[Category:Parker Brothers games]]
[[de:MAD-Spiel]]
[[he:המשחק המשוגע]]
[[nl:Mad (bordspel)]]
6855p72j10rtgd1gh5efj3qe9a3y6kn
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Kingstonlee
1735031
1 revision
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text/x-wiki
'''''The Mad Magazine Game''''', titled '''MAD Magazine: the "What-Me Worry?" game''' on the cover, is a [[board game]] produced by [[Parker Brothers]] in [[1979 in games|1979]]. Gameplay is similar, but the goals and directions often opposite to, that of ''[[Monopoly (game)|Monopoly]]''; the object is for players to lose all of their money. Play proceeds to the first player's right and the first player is determined by a left-handed roll for the lowest number. The game includes cards, money, dice, and tokens, and the game board features [[Alfred E. Neuman]] and illustrations from ''[[Mad (magazine)|Mad magazine]]''. By design, no conclusive strategy exists for the game, since even if a player is winning, several spaces and cards direct players to exchange money or chairs with others, causing advantages to be lost instantly.
==The rules==
To begin the game, after placing all tokens on Start and determining the first player, one player is selected to be the Banker ("preferably someone honest"), who gives $10,000 to each person to begin the game. The dice may only be rolled with the left hand, with a penalty of each other player giving that player $500 if dice are rolled with the right hand. Also, tokens move counterclockwise around the outside track. If moving clockwise, the player is informed that he or she is a nerd person, and may never play the game again.
Some of the bizarre directions given in cards or spaces are specifically defined, such as the two "inside tracks" of the game board can only be entered by landing on the "double arrow space" leading into them, which also award an additional turn; once on an inside track, only one die may be rolled; players not being allowed to take their money with them when directed to change chairs with another player; and when changing chairs, the person who ends up in the Banker's chair becomes the Banker.
In all other cases, if any ambiguous directions are in dispute, [[majority rule]] may be used to conclusively determine the action to be taken. The rules further state that a majority typically refers to anything over 50%, but in order to determine what constitutes a majority, it [[circular logic|may also be defined by majority rule]].
[[File:Mad Magazine Game fake $1329063 bill.jpg|The $1,329,063 bill with Alfred E. Neuman.|right|thumb]]
==The cards==
The game also features a deck of cards (called "Card cards") with bizarre instructions. Among them:
*"Change chairs with anyone."
*"If you can jump up and stay airborne for 37 seconds, you can lose $5000. If not, jump up and lose $500."
*"Stand up and boo the person on your left, and also lose $1000."
*"Put this card on top of your head and walk around the table backwards. If it doesn't fall off before you sit down, you lose $1000."
*"This card can only be played on Friday" - an apparent parody of the property tax assessment card in ''Monopoly'', especially in cases where the latter card is drawn and one has no real estate.
*"If you are a boy/girl person, win $500/lose $1000."
*"Take the next card, DON'T PEEK, and give it to anyone else."
*"If one or more of the following letters are in your name, you lose the amount indicated: G = $500, O = $1000, A = $1000, T = $2000. However, being a goat, you win $500 anyway."
*"If you like this game, cross your legs, sit on your hands, cackle like a chicken and lose 1 egg; also $500."
*"You are a rock. Act like one. If you're good, you lose $1000. If you're not so good, you win a rock."
*"Flip this card up in the air. If it lands with this side face up, you lose $1000. If not, go to Tough Luck."
*"Change money with (anyone/the person your (left/right))."
*"If one or more of the following letters are in your name, you win the amount indicated: L = $1000, O = $500, S = $1000, E = $500."
*"Go ahead the total on one die."
*"Go to any Double Arrow space." (2)
*"'Plan ahead', and move to any space on the board."
*"Put $1000 under Tough Luck."
*"If you are good-looking, stand up and imitate your favorite animal, and lose $2000."
==The spaces==
Similar to the cards, the board spaces themselves often contain odd instructions, or parodies of spaces in ''Monopoly'':
*"Start: Whenever you pass or land here, lose $500." (Similar to the Go space in ''Monopoly''.)
*"Anywhere: Roll 7, collect $500 and go to Start. If you don't, just go to Start." (Similar to the Go to Jail and In Jail spaces in ''Monopoly''.)
*"Tough Luck: If anything is under here, you gotta take it." $500 is always placed under this space by the Banker, and spaces and Card cards may direct players to place more money under this space. (Similar to the Free Parking space in ''Monopoly'', with a [[Monopoly (game)#Rules|house rule]] that similarly causes money to accumulate under that space as a jackpot.)
*"If your name is Alfred E. Neuman, collect $1,329,063. If not, lose a turn." (A special $1,329,063 bill is included solely for this space. Should such an unfortunately named person obtain this bill, it serves as an [[Old Maid]]; however, he is not necessarily doomed to lose, due to the multiple "change chairs" and "change money" cards and spaces. If no player's name is Alfred E. Neuman, it remains unused.)
*"If no one is standing you lose $1000. If someone is standing you win $2000."
*"Go back to Start and go the total of 3 rolls backwards."
*"If you are "MAGNIFICENT" go to Anywhere."
*"This is the "Glasses" space, pay $500 and "look" at the top card."
*"Go to Toledo, Ohio. (If the bus has already left, stay where you are and pay $500 for train tickets.)"
==See also==
*''[[The Mad Magazine Card Game]]''
==External links==
*[http://www.brikkerogbrett.com/games/mad.shtml Description of the game] from Brikker & Brett
*{{bgg|1604|''The Mad Magazine Game''}}
{{DEFAULTSORT:Mad Magazine Game}}
[[Category:Roll-and-move board games]]
[[Category:Mad (magazine)]]
[[Category:Licensed board games]]
[[Category:Parker Brothers games]]
[[de:MAD-Spiel]]
[[he:המשחק המשוגע]]
[[nl:Mad (bordspel)]]
6855p72j10rtgd1gh5efj3qe9a3y6kn
The Mansion of Happiness
0
2130
4092
2009-03-14T08:01:40Z
John J. Bulten
24964449
[[WP:DAB]] [[Sabbath]]
4092
wikitext
text/x-wiki
[[Image:The Mansion of Happiness.jpg|thumb|250px|The sixty-six space spiral track of ''The Mansion of Happiness'' (1843) depicts various Christian virtues and vices.]]
'''''The Mansion of Happiness: An Instructive Moral and Entertaining Amusement''''' is a children's [[board game]] inspired by [[Christianity|Christian]] morality. Players race about a sixty-six space spiral track depicting virtues and vices with their goal being The Mansion of Happiness at track's end. Instructions upon virtue spaces advance players toward the goal while those upon vice spaces send them further away from it.
The game was designed by clergyman's daughter, [[Anne Abbott]] in 1843, published by W. & S.B. Ives of [[Salem, Massachusetts]] in 1843, and republished by [[Parker Brothers]] in 1894. The republication claimed ''The Mansion of Happiness'' was the first board game published in the [[United States of America]]; today, however, the distinction is awarded to Lockwood's ''Traveller's Tour'' games of 1822. The popularity of ''The Mansion of Happiness'' and similar moralistic board games was challenged in the last decades of the 19th century when the focus of games became materialism and competitive capitalistic behavior.
==Context==
[[Image:CheckeredGameofLife.jpg|thumb|''[[The Checkered Game of Life]]'' (1860) rewards mundane ventures and secular virtues such as ambition.]]
With the industrialization and urbanization of the United States in the early 19th century, the American middle class experienced an increase in leisure time.<ref name="Jensen" /><ref name="Hofer" /> The home gradually lost its traditional role as the center of economic production and became the ''locus'' of leisure activities and education under the supervision of mothers.<ref name="Jensen" /> As a result, the demand increased for children's board games emphasizing literacy and Christian principles, morals, and values.<ref name="Jensen" /> Advances in papermaking and printing technology during the era made the publication of inexpensive board games possible,<ref name="Jensen" /> and the technological invention of [[chromolithography]] made colorful board games a welcome addition to the parlor tabletop.<ref name="Hofer" />
One of the earliest children's board games published in America was ''The Mansion of Happiness'' (1843), "the progenitor of American board games".<ref name="Orbanes" /> Like other children's games that followed in its wake, ''The Mansion of Happiness'' was based on the [[Puritan]] world view that Christian virtue and deeds were assurances of happiness and success in life.<ref name="Hofer" /> Even game mechanics were influenced by the Puritan view.<ref name="Jensen" /> A spinner or a top-like [[teetotum]], for instance, was utilized in children's board games rather than dice, which were then associated with Satan and gambling.<ref name="Jensen" /> While the [[Puritan]] view forbade game playing on the [[Sabbath in Christianity|Sabbath]], ''The Mansion of Happiness'' and similar games with high moral content would have been permitted children in more liberal households.<ref name="Volo">Volo, James M., and Dorothy Denneen Volo. ''Family Life in 19th-century America.'' Greenwood Publishing Group, 2007. ISBN 0313337926 / ISBN 9780313337925.</ref>
In 1860, [[Milton Bradley]] developed a radically different concept of success in ''[[Milton Bradley#The Checkered Game of Life|The Checkered Game of Life]],'' the first American board game rewarding players for worldly ventures such as attending college, being elected to Congress, and getting rich.<ref name="Hofer">Hofer, Margaret K.. ''The Games We Played: the Golden Age of Board & Table Games.'' Princeton Architectural Press, 2003. ISBN 1568983972.</ref> Virtue became a means to an end rather than an end in itself. Daily life was the focus of the game with secular virtues such as thrift, ambition, and neatness receiving more emphasis than religious virtues.<ref name="Jensen" /> Indeed, the only suggestion of religion in Bradley's game was the marriage altar.<ref name="Jensen" /> ''The Checkered Game of Life'' was wildly popular, selling 40,000 copies in its first year.<ref name="Hofer" />
Protestant America gradually began viewing the accumulation of material goods and the cultivation of wealth as signs of God's blessing,<ref name="Jensen" /> and, with the decade of economic expansion and optimism in the 1880s, wealth became the defining characteristic of American success. Protestant values shifted from virtuous Christian living to values based on materialism and competitive, capitalist behavior. Being a good Christian and a successful capitalist were not incompatible.<ref name="Jensen" /> Dice lost their taint during the period, and replaced teetotums in games.<ref name="Hofer" />
[[File:District Messenger Boy Box Cover 1886.jpg|thumb|Unlike ''The Mansion of Happiness'', ''[[Game of the District Messenger Boy]]'' (1886) focuses on daily life rather than eternal life.]]
In a twist on ''The Mansion of Happiness'', McLoughlin Brothers and Parker Brothers released several games in the late 1880s based on the then-popular [[Horatio Alger, Jr.|Algeresque]] [[rags to riches]] theme.<ref name="Orbanes" /> Games such as ''[[Game of the District Messenger Boy]], or Merit Rewarded,'' ''[[Messenger Boy]],'' ''[[Game of the Telegraph Boy]]'', and ''The Office Boy'' allowed players to emulate the successful capitalist.<ref name="Jensen" /> Players began these games as company underlings, newbies, or gofers, and, with luck, won the game with a seat in the President's Office (rather than a seat in Heaven, as in ''The Mansion of Happiness'') or as Head of the Firm.<ref name="Hofer" /> In Parker Brothers' ''The Office Boy,'' spaces designated carelessness, inattentiveness, and dishonesty sent the player back on the track while spaces designated capability, earnestness, and honesty advanced him toward the goal.<ref name="Orbanes" /> Such games reflected the belief that the enterprising American - regardless of his background, humble or privileged - would be rewarded under the American capitalist system,<ref name="Hofer" /> and insinuated that success was equated with increased social status via the accumulation of wealth.<ref name="Jensen" />
Wealth and goods became game rewards during the last decades of the nineteenth century with the winner of [[McLoughlin Brothers]]' ''The Game of Playing Department Store'', for instance, being the player who carefully spent his money accumulating the most goods in a department store.<ref name="Hofer" /> ''Bulls and Bears: The Great Wall St. Game'' promised players they would feel like "speculators, bankers, and brokers",<ref name="Hofer" /> and the 1885 catalog advertisement for McLoughlin Brothers ''Monopolist'' informed the interested, "On this board the great struggle between Capital and Labor can be fought out to the satisfaction of all parties, and, if the players are successful, they can break the Monopolist and become Monopolists themselves".<ref name="Hofer" />
==Game play==
[[File:MOH Central Square.JPG|thumb|The game board's goal at track's end depicts men and women making music and dancing before a house and garden.]]
''The Mansion of Happiness'' is a roll-and-move track board game, and, typical of such games, the object is to be the first player to reach the goal at the end of the board's track, here called The Mansion of Happiness ([[Heaven]]).<ref name="Jensen" /> Centrally located on the board, the goal pictures happy men and women making music and dancing before a house and garden.<ref name="Volo" /> To reach The Mansion of Happiness, the player spins a teetotum and races around a sixty-six space spiral track depicting various virtues and vices.<ref name="Jensen" />
Instructions upon spaces depicting virtues move the player closer to The Mansion of Happiness while spaces depicting vices send the player back to the [[pillory]], the House of Correction, or prison, and thus, further from The Mansion of Happiness.<ref name="Volo" /> Sabbath-breakers are sent to the [[whipping post]].<ref name="Volo" /> The vice of Pride sends a player back to Humility, and the vice of Idleness to Poverty.<ref>''The Journal of American Folk-Lore''. Vol. VII, No. XXIV, January-March, 1894.</ref> The game's rules noted:
{{bquote|"WHOEVER possesses PIETY, HONESTY, TEMPERANCE, GRATITUDE, PRUDENCE, TRUTH, CHASTITY, SINCERITY...is entitled to Advance six numbers toward the Mansion of Happiness. WHOEVER gets into a PASSION must be taken to the water and have a ducking to cool him... WHOEVER posses[ses] AUDACITY, CRUELTY, IMMODESTY, or INGRATITUDE, must return to his former situation till his turn comes to spin again, and not even think of HAPPINESS, much less partake of it."<ref name="Jensen">Jensen, Jennifer. "Teaching Success Through Play: American Board And Table Games, 1840–1900". ''Magazine Antiques,'' December, 2001.</ref>}}
==Design and publication==
''The Mansion of Happiness'' was designed in 1843 by [[Anne Abbott|Anne Wales Abbott]] (1808–1908), the daughter of a [[Beverly, Massachusetts]] clergyman.<ref name="OSV">Wolverton, Nan. "Toys and Childhood in the Early 19th Century". ''Old Sturbridge Village Visitor.'' Spring, 1998.</ref> Abbott was the author of moralistic fiction for children including ''Lost Wheelbarrow and Other Stories,'' and ''Kate and Lizzie, or Six Months Out of School.'' She was literary reviewer for the ''[[North American Review]]'' (she reviewed [[Nathaniel Hawthorne|Hawthorne]]'s ''[[The Scarlet Letter]]''),<ref>Crowley, Donald. ''Nathaniel Hawthorne: The Critical Heritage.'' Routledge, 1997. ISBN 041515930X / ISBN 978-0415159302.</ref> and served gratuitously as editor of ''The Child's Friend,'' a young people's literary journal whose mission it was "to cultivate a pure and high moral taste".<ref>[http://www.merrycoz.org/bib/1860.htm#06.1843.08 Pflieger, Pat. ''American children's periodicals, 1841-1860.'' 2006-2008.] Retrieved 11 November 2008.</ref> She also designed the popular [[card games]], ''Dr. Busby'' and ''[[Authors (card game)|Authors]].''<ref name="Orbanes">Orbanes, Philip E.. ''The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit.'' Harvard Business School Press, 14 November 2003. ISBN 1591392691; ISBN 978-1591392699.</ref> Like most American games of the middle 19th century, ''The Mansion of Happiness'' was derived from an imported English model with its direct prototype being the ''New Moral and Entertaining Game of The Mansion of Happiness'' published in 1800 by Laurie and Whittle of London. Laurie and Whittle's game was, in its turn, based on the Italian ''[[Game of the Goose|The Game of the Goose]],'' registered in [[Stationer's Hall]] in London in 1597.<ref name="scran"> [http://www.scran.ac.uk/database/record.php?usi=000-000-629-669-C "Laurie and Whittle's New Moral and Entertaining Game of ''The Mansion of Happiness.''"] Scran ID: 000-000-629-669-C. Victoria & Albert Museum. Retrieved 11 November 2008.</ref>
''The Mansion of Happiness'' was published the year of its design by W. & S.B. Ives of [[Salem, Massachusetts]].<ref name="Jensen" /> When the last of the Ives brothers died in 1888, board game titans [[Parker Brothers|Charles and George Parker]] purchased the rights to ''The Mansion of Happiness.'' In 1894, Parker Brothers republished ''The Mansion of Happiness'' as closely as possible to the game's original format with board illustrations hand-colored by an assembly line of women wielding paint pots and brushes. The game remained in the Parker Brothers catalog for thirty years, displaying the line, "The first board game ever published in America" on its box cover.<ref name="Orbanes" /><ref name="Whitehill">Whitehill, Bruce. "A Brief History of American Games". ''Toy Shop,'' 1997.</ref> The distinction of "the first" however is awarded today to ''Traveller's Tour of the United States'' and ''Traveller's Tour of Europe'' published by New York book sellers F. & R. Lockwood in 1822.<ref>Van Dulken, Stephen. ''American Inventions: A History of Curious, Extraordinary, and Just Plain Useful Patents.'' NYU Press, 2004. ISBN 0814788130 / ISBN 978-0814788134.</ref><ref>Rickards, Maurice, Twyman, Michael, De Beaumont, Sally, and Tanner, Amoret. ''The Encyclopedia of Ephemera: A Guide to the Fragmentary Documents of Everyday Life for the Collector, Curator, and Historian.'' Routledge, 2000. ISBN 0415926483 / ISBN 978-0415926485.</ref>
==Legacy==
In spite of America's fascination with wealth and goods in the last decades of the nineteenth century, didactic Christian games held sway then and well into the twentieth. Even as late as 1893, for example, McLoughlin Brothers released ''The New Pilgrim's Progress,'' an upgrade of its 1875 publication based on [[John Bunyan]]'s moralistic Christian classic, ''[[The Pilgrim's Progress]].'' Similar to its predecessor, the new edition of the game saw players racing about a track from the City of Destruction to The Celestial City with way-stops at The Slough of Despair, Vanity Fair, and Beulah Land.<ref name="Hofer" />
The affluence of the last decades of the nineteenth century generated America's first board games based on the idea that happiness and success were not incompatible with the accumulation of wealth through competitive, capitalistic behavior and culminated in 1935 with the publication of ''[[Monopoly (game)|Monopoly]],'' the most commercially successful board game in United States history.<ref>[http://boardgames.lovetoknow.com/History_of_the_Game_Monopoly History of the Game Monopoly]. Retrieved 24 November 2008.</ref>
[[File:Money Matters 01.jpg|thumb|right|''Larry Burkett's Money Matters'' (1993) teaches Christian stewardship and money management]]
Games with a Christian moral cast still hold a place on the American tabletop. Rainfall Educational Toys' ''Larry Burkett's Money Matters: The Christian Financial Concepts Game'' (1993) has players of seven years to adulthood moving about a board collecting income and paying off bills. The game's rule book states:
{{bquote|"Stewardship means taking care of our possessions, knowing that everything we have actually belongs to God. A key goal of this game is to teach that it is not how much money people have but their stewardship that is important. Players learn that (1) they can reach their financial goals by budgeting their money carefully and (2) it pays to be generous".<ref>[http://www.boardgamegeek.com/game/23527 ''Larry Burkett's Money Matters'' at Game Board Geek]. Retrieved 20 December 2008.</ref>}}
==References==
{{reflist|2}}
{{GamesPortal}}
{{DEFAULTSORT:Mansion of Happiness}}
[[Category:Children's board games]]
[[Category:History of board games]]
[[Category:Parker Brothers games]]
[[Category:Race games]]
[[Category:Roll-and-move board games]]
[[Category:Tabletop games]]
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[[Image:The Mansion of Happiness.jpg|thumb|250px|The sixty-six space spiral track of ''The Mansion of Happiness'' (1843) depicts various Christian virtues and vices.]]
'''''The Mansion of Happiness: An Instructive Moral and Entertaining Amusement''''' is a children's [[board game]] inspired by [[Christianity|Christian]] morality. Players race about a sixty-six space spiral track depicting virtues and vices with their goal being The Mansion of Happiness at track's end. Instructions upon virtue spaces advance players toward the goal while those upon vice spaces send them further away from it.
The game was designed by clergyman's daughter, [[Anne Abbott]] in 1843, published by W. & S.B. Ives of [[Salem, Massachusetts]] in 1843, and republished by [[Parker Brothers]] in 1894. The republication claimed ''The Mansion of Happiness'' was the first board game published in the [[United States of America]]; today, however, the distinction is awarded to Lockwood's ''Traveller's Tour'' games of 1822. The popularity of ''The Mansion of Happiness'' and similar moralistic board games was challenged in the last decades of the 19th century when the focus of games became materialism and competitive capitalistic behavior.
==Context==
[[Image:CheckeredGameofLife.jpg|thumb|''[[The Checkered Game of Life]]'' (1860) rewards mundane ventures and secular virtues such as ambition.]]
With the industrialization and urbanization of the United States in the early 19th century, the American middle class experienced an increase in leisure time.<ref name="Jensen" /><ref name="Hofer" /> The home gradually lost its traditional role as the center of economic production and became the ''locus'' of leisure activities and education under the supervision of mothers.<ref name="Jensen" /> As a result, the demand increased for children's board games emphasizing literacy and Christian principles, morals, and values.<ref name="Jensen" /> Advances in papermaking and printing technology during the era made the publication of inexpensive board games possible,<ref name="Jensen" /> and the technological invention of [[chromolithography]] made colorful board games a welcome addition to the parlor tabletop.<ref name="Hofer" />
One of the earliest children's board games published in America was ''The Mansion of Happiness'' (1843), "the progenitor of American board games".<ref name="Orbanes" /> Like other children's games that followed in its wake, ''The Mansion of Happiness'' was based on the [[Puritan]] world view that Christian virtue and deeds were assurances of happiness and success in life.<ref name="Hofer" /> Even game mechanics were influenced by the Puritan view.<ref name="Jensen" /> A spinner or a top-like [[teetotum]], for instance, was utilized in children's board games rather than dice, which were then associated with Satan and gambling.<ref name="Jensen" /> While the [[Puritan]] view forbade game playing on the [[Sabbath in Christianity|Sabbath]], ''The Mansion of Happiness'' and similar games with high moral content would have been permitted children in more liberal households.<ref name="Volo">Volo, James M., and Dorothy Denneen Volo. ''Family Life in 19th-century America.'' Greenwood Publishing Group, 2007. ISBN 0313337926 / ISBN 9780313337925.</ref>
In 1860, [[Milton Bradley]] developed a radically different concept of success in ''[[Milton Bradley#The Checkered Game of Life|The Checkered Game of Life]],'' the first American board game rewarding players for worldly ventures such as attending college, being elected to Congress, and getting rich.<ref name="Hofer">Hofer, Margaret K.. ''The Games We Played: the Golden Age of Board & Table Games.'' Princeton Architectural Press, 2003. ISBN 1568983972.</ref> Virtue became a means to an end rather than an end in itself. Daily life was the focus of the game with secular virtues such as thrift, ambition, and neatness receiving more emphasis than religious virtues.<ref name="Jensen" /> Indeed, the only suggestion of religion in Bradley's game was the marriage altar.<ref name="Jensen" /> ''The Checkered Game of Life'' was wildly popular, selling 40,000 copies in its first year.<ref name="Hofer" />
Protestant America gradually began viewing the accumulation of material goods and the cultivation of wealth as signs of God's blessing,<ref name="Jensen" /> and, with the decade of economic expansion and optimism in the 1880s, wealth became the defining characteristic of American success. Protestant values shifted from virtuous Christian living to values based on materialism and competitive, capitalist behavior. Being a good Christian and a successful capitalist were not incompatible.<ref name="Jensen" /> Dice lost their taint during the period, and replaced teetotums in games.<ref name="Hofer" />
[[File:District Messenger Boy Box Cover 1886.jpg|thumb|Unlike ''The Mansion of Happiness'', ''[[Game of the District Messenger Boy]]'' (1886) focuses on daily life rather than eternal life.]]
In a twist on ''The Mansion of Happiness'', McLoughlin Brothers and Parker Brothers released several games in the late 1880s based on the then-popular [[Horatio Alger, Jr.|Algeresque]] [[rags to riches]] theme.<ref name="Orbanes" /> Games such as ''[[Game of the District Messenger Boy]], or Merit Rewarded,'' ''[[Messenger Boy]],'' ''[[Game of the Telegraph Boy]]'', and ''The Office Boy'' allowed players to emulate the successful capitalist.<ref name="Jensen" /> Players began these games as company underlings, newbies, or gofers, and, with luck, won the game with a seat in the President's Office (rather than a seat in Heaven, as in ''The Mansion of Happiness'') or as Head of the Firm.<ref name="Hofer" /> In Parker Brothers' ''The Office Boy,'' spaces designated carelessness, inattentiveness, and dishonesty sent the player back on the track while spaces designated capability, earnestness, and honesty advanced him toward the goal.<ref name="Orbanes" /> Such games reflected the belief that the enterprising American - regardless of his background, humble or privileged - would be rewarded under the American capitalist system,<ref name="Hofer" /> and insinuated that success was equated with increased social status via the accumulation of wealth.<ref name="Jensen" />
Wealth and goods became game rewards during the last decades of the nineteenth century with the winner of [[McLoughlin Brothers]]' ''The Game of Playing Department Store'', for instance, being the player who carefully spent his money accumulating the most goods in a department store.<ref name="Hofer" /> ''Bulls and Bears: The Great Wall St. Game'' promised players they would feel like "speculators, bankers, and brokers",<ref name="Hofer" /> and the 1885 catalog advertisement for McLoughlin Brothers ''Monopolist'' informed the interested, "On this board the great struggle between Capital and Labor can be fought out to the satisfaction of all parties, and, if the players are successful, they can break the Monopolist and become Monopolists themselves".<ref name="Hofer" />
==Game play==
[[File:MOH Central Square.JPG|thumb|The game board's goal at track's end depicts men and women making music and dancing before a house and garden.]]
''The Mansion of Happiness'' is a roll-and-move track board game, and, typical of such games, the object is to be the first player to reach the goal at the end of the board's track, here called The Mansion of Happiness ([[Heaven]]).<ref name="Jensen" /> Centrally located on the board, the goal pictures happy men and women making music and dancing before a house and garden.<ref name="Volo" /> To reach The Mansion of Happiness, the player spins a teetotum and races around a sixty-six space spiral track depicting various virtues and vices.<ref name="Jensen" />
Instructions upon spaces depicting virtues move the player closer to The Mansion of Happiness while spaces depicting vices send the player back to the [[pillory]], the House of Correction, or prison, and thus, further from The Mansion of Happiness.<ref name="Volo" /> Sabbath-breakers are sent to the [[whipping post]].<ref name="Volo" /> The vice of Pride sends a player back to Humility, and the vice of Idleness to Poverty.<ref>''The Journal of American Folk-Lore''. Vol. VII, No. XXIV, January-March, 1894.</ref> The game's rules noted:
{{bquote|"WHOEVER possesses PIETY, HONESTY, TEMPERANCE, GRATITUDE, PRUDENCE, TRUTH, CHASTITY, SINCERITY...is entitled to Advance six numbers toward the Mansion of Happiness. WHOEVER gets into a PASSION must be taken to the water and have a ducking to cool him... WHOEVER posses[ses] AUDACITY, CRUELTY, IMMODESTY, or INGRATITUDE, must return to his former situation till his turn comes to spin again, and not even think of HAPPINESS, much less partake of it."<ref name="Jensen">Jensen, Jennifer. "Teaching Success Through Play: American Board And Table Games, 1840–1900". ''Magazine Antiques,'' December, 2001.</ref>}}
==Design and publication==
''The Mansion of Happiness'' was designed in 1843 by [[Anne Abbott|Anne Wales Abbott]] (1808–1908), the daughter of a [[Beverly, Massachusetts]] clergyman.<ref name="OSV">Wolverton, Nan. "Toys and Childhood in the Early 19th Century". ''Old Sturbridge Village Visitor.'' Spring, 1998.</ref> Abbott was the author of moralistic fiction for children including ''Lost Wheelbarrow and Other Stories,'' and ''Kate and Lizzie, or Six Months Out of School.'' She was literary reviewer for the ''[[North American Review]]'' (she reviewed [[Nathaniel Hawthorne|Hawthorne]]'s ''[[The Scarlet Letter]]''),<ref>Crowley, Donald. ''Nathaniel Hawthorne: The Critical Heritage.'' Routledge, 1997. ISBN 041515930X / ISBN 978-0415159302.</ref> and served gratuitously as editor of ''The Child's Friend,'' a young people's literary journal whose mission it was "to cultivate a pure and high moral taste".<ref>[http://www.merrycoz.org/bib/1860.htm#06.1843.08 Pflieger, Pat. ''American children's periodicals, 1841-1860.'' 2006-2008.] Retrieved 11 November 2008.</ref> She also designed the popular [[card games]], ''Dr. Busby'' and ''[[Authors (card game)|Authors]].''<ref name="Orbanes">Orbanes, Philip E.. ''The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit.'' Harvard Business School Press, 14 November 2003. ISBN 1591392691; ISBN 978-1591392699.</ref> Like most American games of the middle 19th century, ''The Mansion of Happiness'' was derived from an imported English model with its direct prototype being the ''New Moral and Entertaining Game of The Mansion of Happiness'' published in 1800 by Laurie and Whittle of London. Laurie and Whittle's game was, in its turn, based on the Italian ''[[Game of the Goose|The Game of the Goose]],'' registered in [[Stationer's Hall]] in London in 1597.<ref name="scran"> [http://www.scran.ac.uk/database/record.php?usi=000-000-629-669-C "Laurie and Whittle's New Moral and Entertaining Game of ''The Mansion of Happiness.''"] Scran ID: 000-000-629-669-C. Victoria & Albert Museum. Retrieved 11 November 2008.</ref>
''The Mansion of Happiness'' was published the year of its design by W. & S.B. Ives of [[Salem, Massachusetts]].<ref name="Jensen" /> When the last of the Ives brothers died in 1888, board game titans [[Parker Brothers|Charles and George Parker]] purchased the rights to ''The Mansion of Happiness.'' In 1894, Parker Brothers republished ''The Mansion of Happiness'' as closely as possible to the game's original format with board illustrations hand-colored by an assembly line of women wielding paint pots and brushes. The game remained in the Parker Brothers catalog for thirty years, displaying the line, "The first board game ever published in America" on its box cover.<ref name="Orbanes" /><ref name="Whitehill">Whitehill, Bruce. "A Brief History of American Games". ''Toy Shop,'' 1997.</ref> The distinction of "the first" however is awarded today to ''Traveller's Tour of the United States'' and ''Traveller's Tour of Europe'' published by New York book sellers F. & R. Lockwood in 1822.<ref>Van Dulken, Stephen. ''American Inventions: A History of Curious, Extraordinary, and Just Plain Useful Patents.'' NYU Press, 2004. ISBN 0814788130 / ISBN 978-0814788134.</ref><ref>Rickards, Maurice, Twyman, Michael, De Beaumont, Sally, and Tanner, Amoret. ''The Encyclopedia of Ephemera: A Guide to the Fragmentary Documents of Everyday Life for the Collector, Curator, and Historian.'' Routledge, 2000. ISBN 0415926483 / ISBN 978-0415926485.</ref>
==Legacy==
In spite of America's fascination with wealth and goods in the last decades of the nineteenth century, didactic Christian games held sway then and well into the twentieth. Even as late as 1893, for example, McLoughlin Brothers released ''The New Pilgrim's Progress,'' an upgrade of its 1875 publication based on [[John Bunyan]]'s moralistic Christian classic, ''[[The Pilgrim's Progress]].'' Similar to its predecessor, the new edition of the game saw players racing about a track from the City of Destruction to The Celestial City with way-stops at The Slough of Despair, Vanity Fair, and Beulah Land.<ref name="Hofer" />
The affluence of the last decades of the nineteenth century generated America's first board games based on the idea that happiness and success were not incompatible with the accumulation of wealth through competitive, capitalistic behavior and culminated in 1935 with the publication of ''[[Monopoly (game)|Monopoly]],'' the most commercially successful board game in United States history.<ref>[http://boardgames.lovetoknow.com/History_of_the_Game_Monopoly History of the Game Monopoly]. Retrieved 24 November 2008.</ref>
[[File:Money Matters 01.jpg|thumb|right|''Larry Burkett's Money Matters'' (1993) teaches Christian stewardship and money management]]
Games with a Christian moral cast still hold a place on the American tabletop. Rainfall Educational Toys' ''Larry Burkett's Money Matters: The Christian Financial Concepts Game'' (1993) has players of seven years to adulthood moving about a board collecting income and paying off bills. The game's rule book states:
{{bquote|"Stewardship means taking care of our possessions, knowing that everything we have actually belongs to God. A key goal of this game is to teach that it is not how much money people have but their stewardship that is important. Players learn that (1) they can reach their financial goals by budgeting their money carefully and (2) it pays to be generous".<ref>[http://www.boardgamegeek.com/game/23527 ''Larry Burkett's Money Matters'' at Game Board Geek]. Retrieved 20 December 2008.</ref>}}
==References==
{{reflist|2}}
{{GamesPortal}}
{{DEFAULTSORT:Mansion of Happiness}}
[[Category:Children's board games]]
[[Category:History of board games]]
[[Category:Parker Brothers games]]
[[Category:Race games]]
[[Category:Roll-and-move board games]]
[[Category:Tabletop games]]
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text/x-wiki
[[Image:The Mansion of Happiness.jpg|thumb|250px|The sixty-six space spiral track of ''The Mansion of Happiness'' (1843) depicts various Christian virtues and vices.]]
'''''The Mansion of Happiness: An Instructive Moral and Entertaining Amusement''''' is a children's [[board game]] inspired by [[Christianity|Christian]] morality. Players race about a sixty-six space spiral track depicting virtues and vices with their goal being The Mansion of Happiness at track's end. Instructions upon virtue spaces advance players toward the goal while those upon vice spaces send them further away from it.
The game was designed by clergyman's daughter, [[Anne Abbott]] in 1843, published by W. & S.B. Ives of [[Salem, Massachusetts]] in 1843, and republished by [[Parker Brothers]] in 1894. The republication claimed ''The Mansion of Happiness'' was the first board game published in the [[United States of America]]; today, however, the distinction is awarded to Lockwood's ''Travellers' Tour'' games of 1822. The popularity of ''The Mansion of Happiness'' and similar moralistic board games was challenged in the last decades of the 19th century when the focus of games became materialism and competitive capitalistic behavior.
==Context==
[[Image:CheckeredGameofLife.jpg|thumb|''[[The Checkered Game of Life]]'' (1860) rewards mundane ventures and secular virtues such as ambition.]]
With the industrialization and urbanization of the United States in the early 19th century, the American middle class experienced an increase in leisure time.<ref name="Jensen" /><ref name="Hofer" /> The home gradually lost its traditional role as the center of economic production and became the ''locus'' of leisure activities and education under the supervision of mothers.<ref name="Jensen" /> As a result, the demand increased for children's board games emphasizing literacy and Christian principles, morals, and values.<ref name="Jensen" /> Advances in papermaking and printing technology during the era made the publication of inexpensive board games possible,<ref name="Jensen" /> and the technological invention of [[chromolithography]] made colorful board games a welcome addition to the parlor tabletop.<ref name="Hofer" />
One of the earliest children's board games published in America was ''The Mansion of Happiness'' (1843), "the progenitor of American board games".<ref name="Orbanes" /> Like other children's games that followed in its wake, ''The Mansion of Happiness'' was based on the [[Puritan]] world view that Christian virtue and deeds were assurances of happiness and success in life.<ref name="Hofer" /> Even game mechanics were influenced by the Puritan view.<ref name="Jensen" /> A spinner or a top-like [[teetotum]], for instance, was utilized in children's board games rather than dice, which were then associated with Satan and gambling.<ref name="Jensen" /> While the [[Puritan]] view forbade game playing on the [[Sabbath in Christianity|Sabbath]], ''The Mansion of Happiness'' and similar games with high moral content would have been permitted children in more liberal households.<ref name="Volo">Volo, James M., and Dorothy Denneen Volo. ''Family Life in 19th-century America.'' Greenwood Publishing Group, 2007. ISBN 0313337926 / ISBN 9780313337925.</ref>
In 1860, [[Milton Bradley]] developed a radically different concept of success in ''[[Milton Bradley#The Checkered Game of Life|The Checkered Game of Life]],'' the first American board game rewarding players for worldly ventures such as attending college, being elected to Congress, and getting rich.<ref name="Hofer">Hofer, Margaret K.. ''The Games We Played: the Golden Age of Board & Table Games.'' Princeton Architectural Press, 2003. ISBN 1568983972.</ref> Virtue became a means to an end rather than an end in itself. Daily life was the focus of the game with secular virtues such as thrift, ambition, and neatness receiving more emphasis than religious virtues.<ref name="Jensen" /> Indeed, the only suggestion of religion in Bradley's game was the marriage altar.<ref name="Jensen" /> ''The Checkered Game of Life'' was wildly popular, selling 40,000 copies in its first year.<ref name="Hofer" />
Protestant America gradually began viewing the accumulation of material goods and the cultivation of wealth as signs of God's blessing,<ref name="Jensen" /> and, with the decade of economic expansion and optimism in the 1880s, wealth became the defining characteristic of American success. Protestant values shifted from virtuous Christian living to values based on materialism and competitive, capitalist behavior. Being a good Christian and a successful capitalist were not incompatible.<ref name="Jensen" /> Dice lost their taint during the period, and replaced teetotums in games.<ref name="Hofer" />
[[File:District Messenger Boy Box Cover 1886.jpg|thumb|Unlike ''The Mansion of Happiness'', ''[[Game of the District Messenger Boy]]'' (1886) focuses on daily life rather than eternal life.]]
In a twist on ''The Mansion of Happiness'', McLoughlin Brothers and Parker Brothers released several games in the late 1880s based on the then-popular [[Horatio Alger, Jr.|Algeresque]] [[rags to riches]] theme.<ref name="Orbanes" /> Games such as ''[[Game of the District Messenger Boy]], or Merit Rewarded,'' ''[[Messenger Boy]],'' ''[[Game of the Telegraph Boy]]'', and ''The Office Boy'' allowed players to emulate the successful capitalist.<ref name="Jensen" /> Players began these games as company underlings, newbies, or gofers, and, with luck, won the game with a seat in the President's Office (rather than a seat in Heaven, as in ''The Mansion of Happiness'') or as Head of the Firm.<ref name="Hofer" /> In Parker Brothers' ''The Office Boy,'' spaces designated carelessness, inattentiveness, and dishonesty sent the player back on the track while spaces designated capability, earnestness, and honesty advanced him toward the goal.<ref name="Orbanes" /> Such games reflected the belief that the enterprising American - regardless of his background, humble or privileged - would be rewarded under the American capitalist system,<ref name="Hofer" /> and insinuated that success was equated with increased social status via the accumulation of wealth.<ref name="Jensen" />
Wealth and goods became game rewards during the last decades of the nineteenth century with the winner of [[McLoughlin Brothers]]' ''The Game of Playing Department Store'', for instance, being the player who carefully spent his money accumulating the most goods in a department store.<ref name="Hofer" /> ''Bulls and Bears: The Great Wall St. Game'' promised players they would feel like "speculators, bankers, and brokers",<ref name="Hofer" /> and the 1885 catalog advertisement for McLoughlin Brothers ''Monopolist'' informed the interested, "On this board the great struggle between Capital and Labor can be fought out to the satisfaction of all parties, and, if the players are successful, they can break the Monopolist and become Monopolists themselves".<ref name="Hofer" />
==Game play==
[[File:MOH Central Square.JPG|thumb|The game board's goal at track's end depicts men and women making music and dancing before a house and garden.]]
''The Mansion of Happiness'' is a roll-and-move track board game, and, typical of such games, the object is to be the first player to reach the goal at the end of the board's track, here called The Mansion of Happiness ([[Heaven]]).<ref name="Jensen" /> Centrally located on the board, the goal pictures happy men and women making music and dancing before a house and garden.<ref name="Volo" /> To reach The Mansion of Happiness, the player spins a teetotum and races around a sixty-six space spiral track depicting various virtues and vices.<ref name="Jensen" />
Instructions upon spaces depicting virtues move the player closer to The Mansion of Happiness while spaces depicting vices send the player back to the [[pillory]], the House of Correction, or prison, and thus, further from The Mansion of Happiness.<ref name="Volo" /> Sabbath-breakers are sent to the [[whipping post]].<ref name="Volo" /> The vice of Pride sends a player back to Humility, and the vice of Idleness to Poverty.<ref>''The Journal of American Folk-Lore''. Vol. VII, No. XXIV, January-March, 1894.</ref> The game's rules noted:
{{bquote|"WHOEVER possesses PIETY, HONESTY, TEMPERANCE, GRATITUDE, PRUDENCE, TRUTH, CHASTITY, SINCERITY...is entitled to Advance six numbers toward the Mansion of Happiness. WHOEVER gets into a PASSION must be taken to the water and have a ducking to cool him... WHOEVER posses[ses] AUDACITY, CRUELTY, IMMODESTY, or INGRATITUDE, must return to his former situation till his turn comes to spin again, and not even think of HAPPINESS, much less partake of it."<ref name="Jensen">Jensen, Jennifer. "Teaching Success Through Play: American Board And Table Games, 1840–1900". ''Magazine Antiques,'' December, 2001.</ref>}}
==Design and publication==
''The Mansion of Happiness'' was designed in 1843 by [[Anne Abbott|Anne Wales Abbott]] (1808–1908), the daughter of a [[Beverly, Massachusetts]] clergyman.<ref name="OSV">Wolverton, Nan. "Toys and Childhood in the Early 19th Century". ''Old Sturbridge Village Visitor.'' Spring, 1998.</ref> Abbott was the author of moralistic fiction for children including ''Lost Wheelbarrow and Other Stories,'' and ''Kate and Lizzie, or Six Months Out of School.'' She was literary reviewer for the ''[[North American Review]]'' (she reviewed [[Nathaniel Hawthorne|Hawthorne]]'s ''[[The Scarlet Letter]]''),<ref>Crowley, Donald. ''Nathaniel Hawthorne: The Critical Heritage.'' Routledge, 1997. ISBN 041515930X / ISBN 978-0415159302.</ref> and served gratuitously as editor of ''The Child's Friend,'' a young people's literary journal whose mission it was "to cultivate a pure and high moral taste".<ref>[http://www.merrycoz.org/bib/1860.htm#06.1843.08 Pflieger, Pat. ''American children's periodicals, 1841-1860.'' 2006-2008.] Retrieved 11 November 2008.</ref> She also designed the popular [[card games]], ''Dr. Busby'' and ''[[Authors (card game)|Authors]].''<ref name="Orbanes">Orbanes, Philip E.. ''The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit.'' Harvard Business School Press, 14 November 2003. ISBN 1591392691; ISBN 978-1591392699.</ref> Like most American games of the middle 19th century, ''The Mansion of Happiness'' was derived from an imported English model with its direct prototype being the ''New Moral and Entertaining Game of The Mansion of Happiness'' published in 1800 by Laurie and Whittle of London. Laurie and Whittle's game was, in its turn, based on the Italian ''[[Game of the Goose|The Game of the Goose]],'' registered in [[Stationer's Hall]] in London in 1597.<ref name="scran"> [http://www.scran.ac.uk/database/record.php?usi=000-000-629-669-C "Laurie and Whittle's New Moral and Entertaining Game of ''The Mansion of Happiness.''"] Scran ID: 000-000-629-669-C. Victoria & Albert Museum. Retrieved 11 November 2008.</ref>
''The Mansion of Happiness'' was published the year of its design by W. & S.B. Ives of [[Salem, Massachusetts]].<ref name="Jensen" /> When the last of the Ives brothers died in 1888, board game titans [[Parker Brothers|Charles and George Parker]] purchased the rights to ''The Mansion of Happiness.'' In 1894, Parker Brothers republished ''The Mansion of Happiness'' as closely as possible to the game's original format with board illustrations hand-colored by an assembly line of women wielding paint pots and brushes. The game remained in the Parker Brothers catalog for thirty years, displaying the line, "The first board game ever published in America" on its box cover.<ref name="Orbanes" /><ref name="Whitehill">Whitehill, Bruce. "A Brief History of American Games". ''Toy Shop,'' 1997.</ref> The distinction of "the first" however is awarded today to ''The Travellers' Tour Through the United States'' and ''The Travellers' Tour Through Europe'' published by New York book sellers F. & R. Lockwood in 1822.<ref>Van Dulken, Stephen. ''American Inventions: A History of Curious, Extraordinary, and Just Plain Useful Patents.'' NYU Press, 2004. ISBN 0814788130 / ISBN 978-0814788134.</ref><ref>Rickards, Maurice, Twyman, Michael, De Beaumont, Sally, and Tanner, Amoret. ''The Encyclopedia of Ephemera: A Guide to the Fragmentary Documents of Everyday Life for the Collector, Curator, and Historian.'' Routledge, 2000. ISBN 0415926483 / ISBN 978-0415926485.</ref>
==Legacy==
In spite of America's fascination with wealth and goods in the last decades of the nineteenth century, didactic Christian games held sway then and well into the twentieth. Even as late as 1893, for example, McLoughlin Brothers released ''The New Pilgrim's Progress,'' an upgrade of its 1875 publication based on [[John Bunyan]]'s moralistic Christian classic, ''[[The Pilgrim's Progress]].'' Similar to its predecessor, the new edition of the game saw players racing about a track from the City of Destruction to The Celestial City with way-stops at The Slough of Despair, Vanity Fair, and Beulah Land.<ref name="Hofer" />
The affluence of the last decades of the nineteenth century generated America's first board games based on the idea that happiness and success were not incompatible with the accumulation of wealth through competitive, capitalistic behavior and culminated in 1935 with the publication of ''[[Monopoly (game)|Monopoly]],'' the most commercially successful board game in United States history.<ref>[http://boardgames.lovetoknow.com/History_of_the_Game_Monopoly History of the Game Monopoly]. Retrieved 24 November 2008.</ref>
[[File:Money Matters 01.jpg|thumb|right|''Larry Burkett's Money Matters'' (1993) teaches Christian stewardship and money management]]
Games with a Christian moral cast still hold a place on the American tabletop. Rainfall Educational Toys' ''Larry Burkett's Money Matters: The Christian Financial Concepts Game'' (1993) has players of seven years to adulthood moving about a board collecting income and paying off bills. The game's rule book states:
{{bquote|"Stewardship means taking care of our possessions, knowing that everything we have actually belongs to God. A key goal of this game is to teach that it is not how much money people have but their stewardship that is important. Players learn that (1) they can reach their financial goals by budgeting their money carefully and (2) it pays to be generous".<ref>[http://www.boardgamegeek.com/game/23527 ''Larry Burkett's Money Matters'' at Game Board Geek]. Retrieved 20 December 2008.</ref>}}
==References==
{{reflist|2}}
{{GamesPortal}}
{{DEFAULTSORT:Mansion of Happiness}}
[[Category:Children's board games]]
[[Category:History of board games]]
[[Category:Parker Brothers games]]
[[Category:Race games]]
[[Category:Roll-and-move board games]]
[[Category:Tabletop games]]
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/* Design and publication */
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[[Image:The Mansion of Happiness.jpg|thumb|250px|The sixty-six space spiral track of ''The Mansion of Happiness'' (1843) depicts various Christian virtues and vices.]]
'''''The Mansion of Happiness: An Instructive Moral and Entertaining Amusement''''' is a children's [[board game]] inspired by [[Christianity|Christian]] morality. Players race about a sixty-six space spiral track depicting virtues and vices with their goal being The Mansion of Happiness at track's end. Instructions upon virtue spaces advance players toward the goal while those upon vice spaces send them further away from it.
The game was designed by clergyman's daughter, [[Anne Abbott]] in 1843, published by W. & S.B. Ives of [[Salem, Massachusetts]] in 1843, and republished by [[Parker Brothers]] in 1894. The republication claimed ''The Mansion of Happiness'' was the first board game published in the [[United States of America]]; today, however, the distinction is awarded to Lockwood's ''Travellers' Tour'' games of 1822. The popularity of ''The Mansion of Happiness'' and similar moralistic board games was challenged in the last decades of the 19th century when the focus of games became materialism and competitive capitalistic behavior.
==Context==
[[Image:CheckeredGameofLife.jpg|thumb|''[[The Checkered Game of Life]]'' (1860) rewards mundane ventures and secular virtues such as ambition.]]
With the industrialization and urbanization of the United States in the early 19th century, the American middle class experienced an increase in leisure time.<ref name="Jensen" /><ref name="Hofer" /> The home gradually lost its traditional role as the center of economic production and became the ''locus'' of leisure activities and education under the supervision of mothers.<ref name="Jensen" /> As a result, the demand increased for children's board games emphasizing literacy and Christian principles, morals, and values.<ref name="Jensen" /> Advances in papermaking and printing technology during the era made the publication of inexpensive board games possible,<ref name="Jensen" /> and the technological invention of [[chromolithography]] made colorful board games a welcome addition to the parlor tabletop.<ref name="Hofer" />
One of the earliest children's board games published in America was ''The Mansion of Happiness'' (1843), "the progenitor of American board games".<ref name="Orbanes">Orbanes, Philip E.. ''The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit.'' Harvard Business School Press, 14 November 2003. ISBN 1591392691; ISBN 978-1591392699.</ref> Like other children's games that followed in its wake, ''The Mansion of Happiness'' was based on the [[Puritan]] world view that Christian virtue and deeds were assurances of happiness and success in life.<ref name="Hofer" /> Even game mechanics were influenced by the Puritan view.<ref name="Jensen" /> A spinner or a top-like [[teetotum]], for instance, was utilized in children's board games rather than dice, which were then associated with Satan and gambling.<ref name="Jensen" /> While the [[Puritan]] view forbade game playing on the [[Sabbath in Christianity|Sabbath]], ''The Mansion of Happiness'' and similar games with high moral content would have been permitted children in more liberal households.<ref name="Volo">Volo, James M., and Dorothy Denneen Volo. ''Family Life in 19th-century America.'' Greenwood Publishing Group, 2007. ISBN 0313337926 / ISBN 9780313337925.</ref>
In 1860, [[Milton Bradley]] developed a radically different concept of success in ''[[Milton Bradley#The Checkered Game of Life|The Checkered Game of Life]],'' the first American board game rewarding players for worldly ventures such as attending college, being elected to Congress, and getting rich.<ref name="Hofer">Hofer, Margaret K.. ''The Games We Played: the Golden Age of Board & Table Games.'' Princeton Architectural Press, 2003. ISBN 1568983972.</ref> Virtue became a means to an end rather than an end in itself. Daily life was the focus of the game with secular virtues such as thrift, ambition, and neatness receiving more emphasis than religious virtues.<ref name="Jensen" /> Indeed, the only suggestion of religion in Bradley's game was the marriage altar.<ref name="Jensen" /> ''The Checkered Game of Life'' was wildly popular, selling 40,000 copies in its first year.<ref name="Hofer" />
Protestant America gradually began viewing the accumulation of material goods and the cultivation of wealth as signs of God's blessing,<ref name="Jensen" /> and, with the decade of economic expansion and optimism in the 1880s, wealth became the defining characteristic of American success. Protestant values shifted from virtuous Christian living to values based on materialism and competitive, capitalist behavior. Being a good Christian and a successful capitalist were not incompatible.<ref name="Jensen" /> Dice lost their taint during the period, and replaced teetotums in games.<ref name="Hofer" />
[[File:District Messenger Boy Box Cover 1886.jpg|thumb|Unlike ''The Mansion of Happiness'', ''[[Game of the District Messenger Boy]]'' (1886) focuses on daily life rather than eternal life.]]
In a twist on ''The Mansion of Happiness'', McLoughlin Brothers and Parker Brothers released several games in the late 1880s based on the then-popular [[Horatio Alger, Jr.|Algeresque]] [[rags to riches]] theme.<ref name="Orbanes" /> Games such as ''[[Game of the District Messenger Boy]], or Merit Rewarded,'' ''[[Messenger Boy]],'' ''[[Game of the Telegraph Boy]]'', and ''The Office Boy'' allowed players to emulate the successful capitalist.<ref name="Jensen" /> Players began these games as company underlings, newbies, or gofers, and, with luck, won the game with a seat in the President's Office (rather than a seat in Heaven, as in ''The Mansion of Happiness'') or as Head of the Firm.<ref name="Hofer" /> In Parker Brothers' ''The Office Boy,'' spaces designated carelessness, inattentiveness, and dishonesty sent the player back on the track while spaces designated capability, earnestness, and honesty advanced him toward the goal.<ref name="Orbanes" /> Such games reflected the belief that the enterprising American - regardless of his background, humble or privileged - would be rewarded under the American capitalist system,<ref name="Hofer" /> and insinuated that success was equated with increased social status via the accumulation of wealth.<ref name="Jensen" />
Wealth and goods became game rewards during the last decades of the nineteenth century with the winner of [[McLoughlin Brothers]]' ''The Game of Playing Department Store'', for instance, being the player who carefully spent his money accumulating the most goods in a department store.<ref name="Hofer" /> ''Bulls and Bears: The Great Wall St. Game'' promised players they would feel like "speculators, bankers, and brokers",<ref name="Hofer" /> and the 1885 catalog advertisement for McLoughlin Brothers ''Monopolist'' informed the interested, "On this board the great struggle between Capital and Labor can be fought out to the satisfaction of all parties, and, if the players are successful, they can break the Monopolist and become Monopolists themselves".<ref name="Hofer" />
==Game play==
[[File:MOH Central Square.JPG|thumb|The game board's goal at track's end depicts men and women making music and dancing before a house and garden.]]
''The Mansion of Happiness'' is a roll-and-move track board game, and, typical of such games, the object is to be the first player to reach the goal at the end of the board's track, here called The Mansion of Happiness ([[Heaven]]).<ref name="Jensen" /> Centrally located on the board, the goal pictures happy men and women making music and dancing before a house and garden.<ref name="Volo" /> To reach The Mansion of Happiness, the player spins a teetotum and races around a sixty-six space spiral track depicting various virtues and vices.<ref name="Jensen" />
Instructions upon spaces depicting virtues move the player closer to The Mansion of Happiness while spaces depicting vices send the player back to the [[pillory]], the House of Correction, or prison, and thus, further from The Mansion of Happiness.<ref name="Volo" /> Sabbath-breakers are sent to the [[whipping post]].<ref name="Volo" /> The vice of Pride sends a player back to Humility, and the vice of Idleness to Poverty.<ref>''The Journal of American Folk-Lore''. Vol. VII, No. XXIV, January-March, 1894.</ref> The game's rules noted:
{{bquote|"WHOEVER possesses PIETY, HONESTY, TEMPERANCE, GRATITUDE, PRUDENCE, TRUTH, CHASTITY, SINCERITY...is entitled to Advance six numbers toward the Mansion of Happiness. WHOEVER gets into a PASSION must be taken to the water and have a ducking to cool him... WHOEVER posses[ses] AUDACITY, CRUELTY, IMMODESTY, or INGRATITUDE, must return to his former situation till his turn comes to spin again, and not even think of HAPPINESS, much less partake of it."<ref name="Jensen">Jensen, Jennifer. "Teaching Success Through Play: American Board And Table Games, 1840–1900". ''Magazine Antiques,'' December, 2001.</ref>}}
==Design and publication==
''The Mansion of Happiness'' was designed in 1800 by George Fox of England. Ann Wales Abbot, the daughter of a [[Beverly, Massachusetts]] clergyman, was the author of moralistic fiction for children including ''Lost Wheelbarrow and Other Stories,'' and ''Kate and Lizzie, or Six Months Out of School.'' She was literary reviewer for the ''[[North American Review]]'' (she reviewed [[Nathaniel Hawthorne|Hawthorne]]'s ''[[The Scarlet Letter]]''),<ref>Crowley, Donald. ''Nathaniel Hawthorne: The Critical Heritage.'' Routledge, 1997. ISBN 041515930X / ISBN 978-0415159302.</ref> and served gratuitously as editor of ''The Child's Friend,'' a young people's literary journal whose mission it was "to cultivate a pure and high moral taste".<ref>[http://www.merrycoz.org/bib/1860.htm#06.1843.08 Pflieger, Pat. ''American children's periodicals, 1841-1860.'' 2006-2008.] Retrieved 11 November 2008.</ref> She designed the [[card games]], ''Dr. Busby'' and Master Rodbury''. ''Like most American games of the middle 19th century, ''The Mansion of Happiness'' was derived from an imported English model with its direct prototype being the ''New Moral and Entertaining Game of The Mansion of Happiness'' published in 1800 by Laurie and Whittle of London. Laurie and Whittle's game was, in its turn, based on the Italian ''[[Game of the Goose|The Game of the Goose]],'' registered in [[Stationer's Hall]] in London in 1597.<ref name="scran"> [http://www.scran.ac.uk/database/record.php?usi=000-000-629-669-C "Laurie and Whittle's New Moral and Entertaining Game of ''The Mansion of Happiness.''"] Scran ID: 000-000-629-669-C. Victoria & Albert Museum. Retrieved 11 November 2008.</ref>
''The Mansion of Happiness'' was published the year of its design by W. & S.B. Ives of [[Salem, Massachusetts]].<ref name="Jensen" /> When the last of the Ives brothers died in 1888, board game titans [[Parker Brothers|Charles and George Parker]] purchased the rights to ''The Mansion of Happiness.'' In 1894, Parker Brothers republished ''The Mansion of Happiness'' as closely as possible to the game's original format with board illustrations hand-colored by an assembly line of women wielding paint pots and brushes. The game remained in the Parker Brothers catalog for thirty years, displaying the line, "The first board game ever published in America" on its box cover.<ref name="Orbanes" /><ref name="Whitehill">Whitehill, Bruce. "A Brief History of American Games". ''Toy Shop,'' 1997.</ref> The distinction of "the first" however is awarded today to ''The Travellers' Tour Through the United States'' and ''The Travellers' Tour Through Europe'' published by New York book sellers F. & R. Lockwood in 1822.<ref>Van Dulken, Stephen. ''American Inventions: A History of Curious, Extraordinary, and Just Plain Useful Patents.'' NYU Press, 2004. ISBN 0814788130 / ISBN 978-0814788134.</ref><ref>Rickards, Maurice, Twyman, Michael, De Beaumont, Sally, and Tanner, Amoret. ''The Encyclopedia of Ephemera: A Guide to the Fragmentary Documents of Everyday Life for the Collector, Curator, and Historian.'' Routledge, 2000. ISBN 0415926483 / ISBN 978-0415926485.</ref>
==Legacy==
In spite of America's fascination with wealth and goods in the last decades of the nineteenth century, didactic Christian games held sway then and well into the twentieth. Even as late as 1893, for example, McLoughlin Brothers released ''The New Pilgrim's Progress,'' an upgrade of its 1875 publication based on [[John Bunyan]]'s moralistic Christian classic, ''[[The Pilgrim's Progress]].'' Similar to its predecessor, the new edition of the game saw players racing about a track from the City of Destruction to The Celestial City with way-stops at The Slough of Despair, Vanity Fair, and Beulah Land.<ref name="Hofer" />
The affluence of the last decades of the nineteenth century generated America's first board games based on the idea that happiness and success were not incompatible with the accumulation of wealth through competitive, capitalistic behavior and culminated in 1935 with the publication of ''[[Monopoly (game)|Monopoly]],'' the most commercially successful board game in United States history.<ref>[http://boardgames.lovetoknow.com/History_of_the_Game_Monopoly History of the Game Monopoly]. Retrieved 24 November 2008.</ref>
[[File:Money Matters 01.jpg|thumb|right|''Larry Burkett's Money Matters'' (1993) teaches Christian stewardship and money management]]
Games with a Christian moral cast still hold a place on the American tabletop. Rainfall Educational Toys' ''Larry Burkett's Money Matters: The Christian Financial Concepts Game'' (1993) has players of seven years to adulthood moving about a board collecting income and paying off bills. The game's rule book states:
{{bquote|"Stewardship means taking care of our possessions, knowing that everything we have actually belongs to God. A key goal of this game is to teach that it is not how much money people have but their stewardship that is important. Players learn that (1) they can reach their financial goals by budgeting their money carefully and (2) it pays to be generous".<ref>[http://www.boardgamegeek.com/game/23527 ''Larry Burkett's Money Matters'' at Game Board Geek]. Retrieved 20 December 2008.</ref>}}
==References==
{{reflist|2}}
{{GamesPortal}}
{{DEFAULTSORT:Mansion of Happiness}}
[[Category:Children's board games]]
[[Category:History of board games]]
[[Category:Parker Brothers games]]
[[Category:Race games]]
[[Category:Roll-and-move board games]]
[[Category:Tabletop games]]
9yqmkb80w3zxmctm8dzcj1nna6gsvap
The Market of Alturien
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2009-02-20T16:17:43Z
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[[User:Addbot|Bot:]] Adding Orphan Tag ([[Wikipedia_talk:WikiProject_Orphanage|Questions]]) ([[User_Talk:Addbot|Report Errors]])
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text/x-wiki
{{Orphan|date=February 2009}}
'''The Market of Alturien''' is a board game for 2 to 6 players, released in 2007. Players assume the roles of stall traders in a market town, competing to attract customers. The board is divided into squares, with most squares permitting the building of a stall, always by at most one player. Six Customer models of varying wealth are moved about the board (no backtracking, although they may walk in circles) by the players according to the rolls of the dice, and spend their money at the stall at which they arrive. After at least one player has reached a predetermined amount of wealth, a Thief is released from the docks and may also be moved by the players - stealing from whosever stall he arrives in front of. If a player does not like the result they roll at the start of their turn, then they may move the Thief and then roll again, although they may not repeat this procedure a second time. Also once per turn, a player may buy either an additional market stall, an extension to one of their preexisting stalls (that sells more goods when a customer arrives at it), an "investment" (from a set of four that offer various special rules, such as being able to roll two dice and pick the most satisfactory result), or a "prestige card", which determine the winner of the game.
==External links==
{{bgg|27800}}
{{DEFAULTSORT:Market of Alturien}}
{{board-game-stub}}
[[Category:Economic simulation board games]]
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Kingstonlee
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text/x-wiki
{{Orphan|date=February 2009}}
'''The Market of Alturien''' is a board game for 2 to 6 players, released in 2007. Players assume the roles of stall traders in a market town, competing to attract customers. The board is divided into squares, with most squares permitting the building of a stall, always by at most one player. Six Customer models of varying wealth are moved about the board (no backtracking, although they may walk in circles) by the players according to the rolls of the dice, and spend their money at the stall at which they arrive. After at least one player has reached a predetermined amount of wealth, a Thief is released from the docks and may also be moved by the players - stealing from whosever stall he arrives in front of. If a player does not like the result they roll at the start of their turn, then they may move the Thief and then roll again, although they may not repeat this procedure a second time. Also once per turn, a player may buy either an additional market stall, an extension to one of their preexisting stalls (that sells more goods when a customer arrives at it), an "investment" (from a set of four that offer various special rules, such as being able to roll two dice and pick the most satisfactory result), or a "prestige card", which determine the winner of the game.
==External links==
{{bgg|27800}}
{{DEFAULTSORT:Market of Alturien}}
{{board-game-stub}}
[[Category:Economic simulation board games]]
i3cjh9lmj8i9ao6io16j5aqxwrkgevj
The Perfect Present
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Addbot
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[[User:Addbot|Bot:]] Adding Orphan Tag ([[User_Talk:Addbot|Report Errors]])
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{{Orphan|date=February 2009}}
{{Advert|date=December 2007}}
{{Infobox Game
| title = The Perfect Present
| subtitle = "The game of giving and receiving the ultimate gift!"
| image_link = [[Image:The_Perfect_Present_Game_Box_and_Cards.jpg|260px|center]]
| image_caption = The game box and cards of ''The Perfect Present''
| designer =
| illustrator =
| publisher = [[Mega Brands]]
| players = 3-10
| ages = 12 and up
| setup_time = 1 minute
| playing_time = 30-60 minutes
| complexity = Easy
| strategy = Medium
| random_chance = Medium
| skills = [[Social interaction|Social skills]], [[Sense of humor]]
| footnotes =
| bggid = 32118
| bggxrefs =
}}
'''''The Perfect Present''''' is a [[party game]] about giving and receiving both realistic and fantastical gifts.<ref>[http://www.theperfectpresentgame.com/index.htm The Perfect Present: The Game of Giving and Receiving the Ultimate Gift!<!-- Bot generated title -->]</ref>
Each of the over 750 cards is a unique gift that people may desire in life. The gifts range from materialistic (a hot tub, a personal servant) to aspirational (be president, be fluent in all languages) to selfless (world peace, cure cancer) to fantastic (turn invisible, converse with animals, no more bad drivers) to ridiculous (a pack of tiny dogs, fruitcake).
''The Perfect Present'' is about figuring out which of these gifts from your hand another player would most like, and being rewarded when you give the best gift.
==Rules==
====Setup====
Each player is dealt 7 cards to keep in their hand. These are potential gifts and they should be kept secret from other players. Each player is also given 1 challenge card.
Deal out 8 more cards, face-up, in the center (place these in the enclosed card stands, if desired). This is the "Gift Mart".
The remaining cards are left in the draw box.
====Play====
Choose someone to go first, this person is the "gift receiver".
All other players choose a gift from their hand they think the gift receiver would want most, and place it face-down in front of the receiver. When everyone has given a gift, the receiver mixes them up, and flips them over one by one. The receiver reads each gift allowed, and must choose one to keep -- an entirely personal decision based on what the receiver likes most. The receiver keeps the gift in their "loot pile", a collection of accumulated gifts displayed in front of the player. The rejected gifts are discarded.
[[Image:The_Perfect_Present_Cards.jpg|300px|left|thumb|The receiver must choose which gift he or she wants most from those presented. The player that gave the best gift gets rewarded by getting to choose an item from the Gift Mart for their own collection, thus scoring a point. (Some sample gifts shown.)]]
The loot pile represents score. The number of cards in a player's loot pile is that player's score (yes, this means a receiver will always get a point on their turn).
The player that gave the chosen gift reveals him or herself, and is then rewarded by getting to choose a gift from the Gift Mart for their own loot collection, thus also scoring a point. The first player to have a loot pile of 7 or more gifts wins! (Note that if you only need one point to win, you cannot receive gifts, and instead may discard as many cards as you want and draw new ones; the exception is if ''everyone'' needs only one point to win, in which case you can receive a gift for the win.)
If nobody has won, players refill their hands to 7 cards, and refill the Gift Mart to 8 cards. Play rotates clockwise, giving the next person a chance to receive gifts.
=====Challenge Cards=====
Each player has one challenge card. If a player feels their gift should have been chosen, but it wasn't, they can spend their challenge card and describe to everyone why their gift should have been chosen. The player of the chosen gift gets a rebuttal. Then all players vote to determine whose gift actually gets chosen.
=====Discarding=====
Twice during the game (at any point) a player may discard up to 3 cards and draw new ones in attempt to find better gifts to give.
Also, if all players agree, the ''Gift Mart'' can be discarded and refreshed twice during the game.<ref>[http://www.theperfectpresentgame.com/rules.htm The Perfect Present: The Game of Giving and Receiving the Ultimate Gift! Rules for playing<!-- Bot generated title -->]</ref>
=====Afterwards=====
After the game ends, players are encouraged to look at everyone's gifts and decide who has the coolest stuff, and to look for trends in everyone's chosen gifts.
==Game Box Contents==
The box contains:
*758 gift cards
*A Gift Mart tray, used to display 8 cards in the center of the play area
*A draw box from which players draw cards
*A rules sheet
==History==
*2003: ''The Perfect Present'' is designed by Raymond Mazza as a final project for a [[game design]] class offered by [[Carnegie Mellon|Carnegie Mellon's]] Master of Entertainment Technology graduate program. In brainstorming for a game and its theme, Raymond decided to list everything that people like or would like in the world. When the list wouldn't stop growing, he decided to make a game about all of those things. These each turned into a gift card. Inspiration for play style came from the award-winning game [[Apples to Apples]]. After great response from play tests, Raymond decides to pursue publication. The prototype is submitted to [[Out of the Box Publishing]].
*2004: ''The Perfect Present'' is met with interest by [[Out of the Box Publishing]], but is ultimately not taken on. Raymond sends the game to Rehtmeyer, Inc., for review and marketplace guidance.
*2005: ''The Perfect Present'' is entered in the KublaCon game conference's game design contest under the name ''Loot'' ( which is currently the name of a different game). It receives acclaim from the judges and wins 2nd place. The contest typically recognizes [[strategy games]]. Rehtmeyer, Inc., becomes Raymond's agent and represents ''The Perfect Present'' to publishers.
*2006: [[Mega Brands]] licenses ''The Perfect Present'' and develops it further.
*2007: ''The Perfect Present'' is released in stores.
==References==
<!-- this 'empty' section displays references defined elsewhere -->
{{reflist}}
[[Category:Dedicated deck card games]]
[[Category:Party games]]
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{{Orphan|date=February 2009}}
{{Advert|date=December 2007}}
{{Infobox Game
| title = The Perfect Present
| subtitle = "The game of giving and receiving the ultimate gift!"
| image_link = [[Image:The_Perfect_Present_Game_Box_and_Cards.jpg|260px|center]]
| image_caption = The game box and cards of ''The Perfect Present''
| designer =
| illustrator =
| publisher = [[Mega Brands]]
| players = 3-10
| ages = 12 and up
| setup_time = 1 minute
| playing_time = 30-60 minutes
| complexity = Easy
| strategy = Medium
| random_chance = Medium
| skills = [[Social interaction|Social skills]], [[Sense of humor]]
| footnotes =
| bggid = 32118
| bggxrefs =
}}
'''''The Perfect Present''''' is a [[party game]] about giving and receiving both realistic and fantastical gifts.<ref>[http://www.theperfectpresentgame.com/index.htm The Perfect Present: The Game of Giving and Receiving the Ultimate Gift!<!-- Bot generated title -->]</ref>
Each of the over 750 cards is a unique gift that people may desire in life. The gifts range from materialistic (a hot tub, a personal servant) to aspirational (be president, be fluent in all languages) to selfless (world peace, cure cancer) to fantastic (turn invisible, converse with animals, no more bad drivers) to ridiculous (a pack of tiny dogs, fruitcake).
''The Perfect Present'' is about figuring out which of these gifts from your hand another player would most like, and being rewarded when you give the best gift.
==Rules==
====Setup====
Each player is dealt 7 cards to keep in their hand. These are potential gifts and they should be kept secret from other players. Each player is also given 1 challenge card.
Deal out 8 more cards, face-up, in the center (place these in the enclosed card stands, if desired). This is the "Gift Mart".
The remaining cards are left in the draw box.
====Play====
Choose someone to go first, this person is the "gift receiver".
All other players choose a gift from their hand they think the gift receiver would want most, and place it face-down in front of the receiver. When everyone has given a gift, the receiver mixes them up, and flips them over one by one. The receiver reads each gift allowed, and must choose one to keep -- an entirely personal decision based on what the receiver likes most. The receiver keeps the gift in their "loot pile", a collection of accumulated gifts displayed in front of the player. The rejected gifts are discarded.
[[Image:The_Perfect_Present_Cards.jpg|300px|left|thumb|The receiver must choose which gift he or she wants most from those presented. The player that gave the best gift gets rewarded by getting to choose an item from the Gift Mart for their own collection, thus scoring a point. (Some sample gifts shown.)]]
The loot pile represents score. The number of cards in a player's loot pile is that player's score (yes, this means a receiver will always get a point on their turn).
The player that gave the chosen gift reveals him or herself, and is then rewarded by getting to choose a gift from the Gift Mart for their own loot collection, thus also scoring a point. The first player to have a loot pile of 7 or more gifts wins! (Note that if you only need one point to win, you cannot receive gifts, and instead may discard as many cards as you want and draw new ones; the exception is if ''everyone'' needs only one point to win, in which case you can receive a gift for the win.)
If nobody has won, players refill their hands to 7 cards, and refill the Gift Mart to 8 cards. Play rotates clockwise, giving the next person a chance to receive gifts.
=====Challenge Cards=====
Each player has one challenge card. If a player feels their gift should have been chosen, but it wasn't, they can spend their challenge card and describe to everyone why their gift should have been chosen. The player of the chosen gift gets a rebuttal. Then all players vote to determine whose gift actually gets chosen.
=====Discarding=====
Twice during the game (at any point) a player may discard up to 3 cards and draw new ones in attempt to find better gifts to give.
Also, if all players agree, the ''Gift Mart'' can be discarded and refreshed twice during the game.<ref>[http://www.theperfectpresentgame.com/rules.htm The Perfect Present: The Game of Giving and Receiving the Ultimate Gift! Rules for playing<!-- Bot generated title -->]</ref>
=====Afterwards=====
After the game ends, players are encouraged to look at everyone's gifts and decide who has the coolest stuff, and to look for trends in everyone's chosen gifts.
==Game Box Contents==
The box contains:
*758 gift cards
*A Gift Mart tray, used to display 8 cards in the center of the play area
*A draw box from which players draw cards
*A rules sheet
==History==
*2003: ''The Perfect Present'' is designed by Raymond Mazza as a final project for a [[game design]] class offered by [[Carnegie Mellon|Carnegie Mellon's]] Master of Entertainment Technology graduate program. In brainstorming for a game and its theme, Raymond decided to list everything that people like or would like in the world. When the list wouldn't stop growing, he decided to make a game about all of those things. These each turned into a gift card. Inspiration for play style came from the award-winning game [[Apples to Apples]]. After great response from play tests, Raymond decides to pursue publication. The prototype is submitted to [[Out of the Box Publishing]].
*2004: ''The Perfect Present'' is met with interest by [[Out of the Box Publishing]], but is ultimately not taken on. Raymond sends the game to Rehtmeyer, Inc., for review and marketplace guidance.
*2005: ''The Perfect Present'' is entered in the KublaCon game conference's game design contest under the name ''Loot'' ( which is currently the name of a different game). It receives acclaim from the judges and wins 2nd place. The contest typically recognizes [[strategy games]]. Rehtmeyer, Inc., becomes Raymond's agent and represents ''The Perfect Present'' to publishers.
*2006: [[Mega Brands]] licenses ''The Perfect Present'' and develops it further.
*2007: ''The Perfect Present'' is released in stores.
==References==
<!-- this 'empty' section displays references defined elsewhere -->
{{reflist}}
[[Category:Dedicated deck card games]]
[[Category:Party games]]
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The Very Clever Pipe Game
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'''''The Very Clever Pipe Game''''' is a card game produced by [[Cheapass Games]]. It can be played by 2-4 people, or more in teams. Like other [[pipe game]]s, the objective can be to create a closed circuit in pipes of your color by playing cards from your hand. When you accomplish this, you pick up the [[Playing card|cards]]. Whoever has the most cards at the end wins. However, what makes this game unique (and thus, according to the maker, Very Clever) is that you can also choose to close off fields of light or dark backgrounds. If you have four players, for instance, each has a different goal: light pipes, dark pipes, light backgrounds, or dark backgrounds. With so many competing goals, the game becomes quite complicated.
There are two basic strategies to this game. Some players prefer to make small circuits of only two or three cards, and others attempt to build up their circuit to pick up many cards at a time. Either [[strategy]] can win, although the former is more safe and the latter more of a gamble. Often, the strategy players choose depends on the cards they hold in their hands. In addition, an important part of the strategy in this game is blocking opponents before they can gather cards.
==External links==
*{{bgg|279|''The Very Clever Pipe Game''}}
{{DEFAULTSORT:Very Clever Pipe Game}}
[[Category:Dedicated deck card games]]
[[Category:Cheapass Games games]]
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'''''The Very Clever Pipe Game''''' is a card game produced by [[Cheapass Games]]. It can be played by 2-4 people, or more in teams. Like other [[pipe game]]s, the objective can be to create a closed circuit in pipes of your color by playing cards from your hand. When you accomplish this, you pick up the [[Playing card|cards]]. Whoever has the most cards at the end wins. However, what makes this game unique (and thus, according to the maker, Very Clever) is that you can also choose to close off fields of light or dark backgrounds. If you have four players, for instance, each has a different goal: light pipes, dark pipes, light backgrounds, or dark backgrounds. With so many competing goals, the game becomes quite complicated.
There are two basic strategies to this game. Some players prefer to make small circuits of only two or three cards, and others attempt to build up their circuit to pick up many cards at a time. Either [[strategy]] can win, although the former is more safe and the latter more of a gamble. Often, the strategy players choose depends on the cards they hold in their hands. In addition, an important part of the strategy in this game is blocking opponents before they can gather cards.
==External links==
*{{bgg|279|''The Very Clever Pipe Game''}}
{{DEFAULTSORT:Very Clever Pipe Game}}
[[Category:Dedicated deck card games]]
[[Category:Cheapass Games games]]
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Three-Dragon Ante
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{{Unreferenced|date=March 2007}}
<!-- Deleted image removed: [[Image:3 Dragon Ante.JPG|350px|thumb|right|Game set-up (cards, rules, 2 rule summary cards, game box). Coins or poker chips, etc., are used to represent gold.]] -->
'''Three-Dragon Ante''' (ISBN 0-7869-4072-7) is a noncollectable [[card game]] developed by [[Rob Heinsoo]], and published by [[Wizards of the Coast]] in November 2005. The game is a combination of luck and skill, and blends concepts from traditional card games such as [[poker]], [[hearts (game)|hearts]], and [[rummy]].
Based on [[Dungeons & Dragons]], it is intended as a game in its own right or as an element in a role-playing campaign.
==Cards==
The deck consists of 70 cards (plus two reference cards). The structure of the deck is reminiscent of standard [[playing card]] or [[Tarot]] decks. Each card in the deck represents either a dragon or a mortal, has a strength between 1 and 13, and a special ability or power. Six cards are initially dealt to each player. There is a maximum hand size of ten cards and players are not allowed to have more than the maximum at any time. Players keep their hands secret from the other players. The undealt cards are placed face-down into a draw pile from which players take new cards.
==Gameplay==
The game is recommended for 2 to 6 players, each of whom begins with 50 points (called gold). The game is divided into gambits in which gold is added and detracted from the stakes (similar to the pot in [[poker]]). Each gambit normally has three rounds (four or more can break ties). In each round, players play cards in front of them (comprising their flight). The strongest flight is the one with cards summing the highest numerical value. After each gambit, each player draws two cards. All ante cards and flights are then discarded. When the last card is drawn from the pile, you shuffle the discard pile and it replaces the draw pile.
In a gambit, players initially choose a card from their hand to ''ante-up'' (see [[poker]]). The highest ''ante'' determines the amount of gold ''every'' player must pay to the stakes.
The player with the highest ante plays first, triggering the special ability of her dragon. The special powers of each card varies from allowing players to draw more cards or steal money - from the stakes or other players. In general, good dragons allow players to gain cards, whereas evil dragons allow players to get more gold from the pot or other players. Mortals are especially powerful, so players often maneuver to trigger their mortals' special power.
After the first card in the round is played, players play cards in clockwise order. If the value of the card is less than or equal to the one played before it in the round, it triggers. Otherwise, it does not. The highest dragon in a given round determines the leader of the next round. The first card played in every round always triggers.
Most gambits end after three rounds, though occasionally a tie extends it to four or more rounds. In either case, the strongest flight (sum of the values of each player's three cards) wins. Additionally, special flights (color or strength) allow players to earn extra gold or cards. Players must buy cards from the deck if they run out of cards. The cost of new cards is determined randomly by flipping the top card of the draw pile; the player pays its cost in gold. This commonly happens, since replacing cards can be difficult.
The game ends when one player's hoard runs out at the end of a gambit. Optional alternate endings are also suggested in the rules.
===Dragons===
With few exceptions, each dragon has a strength and a color. A dragon's strength is shown in the top-left and bottom-right corners of the card. The color of the dragon determines its alignment and powers:
*Colors of evil dragons: Black, Blue, Green, Red, White. Tiamat and Dracolich are also evil.
*Colors of good dragons: Brass, Bronze, Copper, Gold, and Silver. Bahamut is also good.
Only dragons count in special flights but house rules can allow three mortals to be played as a color flight called a fellowship.
===Special Flights===
*Color Flight: Three dragons of the same color earn a player the second strongest dragon's strength in gold from each player
*Strength Flight: Three dragons of the same strength earn a player one of those dragon's strength in gold from the stakes and all the remaining ante cards(up to a ten card hand)
Only dragons count in special flights but house rules can allow three mortals to be played as a color flight called a fellowship.
===Dragon Gods===
*Tiamat: strength 13 and colorless, though this card counts as any Evil color when making color flights. When a player's flight includes Tiamat and a good dragon, that player cannot win the gambit.
*Bahamut: strength 13 and colorless. When a player's flight includes Bahamut and an evil dragon, that player cannot win the gambit.
Bahamut also has a normal power that triggers like the power of any regular dragon.
===Undead Dragon===
Dracolich: strength 10 and colorless.
===Mortals===
Mortals are non-dragon cards, such as The Thief or The Druid. Mortals do not count in special flights but house rules can allow three mortals to be played as a color flight called a fellowship.
==Strategy==
{{Original research|section|date=October 2007}}
The game's strategy centers on correctly estimating the value of one's hand in order to ante appropriately. The order of play is important, with prominent advantages going to the first player (whose card always triggers) and the players who get to play later in the round. It is particularly important to plan one's order of play in a gambit.
For example, players with weak hands should ante low and seek to steal as much gold from the stakes and other players as possible, generally by playing low-strength dragons. Also, playing strength and color flights, even if they are not successful in winning gambits, can be effective at gaining gold.
Players with high strength cards should not hesitate to ante high and make a play for the stakes. There are two advantages to this approach. First, the highest ante starts the first round, causing his or her first dragon to automatically trigger. Second, the highest strength dragon determines who starts the next round. As the card played by the first player in every round always triggers, playing higher than the opposition in late position can greatly aid one's chances.
One mortal, ''The Druid'', allows the lowest strength flight to win the gambit (reversing the normal rules). Several strategies revolve around disguising one's intent to play the druid and other low-strength cards to unexpectedly run away with the stakes. ''The Thief'', who allows the player to steal 7 gold from the stakes if it triggers, is also a powerful mortal card that helps players with weak hands. For players attempting to win the gambit by playing high cards, The Dragonslayer is another powerful mortal.
Finally, it is often in one's own interest to help other players, particularly to prevent them from losing (and thus ending the game). It is common to see players trailing the gold leader (but still conceivably competitive) to keep their comrades alive in the hope of catching up.
==Criticism==
Critics of the game suggest that Three-Dragon Ante's major weakness is that the strategy varies so much according to the number of players [http://www.boardgamegeek.com/game/20806#files]. It is particularly important to win gambits in large games (4+ players), whereas stealing gold from the stakes is effective in games with only 2–3 players. Strength flights are also relatively more important in large games. Also, because the deck size is fixed, the rule-changing cards like ''The Druid'' come up more often in large games. This non-linear scaling causes game time to vary radically with the number of players. Games with 4+ players usually end within an hour, but games with fewer players can continue indefinitely. House rules, such as adjusting the effect of the strength flights or the starting gold given to each player, can help alleviate these problems. Another solution is to set a certain number of gambits as a match; the player with the most gold at the end of the match wins.
Another camp holds that the unexpected shifts in strategy caused by changes to the number of players is an asset rather than a weakness. It makes the game more versatile and forces players to compete in new ways and use the cards differently. While game length can be an issue, house rules (as suggested above and recommended in the rule book) are more than sufficient to counter this issue.
==Terminology==
*Ante Card: the card each player plays that determines the leader for the gambit's first round.
*Color Flight: Three dragons of the same color.
*Evil dragon: cards that help you gain gold (from the stakes or other players). Includes colors of the chromatic spectrum: Black, Blue, Green, Red, and White.
*Flight: the cards a player has in play. If three or more dragons in a flight are the same color or the same strength (a special flight), bonuses are awarded.
*Gambit: a set of three (or more) rounds.
*Gold: the scoring system is expressed as pieces of gold. Players begin with 50 gold. Note that you will need to provide your own gold, chips, or other accounting system. In two-player games, score can often be kept with pencil and paper.
*Good dragons: cards that help you gain new cards. Includes colors of the metallic spectrum: Brass, Bronze, Copper, Gold, and Silver.
*Hoard: a player's gold.
*Leader: the first player of each round is the Leader.
*Power: when triggered, a power allows a player to steal gold or cards, take ante cards, or change the fundamental rules of the game.
*Round: set of turns equal to the number of players. For example, in a two player game, a round consists of 2 turns. In a 6 player game a round consists of 6 turns.
*Special Flight: when three or more dragons in a flight are the same color or the same strength. The player wins bonuses for special flights.
*Stakes: the pot or kitty.
*Strength Flight: Three dragons of the same strength.
*Stronger dragon: a dragon whose strength is greater than the strength of the card just played.
*Weaker dragon: a dragon whose strength is less than the strength of the card just played.
==References==
*[http://www.boardgamegeek.com/game/20806 BoardGameGeek Page for Three-Dragon Ante ]
*http://www.wizards.com/default.asp?x=products/dndacc/956120000
[[Category:Dedicated deck card games]]
[[fr:Le Jeu des dragons]]
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{{Unreferenced|date=March 2007}}
<!-- Deleted image removed: [[Image:3 Dragon Ante.JPG|350px|thumb|right|Game set-up (cards, rules, 2 rule summary cards, game box). Coins or poker chips, etc., are used to represent gold.]] -->
'''Three-Dragon Ante''' (ISBN 0-7869-4072-7) is a noncollectable [[card game]] developed by [[Rob Heinsoo]], and published by [[Wizards of the Coast]] in November 2005. The game is a combination of luck and skill, and blends concepts from traditional card games such as [[poker]], [[hearts (game)|hearts]], and [[rummy]].
Based on [[Dungeons & Dragons]], it is intended as a game in its own right or as an element in a role-playing campaign.
==Cards==
The deck consists of 70 cards (plus two reference cards). The structure of the deck is reminiscent of standard [[playing card]] or [[Tarot]] decks. Each card in the deck represents either a dragon or a mortal, has a strength between 1 and 13, and a special ability or power. Six cards are initially dealt to each player. There is a maximum hand size of ten cards and players are not allowed to have more than the maximum at any time. Players keep their hands secret from the other players. The undealt cards are placed face-down into a draw pile from which players take new cards.
==Gameplay==
The game is recommended for 2 to 6 players, each of whom begins with 50 points (called gold). The game is divided into gambits in which gold is added and detracted from the stakes (similar to the pot in [[poker]]). Each gambit normally has three rounds (four or more can break ties). In each round, players play cards in front of them (comprising their flight). The strongest flight is the one with cards summing the highest numerical value. After each gambit, each player draws two cards. All ante cards and flights are then discarded. When the last card is drawn from the pile, you shuffle the discard pile and it replaces the draw pile.
In a gambit, players initially choose a card from their hand to ''ante-up'' (see [[poker]]). The highest ''ante'' determines the amount of gold ''every'' player must pay to the stakes.
The player with the highest ante plays first, triggering the special ability of her dragon. The special powers of each card varies from allowing players to draw more cards or steal money - from the stakes or other players. In general, good dragons allow players to gain cards, whereas evil dragons allow players to get more gold from the pot or other players. Mortals are especially powerful, so players often maneuver to trigger their mortals' special power.
After the first card in the round is played, players play cards in clockwise order. If the value of the card is less than or equal to the one played before it in the round, it triggers. Otherwise, it does not. The highest dragon in a given round determines the leader of the next round. The first card played in every round always triggers.
Most gambits end after three rounds, though occasionally a tie extends it to four or more rounds. In either case, the strongest flight (sum of the values of each player's three cards) wins. Additionally, special flights (color or strength) allow players to earn extra gold or cards. Players must buy cards from the deck if they run out of cards. The cost of new cards is determined randomly by flipping the top card of the draw pile; the player pays its cost in gold. This commonly happens, since replacing cards can be difficult.
The game ends when one player's hoard runs out at the end of a gambit. Optional alternate endings are also suggested in the rules.
===Dragons===
With few exceptions, each dragon has a strength and a color. A dragon's strength is shown in the top-left and bottom-right corners of the card. The color of the dragon determines its alignment and powers:
*Colors of evil dragons: Black, Blue, Green, Red, White. Tiamat and Dracolich are also evil.
*Colors of good dragons: Brass, Bronze, Copper, Gold, and Silver. Bahamut is also good.
Only dragons count in special flights but house rules can allow three mortals to be played as a color flight called a fellowship.
===Special Flights===
*Color Flight: Three dragons of the same color earn a player the second strongest dragon's strength in gold from each player
*Strength Flight: Three dragons of the same strength earn a player one of those dragon's strength in gold from the stakes and all the remaining ante cards(up to a ten card hand)
Only dragons count in special flights but house rules can allow three mortals to be played as a color flight called a fellowship.
===Dragon Gods===
*Tiamat: strength 13 and colorless, though this card counts as any Evil color when making color flights. When a player's flight includes Tiamat and a good dragon, that player cannot win the gambit.
*Bahamut: strength 13 and colorless. When a player's flight includes Bahamut and an evil dragon, that player cannot win the gambit.
Bahamut also has a normal power that triggers like the power of any regular dragon.
===Undead Dragon===
Dracolich: strength 10 and colorless.
===Mortals===
Mortals are non-dragon cards, such as The Thief or The Druid. Mortals do not count in special flights but house rules can allow three mortals to be played as a color flight called a fellowship.
==Strategy==
{{Original research|section|date=October 2007}}
The game's strategy centers on correctly estimating the value of one's hand in order to ante appropriately. The order of play is important, with prominent advantages going to the first player (whose card always triggers) and the players who get to play later in the round. It is particularly important to plan one's order of play in a gambit.
For example, players with weak hands should ante low and seek to steal as much gold from the stakes and other players as possible, generally by playing low-strength dragons. Also, playing strength and color flights, even if they are not successful in winning gambits, can be effective at gaining gold.
Players with high strength cards should not hesitate to ante high and make a play for the stakes. There are two advantages to this approach. First, the highest ante starts the first round, causing his or her first dragon to automatically trigger. Second, the highest strength dragon determines who starts the next round. As the card played by the first player in every round always triggers, playing higher than the opposition in late position can greatly aid one's chances.
One mortal, ''The Druid'', allows the lowest strength flight to win the gambit (reversing the normal rules). Several strategies revolve around disguising one's intent to play the druid and other low-strength cards to unexpectedly run away with the stakes. ''The Thief'', who allows the player to steal 7 gold from the stakes if it triggers, is also a powerful mortal card that helps players with weak hands. For players attempting to win the gambit by playing high cards, The Dragonslayer is another powerful mortal.
Finally, it is often in one's own interest to help other players, particularly to prevent them from losing (and thus ending the game). It is common to see players trailing the gold leader (but still conceivably competitive) to keep their comrades alive in the hope of catching up.
==Criticism==
Critics of the game suggest that Three-Dragon Ante's major weakness is that the strategy varies so much according to the number of players [http://www.boardgamegeek.com/game/20806#files]. It is particularly important to win gambits in large games (4+ players), whereas stealing gold from the stakes is effective in games with only 2–3 players. Strength flights are also relatively more important in large games. Also, because the deck size is fixed, the rule-changing cards like ''The Druid'' come up more often in large games. This non-linear scaling causes game time to vary radically with the number of players. Games with 4+ players usually end within an hour, but games with fewer players can continue indefinitely. House rules, such as adjusting the effect of the strength flights or the starting gold given to each player, can help alleviate these problems. Another solution is to set a certain number of gambits as a match; the player with the most gold at the end of the match wins.
Another camp holds that the unexpected shifts in strategy caused by changes to the number of players is an asset rather than a weakness. It makes the game more versatile and forces players to compete in new ways and use the cards differently. While game length can be an issue, house rules (as suggested above and recommended in the rule book) are more than sufficient to counter this issue.
==Terminology==
*Ante Card: the card each player plays that determines the leader for the gambit's first round.
*Color Flight: Three dragons of the same color.
*Evil dragon: cards that help you gain gold (from the stakes or other players). Includes colors of the chromatic spectrum: Black, Blue, Green, Red, and White.
*Flight: the cards a player has in play. If three or more dragons in a flight are the same color or the same strength (a special flight), bonuses are awarded.
*Gambit: a set of three (or more) rounds.
*Gold: the scoring system is expressed as pieces of gold. Players begin with 50 gold. Note that you will need to provide your own gold, chips, or other accounting system. In two-player games, score can often be kept with pencil and paper.
*Good dragons: cards that help you gain new cards. Includes colors of the metallic spectrum: Brass, Bronze, Copper, Gold, and Silver.
*Hoard: a player's gold.
*Leader: the first player of each round is the Leader.
*Power: when triggered, a power allows a player to steal gold or cards, take ante cards, or change the fundamental rules of the game.
*Round: set of turns equal to the number of players. For example, in a two player game, a round consists of 2 turns. In a 6 player game a round consists of 6 turns.
*Special Flight: when three or more dragons in a flight are the same color or the same strength. The player wins bonuses for special flights.
*Stakes: the pot or kitty.
*Strength Flight: Three dragons of the same strength.
*Stronger dragon: a dragon whose strength is greater than the strength of the card just played.
*Weaker dragon: a dragon whose strength is less than the strength of the card just played.
==References==
*[http://www.boardgamegeek.com/game/20806 BoardGameGeek Page for Three-Dragon Ante ]
*http://www.wizards.com/default.asp?x=products/dndacc/956120000
[[Category:Dedicated deck card games]]
[[fr:Le Jeu des dragons]]
pkly2gk4v119wr2dhti478qt5leuq7i
Thunder Road (board game)
0
2124
4080
2009-02-22T23:36:36Z
Mike Selinker
682255
4080
wikitext
text/x-wiki
{{Infobox_Game
| title =Thunder Road
| players=2 to 4
| ages=10 and up
| setup_time= 3 to 10 minutes
| playing_time= approx. 45 minutes
}}
'''Thunder Road''' (''aka. '''ThunderRoad''', '''Le Survivant''''')<ref>[http://www.boardgamegeek.com/game/804] Board Game Geek's game data</ref> is a post-apocalyptic themed [[Race game|racing]] [[board game]] published by '''''Milton Bradley'''''. Using an assortment of 4 different vehicles each ranging from a modfied dune buggy to a single-passenger helicopter, players must race down an infinite roadway against one another. The goal of the game for players is to either be the last player team alive (''eg., eliminate all other player vehicle teams'') or simply out race (''ie., out distance'') the other teams. Although the game was originally published by '''''Milton Bradley''''' in 1986, '''''Hasbro''''' currently owns the rights to the game as well as all other MB board games since 1984<ref>[http://en.wikipedia.org/wiki/Hasbro] Wikipedia's information concerning '''''Hasbro'''''</ref>
==Game play==
After the game pieces have been assembled (''first time setup time can be approx. ten minutes due to game piece complexity''), the ''switch & link'' game board has been setup with its appropriate hazard areas (''wrecks''), and player colors have been selected play begins. Initial play consists of each player rolling three yellow dice, one for each automobile, and moving said vehicles for the number of spaces rolled at the player's discretion. Once all players have done this, the rest of the game proceeds with each player rolling to move and also trying to attack opposing player vehicles.
Attacks can be done by a player ramming their vehicle into their opposition's vehicle, shooting at their opponent's vehicle with vehicle-mounted artillery or using their aerial vehicle (''the '''Thunder Chopper''''') to attack. As play progresses along the game board, it is constantly extended by using the back portion of the board; the ''Rear Board''. Indeed, a way in which a player can beat an opponent is by getting all of his cars and chopper onto the right-most game board (''Lead Board'') faster than his opponent's vehicles. If a player is lagging too far behind and is still on the left most gameboard section (''Rear Board'') by the time another player has reached the end of the ''Lead Board'', any vehicles on that portion of board are permanently removed from the game; this suggests that the car was ''"outrun"''. An exception to this rule applies only to the Thunder Chopper, it can stay in play as long as a player has at least one running car.
== External links ==
* [http://www.boardgamegeek.com/game/804 The '''''Board Game Geek''''' collecting community ]. Site hosts various pictures of the board game as well as auction sites (ie., '''''Ebay''''') that have this and similar board games available for purchase.
* [http://www.hasbro.com/common/instruct/thunderroad.pdf '''''Hasbro/Milton Bradley''''' PDF Manual of Thunder Road ]. A scanned version of the original Thunder Road manual; courtesy of '''''Hasbro'''''.
* [http://www.boardgamegeek.com/thread/325302 '''''Board Game Geek''''' Game review]. A thorough review of the game by BoardGame Geek forum member ''Kyle Woelfel''.
== Footnotes ==
{{reflist}}
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
spi9r91l5jkp8kd0jk5t7oxfbj4uu4x
4081
4080
2009-12-09T23:30:16Z
Kingstonlee
1735031
1 revision
4081
wikitext
text/x-wiki
{{Infobox_Game
| title =Thunder Road
| players=2 to 4
| ages=10 and up
| setup_time= 3 to 10 minutes
| playing_time= approx. 45 minutes
}}
'''Thunder Road''' (''aka. '''ThunderRoad''', '''Le Survivant''''')<ref>[http://www.boardgamegeek.com/game/804] Board Game Geek's game data</ref> is a post-apocalyptic themed [[Race game|racing]] [[board game]] published by '''''Milton Bradley'''''. Using an assortment of 4 different vehicles each ranging from a modfied dune buggy to a single-passenger helicopter, players must race down an infinite roadway against one another. The goal of the game for players is to either be the last player team alive (''eg., eliminate all other player vehicle teams'') or simply out race (''ie., out distance'') the other teams. Although the game was originally published by '''''Milton Bradley''''' in 1986, '''''Hasbro''''' currently owns the rights to the game as well as all other MB board games since 1984<ref>[http://en.wikipedia.org/wiki/Hasbro] Wikipedia's information concerning '''''Hasbro'''''</ref>
==Game play==
After the game pieces have been assembled (''first time setup time can be approx. ten minutes due to game piece complexity''), the ''switch & link'' game board has been setup with its appropriate hazard areas (''wrecks''), and player colors have been selected play begins. Initial play consists of each player rolling three yellow dice, one for each automobile, and moving said vehicles for the number of spaces rolled at the player's discretion. Once all players have done this, the rest of the game proceeds with each player rolling to move and also trying to attack opposing player vehicles.
Attacks can be done by a player ramming their vehicle into their opposition's vehicle, shooting at their opponent's vehicle with vehicle-mounted artillery or using their aerial vehicle (''the '''Thunder Chopper''''') to attack. As play progresses along the game board, it is constantly extended by using the back portion of the board; the ''Rear Board''. Indeed, a way in which a player can beat an opponent is by getting all of his cars and chopper onto the right-most game board (''Lead Board'') faster than his opponent's vehicles. If a player is lagging too far behind and is still on the left most gameboard section (''Rear Board'') by the time another player has reached the end of the ''Lead Board'', any vehicles on that portion of board are permanently removed from the game; this suggests that the car was ''"outrun"''. An exception to this rule applies only to the Thunder Chopper, it can stay in play as long as a player has at least one running car.
== External links ==
* [http://www.boardgamegeek.com/game/804 The '''''Board Game Geek''''' collecting community ]. Site hosts various pictures of the board game as well as auction sites (ie., '''''Ebay''''') that have this and similar board games available for purchase.
* [http://www.hasbro.com/common/instruct/thunderroad.pdf '''''Hasbro/Milton Bradley''''' PDF Manual of Thunder Road ]. A scanned version of the original Thunder Road manual; courtesy of '''''Hasbro'''''.
* [http://www.boardgamegeek.com/thread/325302 '''''Board Game Geek''''' Game review]. A thorough review of the game by BoardGame Geek forum member ''Kyle Woelfel''.
== Footnotes ==
{{reflist}}
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
spi9r91l5jkp8kd0jk5t7oxfbj4uu4x
4497
4081
2015-10-16T04:09:44Z
178.236.130.69
Стажер отдела аренды
4497
wikitext
text/x-wiki
Риэлторская компания Новоселье, ведет набор риелторов, для работы на дому (квота). Свободный график посещения офиса, работаете, чисто в своё удовольствие! Мы предоставляем вам доступ к базам Квартирный вопрос, Аренда-Питер, НМаркет и ЕМЛС, даем рабочие документы с логотипами и печатями агентства, вы сможете посещать офис для переговоров, и принимать платежи по "безналу" (иногда за клиента платит его фирма). Если есть желание, можете совмещать и заниматься как продажей, так и арендой недвижимости.
Наши цены (стоимость за месяц):
Комплект 300 руб:
- Доступ к базе Аренда-Питер;
- Доверенность;
- Агентское соглашение;
Пакет 500 руб:
- Доступ к базам Аренда-Питер и Квартирнику;
- Доверенность;
- Агентское соглашение;
- Два комплекта документов;
Тариф 1000 руб:
- Подключение к базам Аренда-Питер и Квартирный Вопрос;
- Доверенность;
- Агентское соглашение;
- Пять комплектов документов;
- Пять постановок в Квартирный Вопрос;
Важно: 1 комплект документов - содержит два договора найма + соглашение об оказании услуг + соглашение о разделе комиссии.
Дополнительные опции к тарифам:
Дополнительная постановка в рекламу "Квартирный Вопрос": +100 руб.
Дополнительный комплект документов: +100 руб.
База ЕМЛС: +1000 руб. мес.
База НМаркет: бесплатно!
Связь с нами: +7-953-155-88-90
Агентство недвижимости "Новоселье" г. С-Петербург
oaziyfwil5a0ghei9b8m9u9knnfvez2
4499
4497
2015-10-16T22:57:46Z
Jr Mime
4784321
Reverted edits by [[Special:Contributions/178.236.130.69|178.236.130.69]] ([[User talk:178.236.130.69|talk]] | [[Special:Block/178.236.130.69|block]]) to last version by [[User:Kingstonlee|Kingstonlee]]
4499
wikitext
text/x-wiki
{{Infobox_Game
| title =Thunder Road
| players=2 to 4
| ages=10 and up
| setup_time= 3 to 10 minutes
| playing_time= approx. 45 minutes
}}
'''Thunder Road''' (''aka. '''ThunderRoad''', '''Le Survivant''''')<ref>[http://www.boardgamegeek.com/game/804] Board Game Geek's game data</ref> is a post-apocalyptic themed [[Race game|racing]] [[board game]] published by '''''Milton Bradley'''''. Using an assortment of 4 different vehicles each ranging from a modfied dune buggy to a single-passenger helicopter, players must race down an infinite roadway against one another. The goal of the game for players is to either be the last player team alive (''eg., eliminate all other player vehicle teams'') or simply out race (''ie., out distance'') the other teams. Although the game was originally published by '''''Milton Bradley''''' in 1986, '''''Hasbro''''' currently owns the rights to the game as well as all other MB board games since 1984<ref>[http://en.wikipedia.org/wiki/Hasbro] Wikipedia's information concerning '''''Hasbro'''''</ref>
==Game play==
After the game pieces have been assembled (''first time setup time can be approx. ten minutes due to game piece complexity''), the ''switch & link'' game board has been setup with its appropriate hazard areas (''wrecks''), and player colors have been selected play begins. Initial play consists of each player rolling three yellow dice, one for each automobile, and moving said vehicles for the number of spaces rolled at the player's discretion. Once all players have done this, the rest of the game proceeds with each player rolling to move and also trying to attack opposing player vehicles.
Attacks can be done by a player ramming their vehicle into their opposition's vehicle, shooting at their opponent's vehicle with vehicle-mounted artillery or using their aerial vehicle (''the '''Thunder Chopper''''') to attack. As play progresses along the game board, it is constantly extended by using the back portion of the board; the ''Rear Board''. Indeed, a way in which a player can beat an opponent is by getting all of his cars and chopper onto the right-most game board (''Lead Board'') faster than his opponent's vehicles. If a player is lagging too far behind and is still on the left most gameboard section (''Rear Board'') by the time another player has reached the end of the ''Lead Board'', any vehicles on that portion of board are permanently removed from the game; this suggests that the car was ''"outrun"''. An exception to this rule applies only to the Thunder Chopper, it can stay in play as long as a player has at least one running car.
== External links ==
* [http://www.boardgamegeek.com/game/804 The '''''Board Game Geek''''' collecting community ]. Site hosts various pictures of the board game as well as auction sites (ie., '''''Ebay''''') that have this and similar board games available for purchase.
* [http://www.hasbro.com/common/instruct/thunderroad.pdf '''''Hasbro/Milton Bradley''''' PDF Manual of Thunder Road ]. A scanned version of the original Thunder Road manual; courtesy of '''''Hasbro'''''.
* [http://www.boardgamegeek.com/thread/325302 '''''Board Game Geek''''' Game review]. A thorough review of the game by BoardGame Geek forum member ''Kyle Woelfel''.
== Footnotes ==
{{reflist}}
[[Category:Children's board games]]
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
spi9r91l5jkp8kd0jk5t7oxfbj4uu4x
Tigris and Euphrates
0
2300
4436
2009-08-28T01:53:35Z
79.191.157.69
/* Gameplay */
4436
wikitext
text/x-wiki
{{Infobox_Game
|subject_name=Tigris and Euphrates
|image_link= [[Image:Tigris and Euphrates game.JPG|250px]]
|image_caption=
|designer=[[Reiner Knizia]]
|publisher=[[Hans im Glück]]
|players=2–4
|ages= 12+
|setup_time= 5 minutes
|playing_time= 90 minutes
|complexity=Medium
|strategy=High
|random_chance=Low
|skills=[[Strategy|Strategic thought]]
|bggid=42
|bggxrefs=t
|footnotes=
}}
'''''Tigris and Euphrates''''' is a [[Germany|German]] [[German-style board game|strategy board game]] designed by [[Reiner Knizia]] and first published in 1997 by [[Hans im Glück]] in [[German language|German]] (as ''Euphrat und Tigris''). Before its publication, it was highly anticipated by German gamers hearing rumors of a "[[gamer]]'s game" designed by Knizia. ''Tigris and Euphrates'' won first prize in the 1998 [[Deutscher Spiele Preis]]. A [[card game]] version was released in 2005.
The game is set as a clash between neighboring dynasties at the dawn of civilization. The game is named after the rivers [[Tigris]] and [[Euphrates]] in the region now called the [[Middle-East]]. The rivers together formed natural borders for an area which harboured several grand ancient civilizations, including [[Sumer]], [[Babylon|Babylonia]], and [[Assyria]]. The Greeks called this area [[Mesopotamia]], which literally means "between the rivers".
== Gameplay ==
<!-- Image with unknown copyright status removed: [[Image:Tigris Euphrates.jpg|300px|right|]] -->
The game can be played by 2, 3 or 4 people. The play offers both [[military tactics|tactical]] and [[strategy|strategic]] objectives. As with many games, short term objectives gain prominence when more players participate, as players have less chance to follow up on previous moves. Luck plays a role, as players draw [[Tile-based game|tiles]] from a bag, but it is seldom decisive. Players may selectively discard and redraw their tiles at the cost of one "action point", of which each has two per turn. The game does not use [[dice]].
The board is a map of the two rivers, marked with a square grid. There are four types of tiles with corresponding leaders: temples and priests (red), farms and farmers (blue), markets and merchants (green) and settlements and kings (black). The game starts with ten isolated temple tiles already placed on the board. Players play tiles and leaders onto the board, creating and expanding regions and kingdoms. Monuments are built on the board when four tiles of the same color are played into a square pattern.
Two leaders of the same type can not coexist in the same kingdom. Internal conflicts are caused by players adding a second leader of a type to a kingdom. External conflicts are caused by players playing tiles to merge two existing kingdoms.
During the game, players [[Score (game)|collect points]] in each of the four colors as a result of playing tiles, resolving conflicts and controlling monuments. After the final round each player sorts his or her points by color, including any "treasures" which they have acquired, which count as any color the player wishes. In order to limit specialization the player with the most points in their weakest category wins.
For example:
*Alice has 6 black, 8 red, 12 green and 12 blue points; thus has a score of 6.
*Bob has 9 black, 10 red, 7 green and 15 blue points; thus has a score of 7.
*Charlie has 14 black, 14 red, 5 green and 20 blue points; thus has a score of 5.
Players must balance their scoring and avoid overspecializing. Knizia later used this mechanism as the basis for [[Ingenious]].
==External links==
* {{bgg|42|''Tigris and Euphrates''|19419|the card game version}}
* Free, licensed [http://www.gametableonline.com/gameinfo.php?gid=11 online version] at [http://www.gametableonline.com/ GameTable Online]
[[Category:Deutscher Spiele Preis winners]]
[[Category:Historical board games]]
[[Category:Reiner Knizia games]]
[[Category:Tile-laying board games]]
[[Category:Hans im Glück games]]
[[Category:Mayfair Games games]]
[[da:Eufrat & Tigris]]
[[de:Euphrat & Tigris]]
[[fr:Tigre & Euphrate]]
[[pl:Eufrat i Tygrys]]
oj4rtn166vr6scoj891fgvzwigv6nkg
4437
4436
2009-12-09T23:45:45Z
Kingstonlee
1735031
1 revision
4437
wikitext
text/x-wiki
{{Infobox_Game
|subject_name=Tigris and Euphrates
|image_link= [[Image:Tigris and Euphrates game.JPG|250px]]
|image_caption=
|designer=[[Reiner Knizia]]
|publisher=[[Hans im Glück]]
|players=2–4
|ages= 12+
|setup_time= 5 minutes
|playing_time= 90 minutes
|complexity=Medium
|strategy=High
|random_chance=Low
|skills=[[Strategy|Strategic thought]]
|bggid=42
|bggxrefs=t
|footnotes=
}}
'''''Tigris and Euphrates''''' is a [[Germany|German]] [[German-style board game|strategy board game]] designed by [[Reiner Knizia]] and first published in 1997 by [[Hans im Glück]] in [[German language|German]] (as ''Euphrat und Tigris''). Before its publication, it was highly anticipated by German gamers hearing rumors of a "[[gamer]]'s game" designed by Knizia. ''Tigris and Euphrates'' won first prize in the 1998 [[Deutscher Spiele Preis]]. A [[card game]] version was released in 2005.
The game is set as a clash between neighboring dynasties at the dawn of civilization. The game is named after the rivers [[Tigris]] and [[Euphrates]] in the region now called the [[Middle-East]]. The rivers together formed natural borders for an area which harboured several grand ancient civilizations, including [[Sumer]], [[Babylon|Babylonia]], and [[Assyria]]. The Greeks called this area [[Mesopotamia]], which literally means "between the rivers".
== Gameplay ==
<!-- Image with unknown copyright status removed: [[Image:Tigris Euphrates.jpg|300px|right|]] -->
The game can be played by 2, 3 or 4 people. The play offers both [[military tactics|tactical]] and [[strategy|strategic]] objectives. As with many games, short term objectives gain prominence when more players participate, as players have less chance to follow up on previous moves. Luck plays a role, as players draw [[Tile-based game|tiles]] from a bag, but it is seldom decisive. Players may selectively discard and redraw their tiles at the cost of one "action point", of which each has two per turn. The game does not use [[dice]].
The board is a map of the two rivers, marked with a square grid. There are four types of tiles with corresponding leaders: temples and priests (red), farms and farmers (blue), markets and merchants (green) and settlements and kings (black). The game starts with ten isolated temple tiles already placed on the board. Players play tiles and leaders onto the board, creating and expanding regions and kingdoms. Monuments are built on the board when four tiles of the same color are played into a square pattern.
Two leaders of the same type can not coexist in the same kingdom. Internal conflicts are caused by players adding a second leader of a type to a kingdom. External conflicts are caused by players playing tiles to merge two existing kingdoms.
During the game, players [[Score (game)|collect points]] in each of the four colors as a result of playing tiles, resolving conflicts and controlling monuments. After the final round each player sorts his or her points by color, including any "treasures" which they have acquired, which count as any color the player wishes. In order to limit specialization the player with the most points in their weakest category wins.
For example:
*Alice has 6 black, 8 red, 12 green and 12 blue points; thus has a score of 6.
*Bob has 9 black, 10 red, 7 green and 15 blue points; thus has a score of 7.
*Charlie has 14 black, 14 red, 5 green and 20 blue points; thus has a score of 5.
Players must balance their scoring and avoid overspecializing. Knizia later used this mechanism as the basis for [[Ingenious]].
==External links==
* {{bgg|42|''Tigris and Euphrates''|19419|the card game version}}
* Free, licensed [http://www.gametableonline.com/gameinfo.php?gid=11 online version] at [http://www.gametableonline.com/ GameTable Online]
[[Category:Deutscher Spiele Preis winners]]
[[Category:Historical board games]]
[[Category:Reiner Knizia games]]
[[Category:Tile-laying board games]]
[[Category:Hans im Glück games]]
[[Category:Mayfair Games games]]
[[da:Eufrat & Tigris]]
[[de:Euphrat & Tigris]]
[[fr:Tigre & Euphrate]]
[[pl:Eufrat i Tygrys]]
oj4rtn166vr6scoj891fgvzwigv6nkg
Top Trumps
0
2195
4224
2009-11-24T06:24:13Z
Solar Dragon-fduser
474870
/* Top Trumps Tournament */
4224
wikitext
text/x-wiki
{{For|the TV Programme|Top Trumps (TV series)}}
{{For|the games|Top Trumps Adventures}}
'''Top Trumps''' is a [[card game]]. Each card contains a list of numerical data, and the aim of the game is to compare these values in order to try to trump and win an opponent's card. A wide variety of different packs of Top Trumps have been published.
==Gameplay==
Each pack of Top Trumps is based on a theme, such as cars, aircraft, dinosaurs or characters from a popular film or television series. Each card in the pack shows a list of numerical data about the item. For example, in a pack based on cars, each card shows a different model of car, and the stats and data may include its engine size, its weight, its length, and its top speed. For example, if the theme is about a TV series or film, the cards include all its characters and the data varying from things like strength and bravery to fashion and looks, depending on the criteria.
All the cards are dealt among the players. There must be at least two players, and at least one card for each player. The starting player (normally the player sitting on the dealer's left) selects a category from his or her topmost card and reads out its value. Each other player then reads out the value of the same category from their cards. The best (usually the largest) value wins the "trick", and the winner takes all the cards of the trick and places them at the bottom of his or her pile. That player then looks at their new topmost card, and chooses the category for the next round.
In the event of a draw, the cards are placed in the centre and a new category is chosen from the next card by the same person as in the previous round. The winner of that round obtains all of the cards in the centre as well as the top card from each player.
Players are eliminated when they lose their last card, and the winner is the player who obtains the whole pack. Some variants of the rules allow 'three card pick', whereby a player who has only three cards remaining is allowed to choose any of their three cards to play with. Typically, this lengthens the game considerably.
==History==
===Original games===
Top Trumps was a popular children's card game in the [[United Kingdom]] in the 1970s and 1980s, especially amongst boys, for whom it was a popular playground pastime. The topics tended to reflect this, and included military hardware, modes of transport and racing cars. The packs tended to be priced so that children could collect new packs by saving pocket money for a few weeks.
The original Top Trumps were launched in 1977, with eleven different packs published by a company called ''Dubreq'', also known for the [[stylophone]]. Dubreq was taken over by [[Waddingtons]] in 1982, and they continued manufacturing packs until the early 1990s. The packs from this period are now collectible.
==Winning Moves==
[[Image:9117464728589979 top-trumps-logo-with-R.jpg|thumb|<ol>[[Winning Moves|Winning Moves']] Top Trumps logo design with the slogan 'Collectible, Competitive, Compulsive!'. In many USA pack releases the slogan was changed to 'The Worlds Coolest Card Game!']]
===Modern Relaunch===
In 1999 the rights to the game were purchased by [[Winning Moves]], who relaunched the game. The topics covered are more diverse, and include:
* Vehicles: ([[Supercar]]s, Racing Trucks, Motorbikes and Scooters)
* Military Hardware: ([[Warship]]s, Ultimate Military Jets)
* Scientific: (Space Phenomena, [[Dinosaur]]s)
* Engineering: ([[Skyscraper]]s)
* Wildlife: ([[Predator]]s, [[Shark]]s, Wildlife/Sealife in Danger)
* Pets: (The [[Dog]])
* Sports: ([[Premier League]] [[Football]], [[Cricket]], [[Rugby football|Rugby]], [[WWE Wrestling]], [[NBA]])
* Entertainment: ([[Film|Movie]] Stars, [[Punctuation]], Smash Hits [[Pop music|Pop]] Stars (x3), [[The X Factor (UK)|The X Factor]])
* Book Characters: (The World of [[Roald Dahl]]: Goodies and Baddies, [[Jacqueline Wilson]])
* Comics: ([[The Beano]], [[Marvel Comics|Marvel Comic Heroes]] (x5), [[DC Comics|DC Super Heroes]] (x2))
* Television Series: ([[The Simpsons]] (x4), [[24 (television)|24]], [[Top Gear (current format)|Top Gear]], [[Little Britain]], [[Buffy]], [[Angel (TV series)|Angel]], [[Doctor Who]] (x4), [[Clone Wars (Star Wars)|Star Wars: Clone Wars]], [[Power Rangers]] (x4) [[Bratz]])
* Films: ([[The Lord of the Rings film trilogy|The Lord of the Rings]] (x3), [[Star Wars]] (x5), [[Da Vinci Code]], [[High School Musical]], [[Shrek 2]], [[The Incredibles]], [[Chronicles of Narnia]], [[Harry Potter]] (x4), [[Transformers (film)|Transformers]], [[Disney]] [[Pixar]])
* Themed: (Horror, [[Halloween]])
[[Image:The Dog spread.jpg|left|thumb|175px|Winning Moves' "The Dog" pack]]
In these new packs a description or biography of the item on each card is included, as well as the statistics and numerical data. The cards may deliver camouflaged learning, or learning through play, as reading about the facts on the cards, and enhancing memory and maths skills through the use of comparing the data, adds an educational benefit.
Many of the packs are, like their predecessors, becoming collectible, especially those sold for limited times (such as those associated with films), or which were specially commissioned as promotional packs.
[[Image:TT Juniors Case.jpg|right|thumb|175px|The ''Top Trumps Juniors'' case which has a different style to the other cases]]
Winning Moves split their packs into categories based on licenses and the age range they are aimed at. The categories used include ''Classics'' (packs not requiring a license and those before Winning Moves started categorising their packs) ''Specials'', (sold for more for reasons such as needing a license), ''Juniors'' (aimed at a younger audience. These only had 24 cards instead of the normal 30 and the cases are a different shape to normal (right)) and ''Limited Editions'' (packs which have a limited stock and are 'For Big Kids').
Winning Moves have also released some Collectors Edition packs including multiple packs in a set. The Collectors Editions include "The Lord Of The Rings Trilogy Gift Set" including the three Lord of the Rings decks and nine exclusive Super Top Trumps cards. A "Doctor Who 45 Years Of Time Travel" pack has also been released.
A "Wedding Pack" created for the director of Winning Moves, Tom Liddel, was distributed at his wedding. A very small number was produced, and the sentimental value to the limited owners renders the Wedding Pack the rarest pack.
There are multiple Football packs released each year. Every year, [[Manchester United F.C.|Manchester United]], [[Arsenal F.C.|Arsenal]], [[Chelsea F.C.|Chelsea]] and [[Liverpool F.C.|Liverpool]] are released. These are just slightly updated packs from the last one and are usually released with another club pack. In 2005, it was [[Newcastle United F.C.|Newcastle United]], in 2006 it was [[Tottenham Hotspur F.C.|Tottenham Hotspur]] - To Dare Is To Do and in 2008 it is [[Hull City A.F.C.|Hull City]] and [[Everton F.C.|Everton]].
Winning Moves also released two '''Politicos''' packs. One in [[2007]] and one in [[2008]]. These were given out at a [[Sky News]] Conference. They have such [[Politicians]] as [[Tony Blair]] and [[Gordon Brown]] in.
There have been two '''Ultimate Packs''' released by Winning Moves. These are the Red and the Black packs. The red one is older than the black and is now out of print. These were not available in shops and were only available by winning the Monthly Prize Draw on the Top Trumps Website.<ref>{{cite web| last = | first = | title = Top Trumps club winners| publisher = Top Trumps | url =http://www.toptrumps.com/club_winners.asp| accessdate = | date=}}</ref>
Many of the newer packs (late 2008 onwards) have a '''[[Summit (puzzle)|Summit]] Challenge''' game on the reverse of the bar code card. These cards have questions with boxes to put your answers in on the information about the pack.
===International Packs===
====Exclusives====
There are many packs that are only available overseas. These are:
*ArtenTrumpf ([[Species]] Trumps) available in [[Germany]]. This is a promotional pack.
*[[Asterix]] available in [[France]] and [[Germany]].
*[[Boule and Bill]] available in [[France]].
*[[Cédric]] available in [[France]].
*Chevaux ([[Horses]]) available in [[Belgium]].
*Eishockey ([[Ice hockey]]) available in [[Germany]].
*[[Feyenoord]] available in [[Holland]].
*Internationale Fussballstars ([[International]] [[Footballers|Football Stars]]) available in [[Germany]]. This pack was made instead of the [[England|English]] [[Europe]]an [[Footballers|Football Stars]] pack.
*[[Lucky Luke]] available in [[France]].
*Pferde ([[Horses]]) available in [[Germany]].
*[[Schloss Einstein]] available in [[Germany]].
*[[Star Wars]] available in [[USA]]. This was not the same as the UK releases as it had characters from all six movies. It also had different statistics such as "height."
*[[Teenage Mutant Ninja Turtles]] available in [[Sweden]] and [[France]].
*Wereld Natuur Fonds [[World Wide Fund for Nature]] available in [[Holland]].
*[[Yakari]] available in [[France]].
These 2 packs were available in the [http://www.toptrumps.com/acatalog/ PTT Shop] for a limited time. only 500 of each were imported and sold.
*[[All Blacks]] available in [[New Zealand]].
*[[Cricket]] [[Australia]] available in [[Australia]].
These 2 packs '''were''' exclusive to the [[USA]] until they proved so popular, they were sold in the UK. There are some variations to the cards in the packs for the American ones and the English ones.
*[[Sealife]] in Danger available in [[USA]].
*[[Wildlife]] in Danger available in [[USA]].
There were 300 of the [[USA]] [[Wildlife]] in Danger pack imported and sold in the PTT Shop.
====Japan====
A number of packs have now been released in [[Japan]]. These are sold through vending machines, as are most Japanese cards. They come in Booster Packs from the vending machines, or you can buy boxes of the cards.
The packs are:
*[[Kamen Rider|The Masked Rider]]
*[[Disney]] All Stars
*[[Power Rangers]]
*[[Train]]s
*[[Ultraman]]
These cards are unique as some of them are horizontal and some vertical. There are also 55 cards in each set instead of the normal 30. These cards are co-owned by [[Carddas]].<ref>{{cite web| last = | first = | title = Top Trumps| publisher = Carddas.com | url =http://www.carddas.com/toptrumps/| accessdate = 14th March 2009 | date= }}</ref>
====Iceland====
Iceland's Top Trumps are owned by Nordic Games which is the sales department within Iceland. These packs are the same as the [[Winning Moves]] releases.
====Scotland====
The Scottish packs are exactly the same as the UK packs. There have been some promotional packs given out in the [[Daily Record (Scotland)|Daily Record]] which is a Scottish newspaper. The packs so far are: Scottish Football The Club Collection (2007), Heroes of Scottish Football (2008) and Max Speed Supercars (2009). There are 39 cards given away as well as a tuck box in the first giveaway and a 'How To Play' card. Four cards were given away each time.
====USA====
Two 'exclusive' packs have been printed in the United States, which later became available over the world. These were "Wildlife in Danger" and "Sealife in Danger". Several booster packs of cards have been exclusively released in the United States, including two "Bugs" packs, which are due to become a standalone pack, "Incredible [[Musical instrument|Instrument]]s", "Mysteries", "[[Bronx Zoo]]" and "[[Oakland Zoo]]". These were sold in eight-card booster packs, with a front title card - the two "zoo" packs were released in limited numbers as promotional materials for the two zoos.
====Spain====
[[Goliath Games]] produce [[Spain]]'s Top Trumps. They have an exclusive [[FC Barcelona]] pack. <ref>{{cite web| last = |first = | title = Top Trumps Spain| publisher = Goliath Games | url=http://goliathgames.es/top_trumps_fcb.htm| accessdate = 26th March 2009 | date=}}</ref>
====United Arab Emirates====
[[United Arab Emirates]] has release a very rare pack based on the animated TV series from there, [[Freej]]. This was only available in the UK through an occasional free gift and so it is very rare, even among collectors. They are distributed by [[Pluto Games]] but are still Winning Moves packs. It is, however, widely available in the UAE and so is not rare there.
====Other Countries====
Other Countries that [[Winning Moves]] make Top Trumps for are: [[Canada]], [[France]], [[Germany]], [[Belgium]], [[Portugal]], [[Spain]], [[Switzerland]], [[Italy]], [[Denmark]], [[Holland]], [[Norway]], [[Sweden]], [[Turkey]], [[Australia]], [[New Zealand]] and [[South Africa]].
Many countries only sell packs online and not in shops. A common place to buy these packs online is Amazon. A few countries have got Top Trumps shops online. These countries are: USA which delivers to Canada as well, France which delivers to Belgium and Germany as well, and also New Zealand.
Many countries have different cards in the packs that are also available in England. For example, in the US edition of horses, Morgan, Crillo and Mustang replace the cards Exmoor, Paso Fino and Unicorn in the UK edition. The US horses pack also has a totally different style compared to the UK pack. Also, front covers of packs are different. The [[Skyscraper]]s pack has a different cover in Germany, USA and the UK.
===Super Top Trump Cards===
A number of recent Top Trumps packs also have Super Top Trump (STT) cards issued for them. These additional cards are not available with the original pack, but can be found in related merchandise, events or promotions. For example, the popular US television series [[24 (TV series)|24]] has a Top Trumps pack available, but the STT card is only available with the purchase of special-stickered season 4 of 24 DVDs. Also, the popular UK television series [[Doctor Who]] has four Top Trumps packs, but the STT cards were only available with the purchase of season 2, 3 and 4 DVDs. One other Doctor Who Super Top Trump card was released with a very special edition of the ''Beano Magazine'' (a popular comic magazine in the UK). A number of STT cards were also made available free of charge to members of the Top Trumps club through its website. But in July 2006 membership became free and no further STT's were issued from the website.
Super Top Trumps come from lots of places. Since they have stopped giving them out free to club members, they have been in DVDs, comics, magazines, newspapers, at special events and given out in promotions.
[[Image:Grandmama.jpg|thumb|Grandmamma from Roald Dahl pack preview]]
Some STT cards are rarer than others. Most of the STT cards made available via the web tend to be relatively common, although some earlier ones from popular pack titles, such as the [[Nazgûl]] (Lord of the Rings series) can attract relatively high prices. Cards made available in other promotional ways can be exceptionally rare. An example is the Grandmamma STT card for the Roald Dahl pack. It was only given out, free, to [[Scouting|Scouts]] at a charity sleepover event in 2004. Very few of these are in circulation and they are difficult to obtain even through online auctions. Apparently even the owner of Winning Moves, Tom Liddell, does not have a copy of this card. It is thought by some members of the [http://www.toptrumps.com/forum/ Top Trumps forum] that the Grandmamma was never actually released, and that none are in circulation. Tom Liddell has refuted this belief. General consensus for years was that no information other than a blurry preview of this card existed, however in February 2008, the original designers of the card, Guppi, posted it much more legibly on their website under 'Specials' in their [http://www.guppimedia.com/TopTrumps/TheTopTrumpsList.html Top Trumps Portfolio]. The Grandmamma card is often spelt as "Grandmama" but this has been disproved and it has officially got a double 'M.<ref>{{cite web| last = | first = | title = Reply to question from Tom Liddell| publisher = Top Trumps | url =http://www.toptrumps.com/asktom.asp?ID=2276| accessdate = 14th March 2009 | date=}}</ref>
Super Top Trumps are not only released in the [[United Kingdom]]. There have been many overseas STTs released. There have also been booster packs of 2-10 cards given out.
In America, Super Top Trumps are called Supercards.
===Top Trump Books===
{{seemain|Top Trumps Books}}
In 2006, and working in conjunction with the Haynes publishing group, Winning Moves launched a line of books under the Top Trumps brand, based around the design and concept of the card game. The Books are often written by experts in their appropriate field. Subjects included Sharks, Star Wars, Indiana Jones, [[Racing Cars]], [[Motorbikes]], [[Fighter Aircraft]], [[Cars]], [[Doctor Who]] (Series 1 and 2 together, and Series 3 & 4), [[Dinosaur]]s, [[Airliners]], [[Marvel Comics|Marvel Heroes]], [[Animals]], [[Tanks]], [[Transformers (film)|Transformers]] and [[Football]].<ref>{{cite web| last = | first = | title = Planet Top Trumps – The Official Top Trumps Website| publisher = Top Trumps | url =http://www.toptrumps.com/club_news.asp?ID=196| accessdate = 14th March 2009 | date=}}</ref>
===Top Trumps LIVE===
A number of card sets can be played online against a computer opponent at the Winning Moves web sites, including two sets which is unavailable in shops. Games made include: [[Horror fiction|Horror]], [[Skyscraper]]s, [[One Day International|ODI]] Stars (Unavailable as packs), World [[Football]] Stars, [[NBA]] 2K9, [[Shark]]s and [[Star Wars]], [[Armchair General Magazine|Armchair General]] (Unavailable as packs) and [[Bratz]].
Two LIVE games appeared on other websites. [[Nascar]] appeared on the Nascar website <ref>{{cite web | last = |first = | title = Nascar LIVE Game| publisher = Nascar | url=http://live.toptrumps.com/splashnascar.aspx| accessdate = 26th March 2009 | date=}}</ref> and [[The Boat That Rocked]] appeared on [[Facebook]]. <ref>{{cite web| last = | first = | title = The Boat That Rocket LIVE | publisher = Facebook | url=http://apps.facebook.com/theboatthatrocked/| accessdate = 26th March 2009 | date=}}</ref> Both are not available as packs. You have to log into both websites to play though.
There is also a German [[Star Wars: Clone Wars]] game and upcoming Sealife in Danger and Wildlife in Danger.<ref>{{cite web| last = | first =| title = Planet Top Trumps| publisher = Top Trumps | url =http://germany.toptrumps.com/play.asp| accessdate =14th March 2009| date=}}</ref>
===Mobile Top Trumps===
Top Trumps is available through a mobile gaming service, in which users can play single player against the computer, compete against up to three friends on one mobile, or with a single opponent via a bluetooth connection. Games made include: [[Football]] Legends, [[Star Wars]], [[Gumball 3000]] and [[Moto GP]] and [[Doctor Who]].<ref>{{cite web| last = | first = | title = Top Trumps: Doctor Who| publisher = Eidos | url =http://www.eidos.co.uk/mobile/tt_drwho/index.html| accessdate = 12th March 2009 | date= }}</ref>
===Top Trumps Adventures===
{{seemain|Top Trumps Adventures}}
A series of Top Trumps video games were released in 2007, under the title [[Top Trumps Adventures]]. Some of the packs that have been turned into games are "[[Top Trumps Adventures: Horror and Predators|Horror]]", "[[Top Trumps Adventures: Horror and Predators|Predators]], "[[Top Trumps Adventures: Dogs and Dinosaurs|Dogs]]", "[[Top Trumps Adventures: Dogs and Dinosaurs|Dinosaurs]] and "[[Top Trumps Adventures: Doctor Who|Doctor Who]]". This series is also known as Top Trumps Console.
===Top Trumps TV===
{{seemain|Top Trumps (TV Programme)}}
Top Trumps TV is a UK television programme based on Top Trumps, shown on [[Five (channel)|Five]] in late 2008. It is hosted by [[Robert Llewellyn]] and [[Ashley Hames]].
===Other Top Trumps merchandise===
[[Winning Moves]] have released other Top Trumps related items. These include:
*"Top Trumps Displayers" which can display up to ten packs. These came in a choice of four colours: red, blue?, clear and glow-in-the-dark.
*''Top Trumps Ultimate [[Football]] Challenge'' DVD game which contains two packs; Football Legends 1 and World Football Stars as playable packs on the DVD. The DVD game comes with two video pack, trivia quizzes, a video countdown and a Football Managers Top Trumps game. This last item proved to be a popular pack, and Winning Moves released it as a standalone deck.
*'''[[Lunar Jim]] Top Trumps cover card''' released for the Space and Space Phenomenan decks which was given away at the Alliance Atlantis/BBC Worldwide Lunar Jim themed promotion, [[2007]]. <ref>http://www.toptrumps.com/asktom.asp?ID=7113&StartingPoint=11&NewsType=</ref>
*'''Gunmetal Holder''' which is a metal Top Trumps case only available to club members who win the monthly prize draw.
[[Image:Gunmetalholder.jpg|left|thumb|175px|The Gunmetal Top Trumps Holder]]
*'''24 Gunmetal Hoder'''. 24 of these [[24 (TV Series)|24]] Gunmetal Holders were given out in a competition on the main website. These had the inscriptions 24 and a number out of 24 (e.g. 1/24) on the back. Only 24 of these were made.
*A '''Top Trumps Pen''' was made. It had the words Top Trumps and the old website, www.playaday.com written on it.
*A '''Top Trumps Mug''' was also made that was yellow and had the words 'Top Trumps' written in red on it.
===Pack exclusives===
A few exclusive items came with packs. These are:
*[[TARDIS]] case which came with the [[Doctor Who]] 45 Years Of Time Travel pack.
[[Image:Tardis case.jpg|right|thumb|175px|The [[TARDIS]] case for the ''Doctor Who 45 Years of Time Travel Pack'']]
*Reversible title card which came with the original [[Clone Wars (Star Wars)|Star Wars: Clone Wars]] pack. On one side was [[Jedi]] and the other side was [[Sith]].
*Glow-In-The-Dark cases which came with: [[The Simpsons]] Horror, Horror and [[Clone Wars (Star Wars)|Star Wars Clone Wars]].
*Glow-In-The-Dark writing and images on the actual cards, in the [[Ben 10]], Horror, [[Clone Wars (Star Wars)|Star Wars: Clone Wars]] and [[The Simspons]] Horror packs.
*In many packs the backs of the cards can be put together as a puzzle. Some examples of this are in the [[Skyscrapers]], [[Space]], [[Wonders of the World]], and many sports pack. These can form pictures of Football Stadiums, Landmarks, Maps, Sports Teams and a scale between different objects (such as Skyscrapers, and planets, in the Space pack).
*Some of the card backs give extra information about subjects in the pack. For example the [[All Blacks]] pack has information about the history of the team and the [[Haka of the All Blacks|Haka]], while the Skyscrapers pack gives information about French 'Spiderman' [[Alain Robert]].
*In [[The X Factor (UK)|The X Factor]] pack, there are eight cards ([[Alexandra Burke]], [[Austin Drage]], [[Daniel Evans (singer)|Daniel Evans]], [[Diana Vickers]], [[Eoghan Quigg]], [[Jack the Lad Swing|JLS]], [[Laura White]], [[Rachel Hylton]], [[Ruth Lorenzo]] and [[Scott Bruton]]) that have white discs in their X Factor score category that allow you to fill in what you think their score should be.
===Top Trumps 3D===
At a toy fair, Winning Moves revealed that they had started to make a Top Trumps 3D in which the pictures on the cards became 3D. A number of titles have been scheduled for release like this. You have to download the software<ref>http://www.toptrumps.com/index.asp</ref> and then use a [[Webcam]] to show the cards to. This brings a 3D image of the image on the card. You answer questions to show the 3D image. There are a number of packs coming out like this, the first was [[arthropod|Bug]]s released in [[May]] [[2009]].
There are many things you can do with the 3D image that include making it move. You could make the 3D tarantula from Bugs move, dance, slide on ice, hunt and other things. For the [[Transformers: Revenge of the Fallen]], you could drive [[Optimus Prime]] in truck mode and transform him to robot mode.
There are various Top Trumps Showcase cards released with the [[Hamleys]] 3D announcement event that can show you images. These include the spider (non moveable) Optimus prime (robot mode only, non moveable) and Wrestling arena with a fist coming through it ([[WWE]]). These can be used with the downloadable Hamleys Showcase content from the main site.
===Activity Packs===
Activity packs are another version of Top Trumps that have now replaced the old Juniors range. They have 24 cards, two of each, with one with stats and one with information. There are differences between the two pictures to play spot-the-difference with. There are also word searches, mazes and other activities based on the pack. They come in a tuck box instead of the plastic cases. They are based on things that young children would like to play with as young children is the primary market for these products.
===Top Trumps Tournament===
<!-- Deleted image removed: [[File:Tournament1.jpg|thumb|The Top Trumps Tournament box and spinner]] -->
Top Trumps Tournament is a new type of Top Trumps that comes with 6 new Classics packs and a spinner to choose the pack to play. You put 6 packs of your choice into it and spin the spinner to decide which pack to play. The packs are: Movies, TV, Pop Stars, Top Toys, Sporting Heroes and WOW. The WOW pack is wonders of the world. All of the packs come in tuck boxes instead of plastic cases. It was released in [[October]] [[2009]].
There is also a [[Star Wars]] version of this featuring all of the Star Wars packs created by Winning Moves up until the point of release. This is available at [[HMV]] only until January 2010. It has, however, appeared on play.com as well, whether Winning moves allowed this or not is unknown. The Star Wars Tournament also comes with a new Star Wars pack, Star Wars: 30 Greatest Moments with a card for each greatest moment in the films.
===iPhone Top Trumps===
Mid [[2009]], it was announced that Winning Moves have been in discussions with parties to try and create a version of Top Trumps for the [[iPhone]].<ref>http://www.toptrumps.com/asktom.asp?ID=6852&StartingPoint=41&NewsType=</ref>
===Shop Exclusive Packs===
There are some packs that are only exclusive to one shop. These are:
*[[Cars (film)|Cars]] only available in the [[Disney Store]]. This is a full deck compared to the other Activity Pack by Winning Moves.
*[[Michael Jackson]] only available at [[HMV]].
*Top Trumps Tournament [[Star Wars]] edition only available at [[HMV]] until January 1st 2010.
==Non-Winning Moves Packs==
Several unofficial copies of the game have been made, both as commercial card games and online gaming sites. The [[BBC]] web site has Top Trumps variants with themes of [[snooker]], ''[[Buffy the Vampire Slayer (TV series)|Buffy]]'', ''[[Doctor Who]]'' and ''[[EastEnders]]''. [http://www.top-mates.co.uk Top Mates] is a popular variation that allows you to make and order your own packs. Citadel Combat Cards were a similar card game from early 1990s with photographs of various [[Games Workshop]] models. Originally based on [[Warhammer Fantasy Battle]] models, later included [[Warhammer 40,000|Warhammer 40K]] cards as well.
There are also at least three educational variations of the game: ''[http://www.centreofthecell.org/centre/?page_id=226 Cell Trumps]'' from Centre of the Cell, ''Tree Trumps'' from Forestry Commission (as an interactive exhibit in the Glenmore Visitor Centre and as a card game available in some Forestry Commission Scotland giftshops) and ''[http://www.cte.napier.ac.uk/firrs/timber_trumps.php Timber Trumps]'' from Napier University. Timber Trumps was, for the first few days, originally called Tree Trumps and is currently listed under this name on [http://www.channel4.com/entertainment/games/review.jsp?id=1636 Channel4's Games website].
Other variations include card games that include data about specific topics. [[Safari Pals]] packs include animal data on each card so that trump style games can be played in addition to other traditional game variations included [[Rummy]], [[Quartets (card game)]] and [[Go Fish]]. The Royal Society of Chemistry has produced a pack of Visual Elements Trumps, using element data for play.
There have been lots of other packs before Winning Moves took over. These have been made by [[Waddingtons]], [[Dubreq]], [[Ace Trumps|Ace]] and many other companies up until [[1999]]. These packs are usually rarer than the newer Winning Moves packs as they are much older.
Companies sometimes create their own decks of cards based on their areas of expertise using the same style as Top Trumps. This is often used as promotional material or free gifts.
==See also==
*[[Ace Trumps]]
*[[Safari Pals]]
*[[Quartets (card game)]]
==References==
{{reflist}}
==External links==
*[http://www.toptrumps.com/ Planet Top Trumps]
*[http://www.ultimate-top-trumps.co.uk Top Trumps Reference Site]
*[http://www.toptrumpsmobile.com/ Official Top Trumps Mobile Homepage]
*[http://www.toptrumpsadventures.co.uk/ Official Top Trumps Adventures Homepage]
*[http://www.winning-moves.com/ Official Winning Moves Website]
*[http://www.carddas.com/toptrumps/ Top Trumps Japan]
*[http://www.goliathgames.es/top_trumps.htm Top Trumps Spain]
[[Category:Accumulating-type card games]]
[[Category:Anglo-American playing card games]]
[[Category:Dedicated deck card games]]
[[Category:Top Trumps| ]]
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{{For|the TV Programme|Top Trumps (TV series)}}
{{For|the games|Top Trumps Adventures}}
'''Top Trumps''' is a [[card game]]. Each card contains a list of numerical data, and the aim of the game is to compare these values in order to try to trump and win an opponent's card. A wide variety of different packs of Top Trumps have been published.
==Gameplay==
Each pack of Top Trumps is based on a theme, such as cars, aircraft, dinosaurs or characters from a popular film or television series. Each card in the pack shows a list of numerical data about the item. For example, in a pack based on cars, each card shows a different model of car, and the stats and data may include its engine size, its weight, its length, and its top speed. For example, if the theme is about a TV series or film, the cards include all its characters and the data varying from things like strength and bravery to fashion and looks, depending on the criteria.
All the cards are dealt among the players. There must be at least two players, and at least one card for each player. The starting player (normally the player sitting on the dealer's left) selects a category from his or her topmost card and reads out its value. Each other player then reads out the value of the same category from their cards. The best (usually the largest) value wins the "trick", and the winner takes all the cards of the trick and places them at the bottom of his or her pile. That player then looks at their new topmost card, and chooses the category for the next round.
In the event of a draw, the cards are placed in the centre and a new category is chosen from the next card by the same person as in the previous round. The winner of that round obtains all of the cards in the centre as well as the top card from each player.
Players are eliminated when they lose their last card, and the winner is the player who obtains the whole pack. Some variants of the rules allow 'three card pick', whereby a player who has only three cards remaining is allowed to choose any of their three cards to play with. Typically, this lengthens the game considerably.
==History==
===Original games===
Top Trumps was a popular children's card game in the [[United Kingdom]] in the 1970s and 1980s, especially amongst boys, for whom it was a popular playground pastime. The topics tended to reflect this, and included military hardware, modes of transport and racing cars. The packs tended to be priced so that children could collect new packs by saving pocket money for a few weeks.
The original Top Trumps were launched in 1977, with eleven different packs published by a company called ''Dubreq'', also known for the [[stylophone]]. Dubreq was taken over by [[Waddingtons]] in 1982, and they continued manufacturing packs until the early 1990s. The packs from this period are now collectible.
==Winning Moves==
[[Image:9117464728589979 top-trumps-logo-with-R.jpg|thumb|<ol>[[Winning Moves|Winning Moves']] Top Trumps logo design with the slogan 'Collectible, Competitive, Compulsive!'. In many USA pack releases the slogan was changed to 'The Worlds Coolest Card Game!']]
===Modern Relaunch===
In 1999 the rights to the game were purchased by [[Winning Moves]], who relaunched the game. The topics covered are more diverse, and include:
* Vehicles: ([[Supercar]]s, Racing Trucks, Motorbikes and Scooters)
* Military Hardware: ([[Warship]]s, Ultimate Military Jets)
* Scientific: (Space Phenomena, [[Dinosaur]]s)
* Engineering: ([[Skyscraper]]s)
* Wildlife: ([[Predator]]s, [[Shark]]s, Wildlife/Sealife in Danger)
* Pets: (The [[Dog]])
* Sports: ([[Premier League]] [[Football]], [[Cricket]], [[Rugby football|Rugby]], [[WWE Wrestling]], [[NBA]])
* Entertainment: ([[Film|Movie]] Stars, [[Punctuation]], Smash Hits [[Pop music|Pop]] Stars (x3), [[The X Factor (UK)|The X Factor]])
* Book Characters: (The World of [[Roald Dahl]]: Goodies and Baddies, [[Jacqueline Wilson]])
* Comics: ([[The Beano]], [[Marvel Comics|Marvel Comic Heroes]] (x5), [[DC Comics|DC Super Heroes]] (x2))
* Television Series: ([[The Simpsons]] (x4), [[24 (television)|24]], [[Top Gear (current format)|Top Gear]], [[Little Britain]], [[Buffy]], [[Angel (TV series)|Angel]], [[Doctor Who]] (x4), [[Clone Wars (Star Wars)|Star Wars: Clone Wars]], [[Power Rangers]] (x4) [[Bratz]])
* Films: ([[The Lord of the Rings film trilogy|The Lord of the Rings]] (x3), [[Star Wars]] (x5), [[Da Vinci Code]], [[High School Musical]], [[Shrek 2]], [[The Incredibles]], [[Chronicles of Narnia]], [[Harry Potter]] (x4), [[Transformers (film)|Transformers]], [[Disney]] [[Pixar]])
* Themed: (Horror, [[Halloween]])
[[Image:The Dog spread.jpg|left|thumb|175px|Winning Moves' "The Dog" pack]]
In these new packs a description or biography of the item on each card is included, as well as the statistics and numerical data. The cards may deliver camouflaged learning, or learning through play, as reading about the facts on the cards, and enhancing memory and maths skills through the use of comparing the data, adds an educational benefit.
Many of the packs are, like their predecessors, becoming collectible, especially those sold for limited times (such as those associated with films), or which were specially commissioned as promotional packs.
[[Image:TT Juniors Case.jpg|right|thumb|175px|The ''Top Trumps Juniors'' case which has a different style to the other cases]]
Winning Moves split their packs into categories based on licenses and the age range they are aimed at. The categories used include ''Classics'' (packs not requiring a license and those before Winning Moves started categorising their packs) ''Specials'', (sold for more for reasons such as needing a license), ''Juniors'' (aimed at a younger audience. These only had 24 cards instead of the normal 30 and the cases are a different shape to normal (right)) and ''Limited Editions'' (packs which have a limited stock and are 'For Big Kids').
Winning Moves have also released some Collectors Edition packs including multiple packs in a set. The Collectors Editions include "The Lord Of The Rings Trilogy Gift Set" including the three Lord of the Rings decks and nine exclusive Super Top Trumps cards. A "Doctor Who 45 Years Of Time Travel" pack has also been released.
A "Wedding Pack" created for the director of Winning Moves, Tom Liddel, was distributed at his wedding. A very small number was produced, and the sentimental value to the limited owners renders the Wedding Pack the rarest pack.
There are multiple Football packs released each year. Every year, [[Manchester United F.C.|Manchester United]], [[Arsenal F.C.|Arsenal]], [[Chelsea F.C.|Chelsea]] and [[Liverpool F.C.|Liverpool]] are released. These are just slightly updated packs from the last one and are usually released with another club pack. In 2005, it was [[Newcastle United F.C.|Newcastle United]], in 2006 it was [[Tottenham Hotspur F.C.|Tottenham Hotspur]] - To Dare Is To Do and in 2008 it is [[Hull City A.F.C.|Hull City]] and [[Everton F.C.|Everton]].
Winning Moves also released two '''Politicos''' packs. One in [[2007]] and one in [[2008]]. These were given out at a [[Sky News]] Conference. They have such [[Politicians]] as [[Tony Blair]] and [[Gordon Brown]] in.
There have been two '''Ultimate Packs''' released by Winning Moves. These are the Red and the Black packs. The red one is older than the black and is now out of print. These were not available in shops and were only available by winning the Monthly Prize Draw on the Top Trumps Website.<ref>{{cite web| last = | first = | title = Top Trumps club winners| publisher = Top Trumps | url =http://www.toptrumps.com/club_winners.asp| accessdate = | date=}}</ref>
Many of the newer packs (late 2008 onwards) have a '''[[Summit (puzzle)|Summit]] Challenge''' game on the reverse of the bar code card. These cards have questions with boxes to put your answers in on the information about the pack.
===International Packs===
====Exclusives====
There are many packs that are only available overseas. These are:
*ArtenTrumpf ([[Species]] Trumps) available in [[Germany]]. This is a promotional pack.
*[[Asterix]] available in [[France]] and [[Germany]].
*[[Boule and Bill]] available in [[France]].
*[[Cédric]] available in [[France]].
*Chevaux ([[Horses]]) available in [[Belgium]].
*Eishockey ([[Ice hockey]]) available in [[Germany]].
*[[Feyenoord]] available in [[Holland]].
*Internationale Fussballstars ([[International]] [[Footballers|Football Stars]]) available in [[Germany]]. This pack was made instead of the [[England|English]] [[Europe]]an [[Footballers|Football Stars]] pack.
*[[Lucky Luke]] available in [[France]].
*Pferde ([[Horses]]) available in [[Germany]].
*[[Schloss Einstein]] available in [[Germany]].
*[[Star Wars]] available in [[USA]]. This was not the same as the UK releases as it had characters from all six movies. It also had different statistics such as "height."
*[[Teenage Mutant Ninja Turtles]] available in [[Sweden]] and [[France]].
*Wereld Natuur Fonds [[World Wide Fund for Nature]] available in [[Holland]].
*[[Yakari]] available in [[France]].
These 2 packs were available in the [http://www.toptrumps.com/acatalog/ PTT Shop] for a limited time. only 500 of each were imported and sold.
*[[All Blacks]] available in [[New Zealand]].
*[[Cricket]] [[Australia]] available in [[Australia]].
These 2 packs '''were''' exclusive to the [[USA]] until they proved so popular, they were sold in the UK. There are some variations to the cards in the packs for the American ones and the English ones.
*[[Sealife]] in Danger available in [[USA]].
*[[Wildlife]] in Danger available in [[USA]].
There were 300 of the [[USA]] [[Wildlife]] in Danger pack imported and sold in the PTT Shop.
====Japan====
A number of packs have now been released in [[Japan]]. These are sold through vending machines, as are most Japanese cards. They come in Booster Packs from the vending machines, or you can buy boxes of the cards.
The packs are:
*[[Kamen Rider|The Masked Rider]]
*[[Disney]] All Stars
*[[Power Rangers]]
*[[Train]]s
*[[Ultraman]]
These cards are unique as some of them are horizontal and some vertical. There are also 55 cards in each set instead of the normal 30. These cards are co-owned by [[Carddas]].<ref>{{cite web| last = | first = | title = Top Trumps| publisher = Carddas.com | url =http://www.carddas.com/toptrumps/| accessdate = 14th March 2009 | date= }}</ref>
====Iceland====
Iceland's Top Trumps are owned by Nordic Games which is the sales department within Iceland. These packs are the same as the [[Winning Moves]] releases.
====Scotland====
The Scottish packs are exactly the same as the UK packs. There have been some promotional packs given out in the [[Daily Record (Scotland)|Daily Record]] which is a Scottish newspaper. The packs so far are: Scottish Football The Club Collection (2007), Heroes of Scottish Football (2008) and Max Speed Supercars (2009). There are 39 cards given away as well as a tuck box in the first giveaway and a 'How To Play' card. Four cards were given away each time.
====USA====
Two 'exclusive' packs have been printed in the United States, which later became available over the world. These were "Wildlife in Danger" and "Sealife in Danger". Several booster packs of cards have been exclusively released in the United States, including two "Bugs" packs, which are due to become a standalone pack, "Incredible [[Musical instrument|Instrument]]s", "Mysteries", "[[Bronx Zoo]]" and "[[Oakland Zoo]]". These were sold in eight-card booster packs, with a front title card - the two "zoo" packs were released in limited numbers as promotional materials for the two zoos.
====Spain====
[[Goliath Games]] produce [[Spain]]'s Top Trumps. They have an exclusive [[FC Barcelona]] pack. <ref>{{cite web| last = |first = | title = Top Trumps Spain| publisher = Goliath Games | url=http://goliathgames.es/top_trumps_fcb.htm| accessdate = 26th March 2009 | date=}}</ref>
====United Arab Emirates====
[[United Arab Emirates]] has release a very rare pack based on the animated TV series from there, [[Freej]]. This was only available in the UK through an occasional free gift and so it is very rare, even among collectors. They are distributed by [[Pluto Games]] but are still Winning Moves packs. It is, however, widely available in the UAE and so is not rare there.
====Other Countries====
Other Countries that [[Winning Moves]] make Top Trumps for are: [[Canada]], [[France]], [[Germany]], [[Belgium]], [[Portugal]], [[Spain]], [[Switzerland]], [[Italy]], [[Denmark]], [[Holland]], [[Norway]], [[Sweden]], [[Turkey]], [[Australia]], [[New Zealand]] and [[South Africa]].
Many countries only sell packs online and not in shops. A common place to buy these packs online is Amazon. A few countries have got Top Trumps shops online. These countries are: USA which delivers to Canada as well, France which delivers to Belgium and Germany as well, and also New Zealand.
Many countries have different cards in the packs that are also available in England. For example, in the US edition of horses, Morgan, Crillo and Mustang replace the cards Exmoor, Paso Fino and Unicorn in the UK edition. The US horses pack also has a totally different style compared to the UK pack. Also, front covers of packs are different. The [[Skyscraper]]s pack has a different cover in Germany, USA and the UK.
===Super Top Trump Cards===
A number of recent Top Trumps packs also have Super Top Trump (STT) cards issued for them. These additional cards are not available with the original pack, but can be found in related merchandise, events or promotions. For example, the popular US television series [[24 (TV series)|24]] has a Top Trumps pack available, but the STT card is only available with the purchase of special-stickered season 4 of 24 DVDs. Also, the popular UK television series [[Doctor Who]] has four Top Trumps packs, but the STT cards were only available with the purchase of season 2, 3 and 4 DVDs. One other Doctor Who Super Top Trump card was released with a very special edition of the ''Beano Magazine'' (a popular comic magazine in the UK). A number of STT cards were also made available free of charge to members of the Top Trumps club through its website. But in July 2006 membership became free and no further STT's were issued from the website.
Super Top Trumps come from lots of places. Since they have stopped giving them out free to club members, they have been in DVDs, comics, magazines, newspapers, at special events and given out in promotions.
[[Image:Grandmama.jpg|thumb|Grandmamma from Roald Dahl pack preview]]
Some STT cards are rarer than others. Most of the STT cards made available via the web tend to be relatively common, although some earlier ones from popular pack titles, such as the [[Nazgûl]] (Lord of the Rings series) can attract relatively high prices. Cards made available in other promotional ways can be exceptionally rare. An example is the Grandmamma STT card for the Roald Dahl pack. It was only given out, free, to [[Scouting|Scouts]] at a charity sleepover event in 2004. Very few of these are in circulation and they are difficult to obtain even through online auctions. Apparently even the owner of Winning Moves, Tom Liddell, does not have a copy of this card. It is thought by some members of the [http://www.toptrumps.com/forum/ Top Trumps forum] that the Grandmamma was never actually released, and that none are in circulation. Tom Liddell has refuted this belief. General consensus for years was that no information other than a blurry preview of this card existed, however in February 2008, the original designers of the card, Guppi, posted it much more legibly on their website under 'Specials' in their [http://www.guppimedia.com/TopTrumps/TheTopTrumpsList.html Top Trumps Portfolio]. The Grandmamma card is often spelt as "Grandmama" but this has been disproved and it has officially got a double 'M.<ref>{{cite web| last = | first = | title = Reply to question from Tom Liddell| publisher = Top Trumps | url =http://www.toptrumps.com/asktom.asp?ID=2276| accessdate = 14th March 2009 | date=}}</ref>
Super Top Trumps are not only released in the [[United Kingdom]]. There have been many overseas STTs released. There have also been booster packs of 2-10 cards given out.
In America, Super Top Trumps are called Supercards.
===Top Trump Books===
{{seemain|Top Trumps Books}}
In 2006, and working in conjunction with the Haynes publishing group, Winning Moves launched a line of books under the Top Trumps brand, based around the design and concept of the card game. The Books are often written by experts in their appropriate field. Subjects included Sharks, Star Wars, Indiana Jones, [[Racing Cars]], [[Motorbikes]], [[Fighter Aircraft]], [[Cars]], [[Doctor Who]] (Series 1 and 2 together, and Series 3 & 4), [[Dinosaur]]s, [[Airliners]], [[Marvel Comics|Marvel Heroes]], [[Animals]], [[Tanks]], [[Transformers (film)|Transformers]] and [[Football]].<ref>{{cite web| last = | first = | title = Planet Top Trumps – The Official Top Trumps Website| publisher = Top Trumps | url =http://www.toptrumps.com/club_news.asp?ID=196| accessdate = 14th March 2009 | date=}}</ref>
===Top Trumps LIVE===
A number of card sets can be played online against a computer opponent at the Winning Moves web sites, including two sets which is unavailable in shops. Games made include: [[Horror fiction|Horror]], [[Skyscraper]]s, [[One Day International|ODI]] Stars (Unavailable as packs), World [[Football]] Stars, [[NBA]] 2K9, [[Shark]]s and [[Star Wars]], [[Armchair General Magazine|Armchair General]] (Unavailable as packs) and [[Bratz]].
Two LIVE games appeared on other websites. [[Nascar]] appeared on the Nascar website <ref>{{cite web | last = |first = | title = Nascar LIVE Game| publisher = Nascar | url=http://live.toptrumps.com/splashnascar.aspx| accessdate = 26th March 2009 | date=}}</ref> and [[The Boat That Rocked]] appeared on [[Facebook]]. <ref>{{cite web| last = | first = | title = The Boat That Rocket LIVE | publisher = Facebook | url=http://apps.facebook.com/theboatthatrocked/| accessdate = 26th March 2009 | date=}}</ref> Both are not available as packs. You have to log into both websites to play though.
There is also a German [[Star Wars: Clone Wars]] game and upcoming Sealife in Danger and Wildlife in Danger.<ref>{{cite web| last = | first =| title = Planet Top Trumps| publisher = Top Trumps | url =http://germany.toptrumps.com/play.asp| accessdate =14th March 2009| date=}}</ref>
===Mobile Top Trumps===
Top Trumps is available through a mobile gaming service, in which users can play single player against the computer, compete against up to three friends on one mobile, or with a single opponent via a bluetooth connection. Games made include: [[Football]] Legends, [[Star Wars]], [[Gumball 3000]] and [[Moto GP]] and [[Doctor Who]].<ref>{{cite web| last = | first = | title = Top Trumps: Doctor Who| publisher = Eidos | url =http://www.eidos.co.uk/mobile/tt_drwho/index.html| accessdate = 12th March 2009 | date= }}</ref>
===Top Trumps Adventures===
{{seemain|Top Trumps Adventures}}
A series of Top Trumps video games were released in 2007, under the title [[Top Trumps Adventures]]. Some of the packs that have been turned into games are "[[Top Trumps Adventures: Horror and Predators|Horror]]", "[[Top Trumps Adventures: Horror and Predators|Predators]], "[[Top Trumps Adventures: Dogs and Dinosaurs|Dogs]]", "[[Top Trumps Adventures: Dogs and Dinosaurs|Dinosaurs]] and "[[Top Trumps Adventures: Doctor Who|Doctor Who]]". This series is also known as Top Trumps Console.
===Top Trumps TV===
{{seemain|Top Trumps (TV Programme)}}
Top Trumps TV is a UK television programme based on Top Trumps, shown on [[Five (channel)|Five]] in late 2008. It is hosted by [[Robert Llewellyn]] and [[Ashley Hames]].
===Other Top Trumps merchandise===
[[Winning Moves]] have released other Top Trumps related items. These include:
*"Top Trumps Displayers" which can display up to ten packs. These came in a choice of four colours: red, blue?, clear and glow-in-the-dark.
*''Top Trumps Ultimate [[Football]] Challenge'' DVD game which contains two packs; Football Legends 1 and World Football Stars as playable packs on the DVD. The DVD game comes with two video pack, trivia quizzes, a video countdown and a Football Managers Top Trumps game. This last item proved to be a popular pack, and Winning Moves released it as a standalone deck.
*'''[[Lunar Jim]] Top Trumps cover card''' released for the Space and Space Phenomenan decks which was given away at the Alliance Atlantis/BBC Worldwide Lunar Jim themed promotion, [[2007]]. <ref>http://www.toptrumps.com/asktom.asp?ID=7113&StartingPoint=11&NewsType=</ref>
*'''Gunmetal Holder''' which is a metal Top Trumps case only available to club members who win the monthly prize draw.
[[Image:Gunmetalholder.jpg|left|thumb|175px|The Gunmetal Top Trumps Holder]]
*'''24 Gunmetal Hoder'''. 24 of these [[24 (TV Series)|24]] Gunmetal Holders were given out in a competition on the main website. These had the inscriptions 24 and a number out of 24 (e.g. 1/24) on the back. Only 24 of these were made.
*A '''Top Trumps Pen''' was made. It had the words Top Trumps and the old website, www.playaday.com written on it.
*A '''Top Trumps Mug''' was also made that was yellow and had the words 'Top Trumps' written in red on it.
===Pack exclusives===
A few exclusive items came with packs. These are:
*[[TARDIS]] case which came with the [[Doctor Who]] 45 Years Of Time Travel pack.
[[Image:Tardis case.jpg|right|thumb|175px|The [[TARDIS]] case for the ''Doctor Who 45 Years of Time Travel Pack'']]
*Reversible title card which came with the original [[Clone Wars (Star Wars)|Star Wars: Clone Wars]] pack. On one side was [[Jedi]] and the other side was [[Sith]].
*Glow-In-The-Dark cases which came with: [[The Simpsons]] Horror, Horror and [[Clone Wars (Star Wars)|Star Wars Clone Wars]].
*Glow-In-The-Dark writing and images on the actual cards, in the [[Ben 10]], Horror, [[Clone Wars (Star Wars)|Star Wars: Clone Wars]] and [[The Simspons]] Horror packs.
*In many packs the backs of the cards can be put together as a puzzle. Some examples of this are in the [[Skyscrapers]], [[Space]], [[Wonders of the World]], and many sports pack. These can form pictures of Football Stadiums, Landmarks, Maps, Sports Teams and a scale between different objects (such as Skyscrapers, and planets, in the Space pack).
*Some of the card backs give extra information about subjects in the pack. For example the [[All Blacks]] pack has information about the history of the team and the [[Haka of the All Blacks|Haka]], while the Skyscrapers pack gives information about French 'Spiderman' [[Alain Robert]].
*In [[The X Factor (UK)|The X Factor]] pack, there are eight cards ([[Alexandra Burke]], [[Austin Drage]], [[Daniel Evans (singer)|Daniel Evans]], [[Diana Vickers]], [[Eoghan Quigg]], [[Jack the Lad Swing|JLS]], [[Laura White]], [[Rachel Hylton]], [[Ruth Lorenzo]] and [[Scott Bruton]]) that have white discs in their X Factor score category that allow you to fill in what you think their score should be.
===Top Trumps 3D===
At a toy fair, Winning Moves revealed that they had started to make a Top Trumps 3D in which the pictures on the cards became 3D. A number of titles have been scheduled for release like this. You have to download the software<ref>http://www.toptrumps.com/index.asp</ref> and then use a [[Webcam]] to show the cards to. This brings a 3D image of the image on the card. You answer questions to show the 3D image. There are a number of packs coming out like this, the first was [[arthropod|Bug]]s released in [[May]] [[2009]].
There are many things you can do with the 3D image that include making it move. You could make the 3D tarantula from Bugs move, dance, slide on ice, hunt and other things. For the [[Transformers: Revenge of the Fallen]], you could drive [[Optimus Prime]] in truck mode and transform him to robot mode.
There are various Top Trumps Showcase cards released with the [[Hamleys]] 3D announcement event that can show you images. These include the spider (non moveable) Optimus prime (robot mode only, non moveable) and Wrestling arena with a fist coming through it ([[WWE]]). These can be used with the downloadable Hamleys Showcase content from the main site.
===Activity Packs===
Activity packs are another version of Top Trumps that have now replaced the old Juniors range. They have 24 cards, two of each, with one with stats and one with information. There are differences between the two pictures to play spot-the-difference with. There are also word searches, mazes and other activities based on the pack. They come in a tuck box instead of the plastic cases. They are based on things that young children would like to play with as young children is the primary market for these products.
===Top Trumps Tournament===
<!-- Deleted image removed: [[File:Tournament1.jpg|thumb|The Top Trumps Tournament box and spinner]] -->
Top Trumps Tournament is a new type of Top Trumps that comes with 6 new Classics packs and a spinner to choose the pack to play. You put 6 packs of your choice into it and spin the spinner to decide which pack to play. The packs are: Movies, TV, Pop Stars, Top Toys, Sporting Heroes and WOW. The WOW pack is wonders of the world. All of the packs come in tuck boxes instead of plastic cases. It was released in [[October]] [[2009]].
There is also a [[Star Wars]] version of this featuring all of the Star Wars packs created by Winning Moves up until the point of release. This is available at [[HMV]] only until January 2010. It has, however, appeared on play.com as well, whether Winning moves allowed this or not is unknown. The Star Wars Tournament also comes with a new Star Wars pack, Star Wars: 30 Greatest Moments with a card for each greatest moment in the films.
===iPhone Top Trumps===
Mid [[2009]], it was announced that Winning Moves have been in discussions with parties to try and create a version of Top Trumps for the [[iPhone]].<ref>http://www.toptrumps.com/asktom.asp?ID=6852&StartingPoint=41&NewsType=</ref>
===Shop Exclusive Packs===
There are some packs that are only exclusive to one shop. These are:
*[[Cars (film)|Cars]] only available in the [[Disney Store]]. This is a full deck compared to the other Activity Pack by Winning Moves.
*[[Michael Jackson]] only available at [[HMV]].
*Top Trumps Tournament [[Star Wars]] edition only available at [[HMV]] until January 1st 2010.
==Non-Winning Moves Packs==
Several unofficial copies of the game have been made, both as commercial card games and online gaming sites. The [[BBC]] web site has Top Trumps variants with themes of [[snooker]], ''[[Buffy the Vampire Slayer (TV series)|Buffy]]'', ''[[Doctor Who]]'' and ''[[EastEnders]]''. [http://www.top-mates.co.uk Top Mates] is a popular variation that allows you to make and order your own packs. Citadel Combat Cards were a similar card game from early 1990s with photographs of various [[Games Workshop]] models. Originally based on [[Warhammer Fantasy Battle]] models, later included [[Warhammer 40,000|Warhammer 40K]] cards as well.
There are also at least three educational variations of the game: ''[http://www.centreofthecell.org/centre/?page_id=226 Cell Trumps]'' from Centre of the Cell, ''Tree Trumps'' from Forestry Commission (as an interactive exhibit in the Glenmore Visitor Centre and as a card game available in some Forestry Commission Scotland giftshops) and ''[http://www.cte.napier.ac.uk/firrs/timber_trumps.php Timber Trumps]'' from Napier University. Timber Trumps was, for the first few days, originally called Tree Trumps and is currently listed under this name on [http://www.channel4.com/entertainment/games/review.jsp?id=1636 Channel4's Games website].
Other variations include card games that include data about specific topics. [[Safari Pals]] packs include animal data on each card so that trump style games can be played in addition to other traditional game variations included [[Rummy]], [[Quartets (card game)]] and [[Go Fish]]. The Royal Society of Chemistry has produced a pack of Visual Elements Trumps, using element data for play.
There have been lots of other packs before Winning Moves took over. These have been made by [[Waddingtons]], [[Dubreq]], [[Ace Trumps|Ace]] and many other companies up until [[1999]]. These packs are usually rarer than the newer Winning Moves packs as they are much older.
Companies sometimes create their own decks of cards based on their areas of expertise using the same style as Top Trumps. This is often used as promotional material or free gifts.
==See also==
*[[Ace Trumps]]
*[[Safari Pals]]
*[[Quartets (card game)]]
==References==
{{reflist}}
==External links==
*[http://www.toptrumps.com/ Planet Top Trumps]
*[http://www.ultimate-top-trumps.co.uk Top Trumps Reference Site]
*[http://www.toptrumpsmobile.com/ Official Top Trumps Mobile Homepage]
*[http://www.toptrumpsadventures.co.uk/ Official Top Trumps Adventures Homepage]
*[http://www.winning-moves.com/ Official Winning Moves Website]
*[http://www.carddas.com/toptrumps/ Top Trumps Japan]
*[http://www.goliathgames.es/top_trumps.htm Top Trumps Spain]
[[Category:Accumulating-type card games]]
[[Category:Anglo-American playing card games]]
[[Category:Dedicated deck card games]]
[[Category:Top Trumps| ]]
[[pt:Top Trumps]]
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Touring (card game)
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[[File:Touring--Parker Brothers.jpg|thumb|A 1926 box for the game.]]
'''Touring''' is a specialty [[card game]]. Originally patented by the [[Wallie Dorr Company]] and produced in 1906, it was picked up by Parker Brothers in 1925. <ref>{{cite book
|title= Dictionary of Toys and Games in American Popular Culture
|first= Frederick J.
|last= Augustyn
|publisher= Haworth Reference Press
|origyear= 2004
|isbn= 0789015048
|chapter= Mille Bornes: Brought to the United States by Parker Brothers in 1962, ...
Parker Brothers had a popular antecedent to this game called Touring }}
</ref>
It is widely believed the popular [[France|French]] card game [[Mille Bornes]] was derived from Touring. After several revisions, Touring was discontinued shortly after Parker Brothers picked up the American license of Mille Bornes.
==Popular culture==
* The members of [[They Might Be Giants]] can be seen playing Touring in the [[Music video|video]] for their song "[[Ana Ng]]".
==Notes==
<References />
==External links==
* [http://www.ohiokids.org/oe/yt/09c03.shtml Touring at Yesteryear Toys]
* [http://www.1stingames.com/rules/touring/touringwd.pdf link to 1906 Wallie Dorr rules facsimile]
[[Category:Dedicated deck card games]]
[[Category:Parker Brothers games]]
{{card-game-stub}}
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[[File:Touring--Parker Brothers.jpg|thumb|A 1926 box for the game.]]
'''Touring''' is a specialty [[card game]]. Originally patented by the [[Wallie Dorr Company]] and produced in 1906, it was picked up by Parker Brothers in 1925. <ref>{{cite book
|title= Dictionary of Toys and Games in American Popular Culture
|first= Frederick J.
|last= Augustyn
|publisher= Haworth Reference Press
|origyear= 2004
|isbn= 0789015048
|chapter= Mille Bornes: Brought to the United States by Parker Brothers in 1962, ...
Parker Brothers had a popular antecedent to this game called Touring }}
</ref>
It is widely believed the popular [[France|French]] card game [[Mille Bornes]] was derived from Touring. After several revisions, Touring was discontinued shortly after Parker Brothers picked up the American license of Mille Bornes.
==Popular culture==
* The members of [[They Might Be Giants]] can be seen playing Touring in the [[Music video|video]] for their song "[[Ana Ng]]".
==Notes==
<References />
==External links==
* [http://www.ohiokids.org/oe/yt/09c03.shtml Touring at Yesteryear Toys]
* [http://www.1stingames.com/rules/touring/touringwd.pdf link to 1906 Wallie Dorr rules facsimile]
[[Category:Dedicated deck card games]]
[[Category:Parker Brothers games]]
{{card-game-stub}}
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Tri Dimensional Chess
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==Object of the game of Tri Dimensional Chess==
The object of the game of Tri Dimensional Chess is to move your pieces and trap the opposing player's king piece.
==Equipment in the game of Tri Dimensional Chess:==
1 Tri Dimensional Chess game board
4 Tri Dimensional Chess attack boards
2 sets of 16 chess pieces consisting of:
1 king
1 queen
2 bishops
2 knights
2 rooks
8 pawns
==Preparation for the game of Tri Dimensional Chess:==
As some of the squares on a Tri Dimensional Chess board effectively occupy the same vertical space, a plan view of the board could be illustated by a chequred grid measuring four squares wide and eight squares long, with attack boards mounted on each corner.
The starting edges are along the sides four squares wide for both players.
The bishops are placed one in each corner and the king and queen on the intervening two squares, ensuring the queen is on the square matching her colour.
On the four squares immeadiately in front of the king, queen and bishops are placed four of the eight pawns.
The remaining four pawns are placed , two each on the front rank of each attack board positioned on the nearest two corners of the player's starting edge.
One rook is placed on each extreme corner of both attack boards and the knights are placed in the two remaining squares next to them.
==Game Play in MONOPOLY:==
Starting with the player whose chess pieces are white, each player takes alternate turns to move a piece to a different square in an attempt to trap their opponents king.
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Tribbles (game)
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{{Infobox Game
| title = Tribbles
| subtitle =
| image_link = [[Image:TribblesGame.jpg|200px]]
| image_caption = ''Tribbles'' customizable card game box
| designer =
| manufacturer =
| publisher = [[Decipher Inc.]]
| illustrator =
| years =
| players = 2-4
| ages = 7+
| setup_time =
| playing_time =
| random_chance =
| web =
| skills =
| bggid = 3668
| bggxrefs = <!-- boardgame geek cross references for supplements etc -->
| footnotes =
}}
Released in 2000 by [[Decipher Inc.]], '''Tribbles''' is a [[customizable card game]] designed around the fictional [[tribble]] creatures of the ''[[Star Trek]]'' television series.<ref>{{cite web|url=http://www.scifi.com/sfw/issue181/games.html| title=Tribbles Customizable Card Game (review)| publisher=[[SciFi.com]]|last=Herndon|first=Cory| accessdate=2008-05-08}}</ref> While this game is not playable with most cards from the [[Star Trek CCG]], this pre-constructed game could be expanded by collecting the tribbles cards from ''The Troubles with Tribbles'' expansion of the Star Trek CCG.
==References==
<references/>
[[Category:Dedicated deck card games]]
[[Category:Decipher games]]
{{CCG-game-stub}}
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{{Infobox Game
| title = Tribbles
| subtitle =
| image_link = [[Image:TribblesGame.jpg|200px]]
| image_caption = ''Tribbles'' customizable card game box
| designer =
| manufacturer =
| publisher = [[Decipher Inc.]]
| illustrator =
| years =
| players = 2-4
| ages = 7+
| setup_time =
| playing_time =
| random_chance =
| web =
| skills =
| bggid = 3668
| bggxrefs = <!-- boardgame geek cross references for supplements etc -->
| footnotes =
}}
Released in 2000 by [[Decipher Inc.]], '''Tribbles''' is a [[customizable card game]] designed around the fictional [[tribble]] creatures of the ''[[Star Trek]]'' television series.<ref>{{cite web|url=http://www.scifi.com/sfw/issue181/games.html| title=Tribbles Customizable Card Game (review)| publisher=[[SciFi.com]]|last=Herndon|first=Cory| accessdate=2008-05-08}}</ref> While this game is not playable with most cards from the [[Star Trek CCG]], this pre-constructed game could be expanded by collecting the tribbles cards from ''The Troubles with Tribbles'' expansion of the Star Trek CCG.
==References==
<references/>
[[Category:Dedicated deck card games]]
[[Category:Decipher games]]
{{CCG-game-stub}}
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Triology
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#REDIRECT [[Set Enterprises]] {{R with possibilities}}{{R from merge}}
[[Category:Dedicated deck card games]]
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#REDIRECT [[Set Enterprises]] {{R with possibilities}}{{R from merge}}
[[Category:Dedicated deck card games]]
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Trivial Pursuit
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Rich Farmbrough
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{{About|the board game Trivial Pursuit|the game show that ran from 1993–1995|Trivial Pursuit (game show)|the British game show|Trivial Pursuit (UK game show)|the current syndicated game show hosted by Christopher Knight|Trivial Pursuit: America Plays|The 2004 Xbox and PlayStation 2 video game|Trivial Pursuit: Unhinged|}}
{{Infobox game|
| subject_name=Trivial Pursuit
| image_link=[[Image:Trivialpursuit.jpg]]
| players=2–6
| introduced = 1982
| ages=15+
| setup_time= 5 minutes
| playing_time= unlimited
| complexity=Low
| strategy=Low
| random_chance=Medium - dice
| skills=[[Trivia|General knowledge]], [[Popular culture]]
| footnotes =
}}
'''''Trivial Pursuit''''' is a [[board game]] in which progress is determined by a player's ability to answer [[trivia|general knowledge]] and [[popular culture]] questions. The game was created in 1979 by Canadian [[Scott Abbott]], a sports editor for [[The Canadian Press]], and [[Chris Haney (Trivial Pursuit)|Chris Haney]], a photo editor for Montreal's ''[[The Gazette (Montreal)|The Gazette]]''. After finding pieces of their ''[[Scrabble]]'' game missing, they decided to create their own game.<ref>[http://inventors.about.com/library/inventors/bl_trivia_pursuit.htm The History of ''Trivial Pursuit'']</ref> With the help of [[John Haney]] and [[Ed Werner]], he completed development of the game, which was released in 1982.<ref>[http://www.trivialpursuit.com/trivialpursuit/about.html Trivial Pursuit History]</ref>
In [[North America]], the game's popularity peaked in 1984, a year in which over 20 million games were sold. The rights to the game were licensed to [[Parker Brothers]] (now part of [[Hasbro]]) in 1988, after initially being turned down by the [[Virgin Group]]; in 2008, Hasbro bought out the rights in full, for US$80 million.<ref>[http://www.cbc.ca/money/story/2008/03/31/trivial-sale.html Trivial Pursuit sells for a non-trivial sum: $80 million US]</ref> {{As of|2004}}, nearly 88 million games had been sold in 26 countries and 17 languages. Northern Plastics of [[Elroy, Wisconsin]] produced 30,000,000 games between 1983 and 1985. An online version of Trivial Pursuit was launched in September, 2003.<ref>[http://www.urlwire.com/news/092903.html Trivial Pursuit Launches Online Version]</ref>
Dozens of question sets have been released for the game. The question cards are organized into themes; for instance, in the standard Genus question set, questions in green deal with science and nature. Some question sets have been designed for younger players, and others for a specific time period or as [[promotion (marketing)|promotion]]al tie-ins (such as ''[[Star Wars]]'', ''[[Saturday Night Live]]'', and ''[[The Lord of the Rings]]'' movies).
==Gameplay==
[[File:Trivialpursuit Token.jpg|thumb|A Trivial Pursuit playing piece, with all six wedges filled in.]]
The object of the game is to move around the board by correctly answering trivia questions. Questions are split into six categories, with each one having its own color to identify it; in the classic version of Trivial Pursuit, the ''Genus'' edition, these are Geography (blue), Entertainment (pink), History (yellow), Arts & Literature (brown), Science & Nature (green), and Sports & Leisure (orange). The game includes a board, playing pieces, question cards and a box and small plastic wedges to fit into the playing pieces.
Playing pieces used in Trivial Pursuit are round and divided into six sections. A small, plastic wedge can be placed into each of these sections to signify when a question from a certain category has been correctly answered.
During the game, players move their playing pieces around a track which is shaped like a wheel with six spokes. This track is divided into spaces of different colours, and the centre of the board is a hexagonal shape. At the end of each spoke is a "category headquarters" space. When a player's counter lands on a square, the player answers a question according to the color of the square, which corresponds to one of the six question categories. If the player answers this question correctly their turn continues; if the player's piece was on one of the category headquarters spaces, they collect a wedge of the same colour, which fits into their playing piece. Some spaces say 'roll again' giving an extra roll of the die to the player which has landed there. Any number of playing pieces may occupy the same space at the same time.
Questions are written on cards. There are six questions on each card, one from each category. The answers to the questions are on the back of the cards. These cards are in turn stored inside a small box.
Once a player has collected one wedge of each color to fill up their playing piece, they make their way toward the hexagonal hub and answer a question in a question category selected by the other players. If this question is answered correctly then that player has won the game. Otherwise the player must leave the centre of the board and try again on their next turn.
Extra sets of cards with new questions can be purchased separately in order to enhance the game.
==Editions==
{{Main|List of Trivial Pursuit editions}}
Over the years, numerous editions of ''Trivial Pursuit'' have been produced, usually specializing in various fields. The original version is known as the ''Genus'' edition (or ''Genus I''). Several other general knowledge editions (such as ''Genus II'') have followed.
===Fred Worth lawsuit===
{{Unreferenced section|date=October 2009}}
In October 1984, Fred L. Worth, author of ''[[The Trivia Encyclopedia]]'', ''Super Trivia'', and ''Super Trivia II'', filed a $300 million lawsuit against the distributors of ''Trivial Pursuit''. He claimed that more than a quarter of the questions in the game's Genus Edition had been taken from his books, even to the point of reproducing typographical errors and deliberately placed [[fictitious entry|misinformation]]. One of the questions in ''Trivial Pursuit'' was "What was [[Columbo (TV series)|Columbo]]'s first name?" with the answer "Philip". That information had been [[Copyright trap|fabricated to catch]] anyone who might try to [[Copyright infringement|violate his copyright]].
The inventors of ''Trivial Pursuit'' acknowledged that Worth's books were among their sources, but argued that this was not improper and that facts are not protected by copyright. The district court judge agreed, ruling in favor of the ''Trivial Pursuit'' inventors. The decision was appealed, and in September 1987 the [[United States Court of Appeals for the Ninth Circuit]] in [[California]] upheld the ruling. The issue was taken to the [[Supreme Court of the United States]], which rejected Worth's arguments in March 1988.
===David Wall lawsuit===
In 1994, David Wall of [[Cape Breton Regional Municipality, Nova Scotia|Cape Breton, Nova Scotia]], launched a lawsuit against the game's creators. He claimed that in the fall of 1979, he and a friend were hitchhiking near [[Sydney, Nova Scotia]], when they were picked up by Chris Haney. Wall claimed that he told Haney about his idea for the game in detail, including the shape of the markers.
Wall's mother testified she found drawings of his that looked like plans for a ''Trivial Pursuit''-like game, but the drawings had since been destroyed. Wall's friend, who was allegedly hitchhiking with him that day, never testified. Haney said he never met Wall.
Over the years, there was much legal wrangling, notably around whether the suit should be decided by a judge or jury. On June 25, 2007, the [[Nova Scotia Supreme Court]] ruled against Wall.<ref>[http://www.abc.net.au/news/stories/2007/06/26/1962864.htm Hitchhiker loses Trivial Pursuit rights battle - ABC News (Australian Broadcasting Corporation)<!-- Bot generated title -->]</ref>
===Dumbing down accusations===
In the United Kingdom, ''Trivial Pursuit'' players have complained that recent versions of the game are [[dumbing down|dumbed down]] in comparison to previous editions, with easier questions and more focus on celebrities and show business.<ref>[http://www.telegraph.co.uk/news/main.jhtml?xml=/news/2006/12/17/ntriv17.xml Trivial 'brain-teasers' enrage game's fans]</ref>
==Television==
{{Main|Trivial Pursuit (game show)}}
A version of ''Trivial Pursuit'' hosted by [[Wink Martindale]] aired on [[ABC Family|The Family Channel]] in the [[United States]] from 1993 to 1995. A [[Broadcast syndication|syndicated]] version entitled ''[[Trivial Pursuit: America Plays]]'' aired from 2008 to 2009. It was hosted by [[Christopher Knight]], though [[Mark L. Walberg]] hosted an unaired pilot.<ref>[http://www.broadcastingcable.com/article/CA6493686.html Debmar-Mercury Developing Trivial Pursuit TV Show - 10/23/2007 3:34:00 PM - Broadcasting & Cable<!-- Bot generated title -->]</ref><ref>tpamericaplays.com Trivial Pursuit: America Plays website</ref>
[[BBC Television]] produced a ''Trivial Pursuit'' [[game show]] based on the game in the [[UK]] hosted by [[Rory McGrath]]. Another British version (with rules/format similar to the Wink Martindale version) was hosted on [[Challenge|The Family Channel (now Challenge)]] by [[Tony Slattery]]. [[Birgit Lechtermann]] hosted a version for [[VOX (TV channel)|VOX]] in [[Germany]] from 1993 to 1994.
In 1988, a made-for-television movie entitled ''Breaking all the Rules: The Creation of Trivial Pursuit'' was aired. Treated largely as a comedy, the movie featured the music of Ginette McLeod and portrayed the creators of the game as three beer-loving Canadians.
In September 2004, [[Roger Lodge]] hosted a sports trivia game show on [[ESPN]] based on Trivial Pursuit. Called ''ESPN Trivial Pursuit'', it lasted five episodes.
The game is sometimes incorrectly called "Trivial Pursuits". This common mistake is illustrated in the "[[The Jolly Boys' Outing|Jolly Boys' Outing]]" episode of ''[[Only Fools and Horses]]'', in which [[Del Boy]] refers to the game by this name, despite the other characters using its correct name.
In [[Spain]], a version of the show called ''Trivial Pursuit: Spain Plays'' will premiere in September 2008 on [[Antena 3 (Spain)|Antena 3]]. The Spanish version will have hourlong episodes.<ref>[http://www.c21media.net/resources/detail.asp?area=74&article=40949 C21Media:<!-- Bot generated title -->]</ref>
Trivial Pursuit was featured in the ''[[Seinfeld]]'' episode "[[The Bubble Boy (Seinfeld)|The Bubble Boy]]", in which [[George Costanza]] and his girlfriend Susan play Trivial Pursuit with a boy in a bubble. The game ends prematurely when George disputes the answer to the question "Who invaded Spain in the 8th century?" Donald answers "the [[Moors]]", but the card says "the Moops" due to a misprint, and George refuses to give Donald credit. Donald attacks George, and the "bubble" is punctured and depressurized in the struggle.
The game was also featured in the ''[[Wings]]'' episode "Sports and Leisure". Joe, Brian, Helen, Fay, Roy, and Lowell play the game at Helen's house. Roy and Lowell are on the same team, and Lowell keeps answering each question by saying "[[Ann-Margret]]". When asked why he thinks [[Ann-Margret]] is the answer to everything, Lowell replies, "I’ve played this game before and trust me, [[Ann-Margret]] is the answer to one of these questions." Roy gets frustrated and boots Lowell off his team and teams up with Fay. On their first question, the answer actually is [[Ann-Margret]] and this upsets Roy and he overturns the game board, ending the game.
==References==
{{Reflist}}
==External links==
{{Commons category|Trivial Pursuit}}
* [http://www.trivialpursuit.com/ Official site]
* [http://a-t-f.net/editions.html Exhaustive list of editions]
* [http://web.archive.org/web/20071017153134/http://gameroom.com/gamebits/RULES/076_Trivial_Pursuit_Rules.html ''Trivial Pursuit'' rules]
* {{bgg|2952|''Trivial Pursuit''}}
* [http://collections.ic.gc.ca/heirloom_series/volume4/216-219.htm Inventors and history]
===Multimedia===
* [http://archives.cbc.ca/lifestyle/pastimes/clip/2234/ CBC Archives] CBC Television on the invention of Trivial Pursuit (1979)
[[Category:Cross and Circle games]]
[[Category:Quiz games]]
[[Category:Party board games]]
[[Category:Canadian board games]]
[[Category:Roll-and-move board games]]
[[Category:1979 introductions]]
[[Category:Parker Brothers games]]
[[Category:Canadian inventions]]
[[ca:Trivial Pursuit]]
[[da:Trivial Pursuit]]
[[de:Trivial Pursuit]]
[[es:Trivial Pursuit]]
[[eo:Triviala sekvado]]
[[fr:Trivial Pursuit]]
[[id:Trivial Pursuit]]
[[it:Trivial Pursuit]]
[[nl:Trivial Pursuit]]
[[ja:Trivial Pursuit]]
[[no:Trivial Pursuit]]
[[ru:Trivial pursuit]]
[[fi:Trivial Pursuit]]
[[sv:Trivial Pursuit]]
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Troccas
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{{Expand German|Troccas|date=March 2009}}
'''Troccas''' is a member of the [[Tarot card games|Tarot family of card games]].
It is played in the [[Romansh language|Romansh]] speaking part of the canton [[Graubünden|Grisons]] of [[Switzerland]].
It is not known exactly how this game entered Switzerland but it is generally thought to have arrived from [[Italy]] during the 17th century.
== External links ==
*[http://www.troccas.ch Romansch language website on Troccas]
*[http://www.pagat.com/tarot/troccas.html Rules of the game]
*[http://www.youtube.com/watch?v=OM4vfoSD8gM&watch_response Romansch YouTube]
{{Tarot, tarock and tarocchi games}}
[[Category:Tarot card games]]
[[Category:Tarot]]
[[Category:Trick-taking card games]]
[[Category:Dedicated deck card games]]
{{tarot-stub}}
{{Card-game-stub}}
[[de:Troccas]]
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{{Expand German|Troccas|date=March 2009}}
'''Troccas''' is a member of the [[Tarot card games|Tarot family of card games]].
It is played in the [[Romansh language|Romansh]] speaking part of the canton [[Graubünden|Grisons]] of [[Switzerland]].
It is not known exactly how this game entered Switzerland but it is generally thought to have arrived from [[Italy]] during the 17th century.
== External links ==
*[http://www.troccas.ch Romansch language website on Troccas]
*[http://www.pagat.com/tarot/troccas.html Rules of the game]
*[http://www.youtube.com/watch?v=OM4vfoSD8gM&watch_response Romansch YouTube]
{{Tarot, tarock and tarocchi games}}
[[Category:Tarot card games]]
[[Category:Tarot]]
[[Category:Trick-taking card games]]
[[Category:Dedicated deck card games]]
{{tarot-stub}}
{{Card-game-stub}}
[[de:Troccas]]
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Troggu
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Troggu is a member of the tarot family of card games. Synonyms for the games name are: Trogga, Tappu, Tappä. It is played in the area of Visp Switzerland, in Upper Wallis, especially in St. Niklaus and Grächen. After Troccas, it is the second most played tarot card game in Switzerland, but it is endangered as it is played only by older people in a small region. It is uncertain whether a young generation continues the tradition of this game and its survival is currently unclear.
According to card game author, John McLeod, Troggu was probably invented in the late 18th century. The reasons for this assumption concerns the rules for the fool.
In earlier Tarot card games and in modern French Tarot, The fool is played as an "Excuse" a card which exempts the player from following suit. In modern Tarock games in such regions as Austria and Hungary, the fool is played as Tarock XXII, the highest ranking trump.
The rules of Troggu contain a mixture of both variations and may be a transitional game from the traditional rules of the fool to the more modern one.
{{Tarot, tarock and tarocchi games}}
[[Category:Tarot card games]]
[[Category:Tarot]]
[[Category:Trick-taking card games]]
[[Category:Dedicated deck card games]]
{{Card-game-stub}}
{{tarot-stub}}
[[de:Troggu]]
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Troggu is a member of the tarot family of card games. Synonyms for the games name are: Trogga, Tappu, Tappä. It is played in the area of Visp Switzerland, in Upper Wallis, especially in St. Niklaus and Grächen. After Troccas, it is the second most played tarot card game in Switzerland, but it is endangered as it is played only by older people in a small region. It is uncertain whether a young generation continues the tradition of this game and its survival is currently unclear.
According to card game author, John McLeod, Troggu was probably invented in the late 18th century. The reasons for this assumption concerns the rules for the fool.
In earlier Tarot card games and in modern French Tarot, The fool is played as an "Excuse" a card which exempts the player from following suit. In modern Tarock games in such regions as Austria and Hungary, the fool is played as Tarock XXII, the highest ranking trump.
The rules of Troggu contain a mixture of both variations and may be a transitional game from the traditional rules of the fool to the more modern one.
{{Tarot, tarock and tarocchi games}}
[[Category:Tarot card games]]
[[Category:Tarot]]
[[Category:Trick-taking card games]]
[[Category:Dedicated deck card games]]
{{Card-game-stub}}
{{tarot-stub}}
[[de:Troggu]]
[[fi:Troggu]]
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Trouble (board game)
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{{No footnotes|date=April 2009}}
[[Image:Pop-o-matic video.ogg|thumb|300px|Demonstration of the pop-o-matic bubble from [[Headache (board game)|Headache]]]]
'''Trouble''' is a [[board game]] similar to [[Pachisi]] in which players compete to be the first to send four pieces all the way around a board. Pieces are moved according to the roll of a [[dice|die]]. ''Trouble'' was developed by the Kohner Brothers and initially manufactured by Irwin Toy Ltd., later by [[Milton Bradley Company|Milton Bradley]] (now part of [[Hasbro]]). The game was launched in the [[United States]] in 1965.
==Game play==
Players can send opponents' pieces back to the start by landing on them. Pieces are protected from capture after arriving in the final few slots. Unlike more complex race games, however, counters cannot be maneuvered to block opponents' moves.
The most notable feature of ''Trouble'' is the "Pop-o-matic" dice container. This device is a clear plastic hemisphere containing the die, placed over a flexible sheet. Players roll the die by pressing down quickly on the bubble, which flexes the sheet and causes the die to tumble upon its rebound. The Pop-o-matic container produces a [[wikt:pop|popping]] sound when it is used, and prevents the die from being lost (and players from cheating by improper rolling). It allows for quick dice rolls, and players' turns can be performed in rapid succession. The die is imprinted with [[Arabic numeral]]s rather than the traditional circular pips (though the circular pips are used in the Travel version, which contains a cover to keep the pegs from being lost).
If the die in the "Pop-o-matic" container has not clearly landed on a number then the player that popped it can tap the "Pop-o-matic", but may not re-pop while the die is in limbo. The player can flick the board, but should not flick so hard that the board is moved.
Chance plays a part in the way this game is won. Depending on the number the die rolls is how may moves the player can make. Large numbers allow the player's piece to move further around the board, but small numbers can save the player from opponents.
==Variants==
A variant of the game was produced, entitled ''Double Trouble''. It featured two boards attached to each other.
Similar game entitled ''[[Headache (board game)|Headache]]'' and ''Frustration'' were also produced by the Milton Bradley corporation, but never reached the same level of success as ''Trouble''.
==See also==
[[:category:Cross and Circle games|Other cross and circle games]]
==External links==
*{{bgg|1410|''Trouble''|9454|''Double Trouble''}}
[[Category:Cross and Circle games]]
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:Articles containing video clips]]
[[bg:Не се сърди, човече]]
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{{No footnotes|date=April 2009}}
[[Image:Pop-o-matic video.ogg|thumb|300px|Demonstration of the pop-o-matic bubble from [[Headache (board game)|Headache]]]]
'''Trouble''' is a [[board game]] similar to [[Pachisi]] in which players compete to be the first to send four pieces all the way around a board. Pieces are moved according to the roll of a [[dice|die]]. ''Trouble'' was developed by the Kohner Brothers and initially manufactured by Irwin Toy Ltd., later by [[Milton Bradley Company|Milton Bradley]] (now part of [[Hasbro]]). The game was launched in the [[United States]] in 1965.
==Game play==
Players can send opponents' pieces back to the start by landing on them. Pieces are protected from capture after arriving in the final few slots. Unlike more complex race games, however, counters cannot be maneuvered to block opponents' moves.
The most notable feature of ''Trouble'' is the "Pop-o-matic" dice container. This device is a clear plastic hemisphere containing the die, placed over a flexible sheet. Players roll the die by pressing down quickly on the bubble, which flexes the sheet and causes the die to tumble upon its rebound. The Pop-o-matic container produces a [[wikt:pop|popping]] sound when it is used, and prevents the die from being lost (and players from cheating by improper rolling). It allows for quick dice rolls, and players' turns can be performed in rapid succession. The die is imprinted with [[Arabic numeral]]s rather than the traditional circular pips (though the circular pips are used in the Travel version, which contains a cover to keep the pegs from being lost).
If the die in the "Pop-o-matic" container has not clearly landed on a number then the player that popped it can tap the "Pop-o-matic", but may not re-pop while the die is in limbo. The player can flick the board, but should not flick so hard that the board is moved.
Chance plays a part in the way this game is won. Depending on the number the die rolls is how may moves the player can make. Large numbers allow the player's piece to move further around the board, but small numbers can save the player from opponents.
==Variants==
A variant of the game was produced, entitled ''Double Trouble''. It featured two boards attached to each other.
Similar game entitled ''[[Headache (board game)|Headache]]'' and ''Frustration'' were also produced by the Milton Bradley corporation, but never reached the same level of success as ''Trouble''.
==See also==
[[:category:Cross and Circle games|Other cross and circle games]]
==External links==
*{{bgg|1410|''Trouble''|9454|''Double Trouble''}}
[[Category:Cross and Circle games]]
[[Category:Children's board games]]
[[Category:Roll-and-move board games]]
[[Category:Milton Bradley games]]
[[Category:Articles containing video clips]]
[[bg:Не се сърди, човече]]
2h9tn8a06fa3s4opjl986x2gr4pw978
True Dough Mania
0
2076
3980
2008-10-30T17:00:58Z
Bearcat
1382
3980
wikitext
text/x-wiki
'''''True Dough Mania''''' was a [[Canada|Canadian]] [[board game]], created by George J. Reti, which was released in [[1982 in games|1982]] by [[Chieftain Products]].
<!-- Deleted image removed: [[Image:True Dough Mania.jpg|thumb|right]] -->
Subtitled "a game of chance where you have no chance", the game was a [[satire]] on Canadian politics. The name was a pun on "[[Trudeaumania]]", the name given to the aura of excitement surrounding [[Pierre Trudeau]] in the [[Canadian federal election, 1968|1968 election]]; Trudeau was still Canada's [[Prime Minister of Canada|Prime Minister]] in 1982, but was no longer popular.
In the game, each player is the owner of a Canadian business. Players roll the dice and advance around a map of Canada. On some squares, the player is required to draw a "Cabinet Shuffle" or "Constitution" card, and follow the directions on the card (much like the "Chance" and "Community Chest" cards in ''[[Monopoly (game)|Monopoly]]'').
The winner is the first player to ''lose'' all of their company's assets to the federal government.
== External links ==
* {{bgg|12628|''True Dough Mania''}}
[[Category:Canadian board games]]
[[Category:Satire]]
[[Category:Economic simulation board games]]
[[Category:Pierre Trudeau]]
[[Category:1982 introductions]]
elcjw1rhtmci0516pqu21rde61n4n36
3981
3980
2009-12-09T23:29:59Z
Kingstonlee
1735031
1 revision
3981
wikitext
text/x-wiki
'''''True Dough Mania''''' was a [[Canada|Canadian]] [[board game]], created by George J. Reti, which was released in [[1982 in games|1982]] by [[Chieftain Products]].
<!-- Deleted image removed: [[Image:True Dough Mania.jpg|thumb|right]] -->
Subtitled "a game of chance where you have no chance", the game was a [[satire]] on Canadian politics. The name was a pun on "[[Trudeaumania]]", the name given to the aura of excitement surrounding [[Pierre Trudeau]] in the [[Canadian federal election, 1968|1968 election]]; Trudeau was still Canada's [[Prime Minister of Canada|Prime Minister]] in 1982, but was no longer popular.
In the game, each player is the owner of a Canadian business. Players roll the dice and advance around a map of Canada. On some squares, the player is required to draw a "Cabinet Shuffle" or "Constitution" card, and follow the directions on the card (much like the "Chance" and "Community Chest" cards in ''[[Monopoly (game)|Monopoly]]'').
The winner is the first player to ''lose'' all of their company's assets to the federal government.
== External links ==
* {{bgg|12628|''True Dough Mania''}}
[[Category:Canadian board games]]
[[Category:Satire]]
[[Category:Economic simulation board games]]
[[Category:Pierre Trudeau]]
[[Category:1982 introductions]]
elcjw1rhtmci0516pqu21rde61n4n36
Uncle Wiggily (board game)
0
2112
4054
2008-11-05T07:40:38Z
Woohookitty
4516
/* References */ rem temp per Wikipedia:Templates_for_deletion/Log/2008_October_28#Template:Baby_Boomer_Toys
4054
wikitext
text/x-wiki
{{Infobox Game
| title = Uncle Wiggily Game
| subtitle =
| image_link = [[Image:Uncle Wiggly Game 02.JPG|200px]]
| image_caption = 1954 [[Milton Bradley]] edition
| designer = Howard R. Garis
| illustrator =
| publisher = Various (originally, Milton Bradley)
| players = 2-4
| ages = 4 and up
| setup_time = 2 minutes
| playing_time = 30 minutes/random
| complexity = Low
| strategy = Low
| random_chance = High (luck)
| skills = Reading/Counting
| footnotes =
| bggid =
| bggxrefs =
}}
'''''Uncle Wiggily Game''''' is a track [[board game]] based on a character in a series of [[children's books]] by [[United States of America|American]] writer [[Howard Roger Garis]]. The game is of the "racing" variety in the style of the European "Goose Game". Players advance along the track from Uncle Wiggily's Bungalow to Dr. Possum's House. There is no optimal strategy involved as play entirely rests upon a random drawing of the cards. The game was first published by [[Milton Bradley Company|Milton Bradley]] in 1916 and has seen several editions with minor modifications over the years. ''Uncle Wiggily'' remains one of the first and favorite games of childhood, and, with ''[[Candy Land]]'', is considered a classic juvenile American board game.
==History==
[[Howard R. Garis]] created the character "[[Uncle Wiggily|Uncle Wiggily Longears]]" for a children's book in 1910. The game based on the children's story was first introduced by the [[Milton Bradley Company]] in 1916. Milton Bradley modified the game in 1923, 1949, and 1955.<ref name=BoardGameGeek>{{cite web | url = http://www.boardgamegeek.com/game/3074 | title = Uncle Wiggily | work=|accessdate = 2008-05-04| date = | publisher = BoardGameGeek}}</ref> In 1947, the game cost $.67.<small><ref name="Wagg">Waggoner, Susan. ''Under the Tree: the Toys and Treats That Made Christmas Special, 1930-1970.'' Stewart, Tabori & Chang, 2007.</ref></small>
[[Image:Uncle Wiggily Game 1920 01.JPG|thumb|left|150px|Early Milton Bradley edition]]
[[Parker Brothers]] obtained the rights to ''Uncle Wiggily'' in 1967. However, in 1989 both Milton Bradley Company and Parker Brothers reintroduced different versions of the same game. [[Hasbro]] now owns both the Parker Brothers and Milton Bradley rights.
The number of spaces on the track, the number of decks of cards, and the number of cards have all fluctuated through the years with the various editions published. The game board has been illustrated several times. The counters have been produced in both painted wood and colored plastic figurines of Uncle Wiggly.
==Play==
The folding center-seamed game board illustrated with characters and scenes from the books is opened and placed upon a flat surface. The two decks of cards are shuffled independently and both placed within reach of the players. Each player selects one of the four counters and places it on Uncle Wiggly's Bungalow in the lower left hand corner of the game board. The order of play is determined.
[[Image:Uncle Wiggly Game 010100.JPG|thumb|1954 Milton Bradley edition]]
The first player draws a card from the yellow deck. He follows the card's directions (which are set in lines of rhyming verse) for advancing his counter along the track, or, if instructed, draws a card from the red deck and follows its instruction. In general, the yellow cards either have the player advance a number of spaces or draw a red card, (e.g., ''Peetie Bow Wow helps Uncle Wiggily along four hops'') which can either direct the player to move a higher number of spaces forward (up to 15) or move up to five spaces backward.
Should the player's counter land upon a space that directs him to move further, he obeys its instruction. Play continues in a similar fashion until one player reaches Dr. Possum's House at the end of the track in the upper right hand corner of the game board.
==References==
{{reflist}}
[[Category:Children's board games]]
[[Category:Race games]]
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
jx8bm5krqggbyi72s9qeqn9tzmftn3y
4055
4054
2009-12-09T23:30:09Z
Kingstonlee
1735031
1 revision
4055
wikitext
text/x-wiki
{{Infobox Game
| title = Uncle Wiggily Game
| subtitle =
| image_link = [[Image:Uncle Wiggly Game 02.JPG|200px]]
| image_caption = 1954 [[Milton Bradley]] edition
| designer = Howard R. Garis
| illustrator =
| publisher = Various (originally, Milton Bradley)
| players = 2-4
| ages = 4 and up
| setup_time = 2 minutes
| playing_time = 30 minutes/random
| complexity = Low
| strategy = Low
| random_chance = High (luck)
| skills = Reading/Counting
| footnotes =
| bggid =
| bggxrefs =
}}
'''''Uncle Wiggily Game''''' is a track [[board game]] based on a character in a series of [[children's books]] by [[United States of America|American]] writer [[Howard Roger Garis]]. The game is of the "racing" variety in the style of the European "Goose Game". Players advance along the track from Uncle Wiggily's Bungalow to Dr. Possum's House. There is no optimal strategy involved as play entirely rests upon a random drawing of the cards. The game was first published by [[Milton Bradley Company|Milton Bradley]] in 1916 and has seen several editions with minor modifications over the years. ''Uncle Wiggily'' remains one of the first and favorite games of childhood, and, with ''[[Candy Land]]'', is considered a classic juvenile American board game.
==History==
[[Howard R. Garis]] created the character "[[Uncle Wiggily|Uncle Wiggily Longears]]" for a children's book in 1910. The game based on the children's story was first introduced by the [[Milton Bradley Company]] in 1916. Milton Bradley modified the game in 1923, 1949, and 1955.<ref name=BoardGameGeek>{{cite web | url = http://www.boardgamegeek.com/game/3074 | title = Uncle Wiggily | work=|accessdate = 2008-05-04| date = | publisher = BoardGameGeek}}</ref> In 1947, the game cost $.67.<small><ref name="Wagg">Waggoner, Susan. ''Under the Tree: the Toys and Treats That Made Christmas Special, 1930-1970.'' Stewart, Tabori & Chang, 2007.</ref></small>
[[Image:Uncle Wiggily Game 1920 01.JPG|thumb|left|150px|Early Milton Bradley edition]]
[[Parker Brothers]] obtained the rights to ''Uncle Wiggily'' in 1967. However, in 1989 both Milton Bradley Company and Parker Brothers reintroduced different versions of the same game. [[Hasbro]] now owns both the Parker Brothers and Milton Bradley rights.
The number of spaces on the track, the number of decks of cards, and the number of cards have all fluctuated through the years with the various editions published. The game board has been illustrated several times. The counters have been produced in both painted wood and colored plastic figurines of Uncle Wiggly.
==Play==
The folding center-seamed game board illustrated with characters and scenes from the books is opened and placed upon a flat surface. The two decks of cards are shuffled independently and both placed within reach of the players. Each player selects one of the four counters and places it on Uncle Wiggly's Bungalow in the lower left hand corner of the game board. The order of play is determined.
[[Image:Uncle Wiggly Game 010100.JPG|thumb|1954 Milton Bradley edition]]
The first player draws a card from the yellow deck. He follows the card's directions (which are set in lines of rhyming verse) for advancing his counter along the track, or, if instructed, draws a card from the red deck and follows its instruction. In general, the yellow cards either have the player advance a number of spaces or draw a red card, (e.g., ''Peetie Bow Wow helps Uncle Wiggily along four hops'') which can either direct the player to move a higher number of spaces forward (up to 15) or move up to five spaces backward.
Should the player's counter land upon a space that directs him to move further, he obeys its instruction. Play continues in a similar fashion until one player reaches Dr. Possum's House at the end of the track in the upper right hand corner of the game board.
==References==
{{reflist}}
[[Category:Children's board games]]
[[Category:Race games]]
[[Category:Milton Bradley games]]
[[Category:Roll-and-move board games]]
jx8bm5krqggbyi72s9qeqn9tzmftn3y
4504
4055
2015-12-09T05:11:04Z
95.27.53.210
База недвижимости СПб, жилье без комиссии
4504
wikitext
text/x-wiki
Нужно срочно снять недвижимость в Петербурге, а не знаете где искать? Значит, я подскажу полезный сайтец, на котором имеется база для агентов в Питере. Вобщем, идем на сайт АрендаНева точка РУ и... вуаля! ;) Теперь у вас есть доступ к базе, где есть все объекты недвижимости в СПб. Это именно та база, в которой агенты и работают. Заходите и сами подбирайте себе квартиру или комнату от собственников.
po9fi1d3z54sbrwi8j0h7dvwz5lkq9d
4506
4504
2015-12-14T14:07:00Z
95.27.57.158
Профессиональный массаж в Питере
4506
wikitext
text/x-wiki
Массажист с большим опытом работы (более 10 лет) и образованием врача, проводит устранение неврологических проблем, лечение ВСД и различных нейроциркуляторных симптомов (страх, тревога, усталость, шум в ушах). Действенный лечебно-оздоровительный массаж, подразумевает: общий массаж, антицеллюлитный массаж, баночный массаж, приёмы различных техник и методик (в том числе с введением кинезиологических элементов и Восточной медицины).
Осуществляется выезд массажиста на дом в пределах Санкт-Петербурга.
Массаж общий: 60 мин. Цена: 1300 руб.
Массаж спины: 30 мин. Цена: 700 руб.
Массаж ног: 20 мин. Цена: 500 руб.
Массаж рук: 20 мин. Цена: 500 руб.
Массаж воротниковой зоны: 20 мин. Цена: 500 руб.
Антицеллюлитный массаж: 30 мин. Цена: 700 руб.
Мобильный: 8-(952)-363-36-32 Роман Александрович
9dbbh2qa1pvs9w8lk8g7fsnd5y5fbqp
Underground (role-playing game)
0
2309
4454
2009-11-29T19:31:32Z
BOZ
409673
link
4454
wikitext
text/x-wiki
{{Infobox RPG
|title= Underground
|image= [[Image:RPG underground cover.jpg]]
|caption=
|designer= [[Ray Winninger]]
|publisher= [[Mayfair Games]]
|date= 1993
|genre= [[Science fiction]], [[comedy]]
|system= [[Mayfair Exponential Game System]] (variant)
|footnotes=
}}
'''''Underground''''' is a [[satire|satirical]] [[role playing game]] released by [[Mayfair Games]] in 1993 as a commentary on the politics and society of the early 1990s as expressed through the year 2021. Inspired by the [[Dark Age of Comic Books]], ''[[Aeon Flux]]'', and the political and social upheavals of the early 1990s, the game attempts to inspire social and political debate among its players as well as provide entertainment through playing renegade [[superhero]]es. Players typically play unemployed, genetically enhanced veterans of corporate wars.
The background setting for Underground borrowed heavily from the comic books ''[[Marshal Law]]'' (genetically engineered super soldiers fighting an unsuccessful war in [[South America]]) and ''[[Marvelman]]''/''[[Miracleman]]'' (technology gathered from a crashed alien spacecraft and psychological conditioning in a [[virtual reality]] environment), two of the earliest of the [[deconstructionist]] comics of the 1980s.
__TOC__
==Setting==
''It's 2021, and the [[American dream|Dream]] is Dead''
The future timeline of Underground begins with a [[UFO]] crash in 1996 in the [[Florida]] [[Everglades]]. The UFO was a small escape pod from a larger interstellar starship and contained a pair of lobster-like aliens. While officially a secret, the entire world witnessed the crash and the secrets of the UFO leak to the entire world within a year, apparently the alien technology was based entirely on manipulation of [[amino acid]] chains and advanced [[biotechnology]], which starts a revolution in [[genetic engineering]]. This results in major corporations and the wealthy gaining even more power and becoming far more decadent, while the poor are oppressed.
World politics are dominated by the Second Cold War, which is a three-way deadlock between the United States (which has annexed most of Canada as the [[51st state|51st]] through 58th states in 2003), [[European Community]] (dominated by Neo-Deutchland), and [[China]]. In Canada, [[Quebec separatists]] managed to form an independent Quebec right before the American annexation, creating the Peoples Republic of Quebec, a communist state allied with Neo-Deutchland.
An entire subrace of human beings has been created through [[cloning]], the "pre frontals" who only have 45 chromosomes. The "pre frontals" are relegated to blue-collar jobs and have extremely low intelligence, have trouble separating fantasy from reality and live in the ghettos of major cities. They exist as a servant class that is literally deprived of all civil rights by redefining what it means to be "human".
[[Apartheid]] in [[South Africa]] didn't end until 2010, when the entire nation went into bankruptcy from worldwide boycotts. South Africa has been replaced by "New Providence" a gigantic nationwide vacation resort operated by the South African population.
The [[Democratic Party (United States)|Democrat]] and [[Republican Party (United States)|Republican]] parties have fused into the ineffectual [[Republicrat]] Party which exists mainly to provide token opposition to whatever is said by the dominant [[Plutocrat]] Party founded by [[Ross Perot]]. The basic doctrine of the Plutocrats is whatever is good for the rich is good for the nation.
In a twist common to [[cyberpunk]] literature, megacorporations have gained legal sovereignty. Large multinational corporations can legally enter into treaties, grant diplomatic immunity, and field armies (which they typically rent out to other countries).
In [[Europe]], [[Scientology]] has become the dominant religion, and rules all of a unified Europe under a tyrannical [[theocracy]] (with heavy [[fascist]] overtones) administered by the ARC Party, having sent the [[Holy See]] into exile in [[Nicaragua]] (which it takes over as a theocracy of its own).
The most popular restaurant chain in the world is Tastee Ghoul, which serves human flesh, as [[cannibalism]] is extremely popular, first gaining prominence at secret underground restaurants in the late 1990s. Instead of signing an [[organ donor]] card, people sign a card which gives their next of kin a token fee and consents to having their body processed into food when they die. The book contains grisly art of what the meat lockers in the back of a Tastee Ghoul franchise look like, and the unfortunate teenagers who work there as a first job. A competing cannibalism chain is [[Sweeney Todd|Sweeneys]].
The [[Constitution of the United States]] has been heavily amended, with many new [[Constitutional amendment|amendment]]s, among other things, sharply limiting free speech, granting some corporate bodies the legal right to enter into treaties, and defining human beings as only beings which have or had 46 [[chromosome]]s. Constitutional amendments now have corporate sponsors, with the amendments themselves having corporate [[slogan]]s or names inserted as [[product placement]].
The president in 2021 is [[Daryl Gates]], who is quoted as saying in his inaugural address "As a [[Rodney King|good friend]] of mine once asked, 'can't we all just get along?'"
Much like in ''[[The Moon Is a Harsh Mistress]]'', a lunar penal colony has staged a revolt and become an independent state. A sourcebook that detailed this part of the setting, "Steel Deep," was one of the last Underground products produced.
[[Player characters]] in the game are genetically enhanced ex-[[mercenary|mercenaries]] who were given superpowers by reverse engineered genetic technology recovered from the UFO crash. People are given extensive genetic modifications, along with psychological conditioning in the form of a [[Virtual Reality]] simulation that looks just like a [[Silver Age of Comic Books|Silver Age]] [[superhero]] [[comic book]], except it's ultra-violent, as they are taught how to use their new powers and become desensitized to violence. Then after being augmented they work as mercenaries for any one of several private armies operated by giant corporations, fighting in small wars around the world.
A Player Character begins as he's discharged from service as a genetically enhanced warrior conditioned to think of himself like an ultraviolent superhero, into a decaying ruins of American culture with civilians who fear and hate them and a corrupt and totalitarian government (an intentional reference to the state of [[Vietnam veteran]]s coming home after the [[Vietnam War]]). It is presumed that the player characters join and form various "Underground" movements to oppose the government, giant corporations, or other tyrannical forces in the world.
==System==
The game rules for Underground is an adaptation of the [[Mayfair Exponential Game System]], originally developed at Mayfair Games for the earlier [[DC Heroes]] roleplaying game depicting the [[DC Universe]], however the rules were modified to depict lower-powered characters and a more deadly setting.
The Underground game books had color-coded text. Each line of text in the books was colored differently if it was part of the rules, an example of game play, optional rules, or fiction and exposition for the setting. The art used in Underground was intentionally inspired by ''[[Aeon Flux]]'', as well as the comic books ''[[Marshal Law (comics)|Marshal Law]]'', ''[[Watchmen]]'' and ''[[Elektra (comics)|Elektra Assassin!]]''.
As part of the political and social nature of the game, to encourage games to be about righting the many wrongs in the setting, the rules included a mechanism wherein the players could change the entire setting. The rules allowed, over time, for players to change the political affiliation, morals, or even the entire culture of an area, or even an entire country with enough time and effort.
==References==
* {{cite book|author=[[Ray Winninger|Winninger, Ray]]|title=Underground|location=Skokie, IL | publisher=Mayfair Games|year=1993|isbn=0-923763-87-2}}
* {{cite book|author=Kubasic, Christopher|title=Streets Tell Stories|location=Skokie, IL | publisher=Mayfair Games|year=1993|isbn=0-923763-89-9}}
* {{cite book|author=Gitelman, Mitch|title=Fully Strapped, Always Packed, Gats and Gear from the Underground|location=Skokie, IL | publisher=Mayfair Games|year=1993|isbn=0-923763-96-1}}
* {{cite book|author=Coleman, Loren|title=Underground Companion|location=Skokie, IL | publisher=Mayfair Games|year=1994|isbn=1-56905-065-1}}
* {{cite book|author=Laws, Robin D.|title=Ways and Means|location=Skokie, IL | publisher=Mayfair Games|year=1994|isbn=1-56905-021-X}}
*[http://www.sjgames.com/pyramid/sample.html?id=508 Underground Designers Notes] by Ray Winninger
[[Category:Comedy role-playing games]]
[[Category:Science fiction role-playing games]]
[[Category:Mayfair Games games]]
jo6x05rnpbe8v955sbhi2isbgcg1r9u
4455
4454
2009-12-09T23:45:53Z
Kingstonlee
1735031
1 revision
4455
wikitext
text/x-wiki
{{Infobox RPG
|title= Underground
|image= [[Image:RPG underground cover.jpg]]
|caption=
|designer= [[Ray Winninger]]
|publisher= [[Mayfair Games]]
|date= 1993
|genre= [[Science fiction]], [[comedy]]
|system= [[Mayfair Exponential Game System]] (variant)
|footnotes=
}}
'''''Underground''''' is a [[satire|satirical]] [[role playing game]] released by [[Mayfair Games]] in 1993 as a commentary on the politics and society of the early 1990s as expressed through the year 2021. Inspired by the [[Dark Age of Comic Books]], ''[[Aeon Flux]]'', and the political and social upheavals of the early 1990s, the game attempts to inspire social and political debate among its players as well as provide entertainment through playing renegade [[superhero]]es. Players typically play unemployed, genetically enhanced veterans of corporate wars.
The background setting for Underground borrowed heavily from the comic books ''[[Marshal Law]]'' (genetically engineered super soldiers fighting an unsuccessful war in [[South America]]) and ''[[Marvelman]]''/''[[Miracleman]]'' (technology gathered from a crashed alien spacecraft and psychological conditioning in a [[virtual reality]] environment), two of the earliest of the [[deconstructionist]] comics of the 1980s.
__TOC__
==Setting==
''It's 2021, and the [[American dream|Dream]] is Dead''
The future timeline of Underground begins with a [[UFO]] crash in 1996 in the [[Florida]] [[Everglades]]. The UFO was a small escape pod from a larger interstellar starship and contained a pair of lobster-like aliens. While officially a secret, the entire world witnessed the crash and the secrets of the UFO leak to the entire world within a year, apparently the alien technology was based entirely on manipulation of [[amino acid]] chains and advanced [[biotechnology]], which starts a revolution in [[genetic engineering]]. This results in major corporations and the wealthy gaining even more power and becoming far more decadent, while the poor are oppressed.
World politics are dominated by the Second Cold War, which is a three-way deadlock between the United States (which has annexed most of Canada as the [[51st state|51st]] through 58th states in 2003), [[European Community]] (dominated by Neo-Deutchland), and [[China]]. In Canada, [[Quebec separatists]] managed to form an independent Quebec right before the American annexation, creating the Peoples Republic of Quebec, a communist state allied with Neo-Deutchland.
An entire subrace of human beings has been created through [[cloning]], the "pre frontals" who only have 45 chromosomes. The "pre frontals" are relegated to blue-collar jobs and have extremely low intelligence, have trouble separating fantasy from reality and live in the ghettos of major cities. They exist as a servant class that is literally deprived of all civil rights by redefining what it means to be "human".
[[Apartheid]] in [[South Africa]] didn't end until 2010, when the entire nation went into bankruptcy from worldwide boycotts. South Africa has been replaced by "New Providence" a gigantic nationwide vacation resort operated by the South African population.
The [[Democratic Party (United States)|Democrat]] and [[Republican Party (United States)|Republican]] parties have fused into the ineffectual [[Republicrat]] Party which exists mainly to provide token opposition to whatever is said by the dominant [[Plutocrat]] Party founded by [[Ross Perot]]. The basic doctrine of the Plutocrats is whatever is good for the rich is good for the nation.
In a twist common to [[cyberpunk]] literature, megacorporations have gained legal sovereignty. Large multinational corporations can legally enter into treaties, grant diplomatic immunity, and field armies (which they typically rent out to other countries).
In [[Europe]], [[Scientology]] has become the dominant religion, and rules all of a unified Europe under a tyrannical [[theocracy]] (with heavy [[fascist]] overtones) administered by the ARC Party, having sent the [[Holy See]] into exile in [[Nicaragua]] (which it takes over as a theocracy of its own).
The most popular restaurant chain in the world is Tastee Ghoul, which serves human flesh, as [[cannibalism]] is extremely popular, first gaining prominence at secret underground restaurants in the late 1990s. Instead of signing an [[organ donor]] card, people sign a card which gives their next of kin a token fee and consents to having their body processed into food when they die. The book contains grisly art of what the meat lockers in the back of a Tastee Ghoul franchise look like, and the unfortunate teenagers who work there as a first job. A competing cannibalism chain is [[Sweeney Todd|Sweeneys]].
The [[Constitution of the United States]] has been heavily amended, with many new [[Constitutional amendment|amendment]]s, among other things, sharply limiting free speech, granting some corporate bodies the legal right to enter into treaties, and defining human beings as only beings which have or had 46 [[chromosome]]s. Constitutional amendments now have corporate sponsors, with the amendments themselves having corporate [[slogan]]s or names inserted as [[product placement]].
The president in 2021 is [[Daryl Gates]], who is quoted as saying in his inaugural address "As a [[Rodney King|good friend]] of mine once asked, 'can't we all just get along?'"
Much like in ''[[The Moon Is a Harsh Mistress]]'', a lunar penal colony has staged a revolt and become an independent state. A sourcebook that detailed this part of the setting, "Steel Deep," was one of the last Underground products produced.
[[Player characters]] in the game are genetically enhanced ex-[[mercenary|mercenaries]] who were given superpowers by reverse engineered genetic technology recovered from the UFO crash. People are given extensive genetic modifications, along with psychological conditioning in the form of a [[Virtual Reality]] simulation that looks just like a [[Silver Age of Comic Books|Silver Age]] [[superhero]] [[comic book]], except it's ultra-violent, as they are taught how to use their new powers and become desensitized to violence. Then after being augmented they work as mercenaries for any one of several private armies operated by giant corporations, fighting in small wars around the world.
A Player Character begins as he's discharged from service as a genetically enhanced warrior conditioned to think of himself like an ultraviolent superhero, into a decaying ruins of American culture with civilians who fear and hate them and a corrupt and totalitarian government (an intentional reference to the state of [[Vietnam veteran]]s coming home after the [[Vietnam War]]). It is presumed that the player characters join and form various "Underground" movements to oppose the government, giant corporations, or other tyrannical forces in the world.
==System==
The game rules for Underground is an adaptation of the [[Mayfair Exponential Game System]], originally developed at Mayfair Games for the earlier [[DC Heroes]] roleplaying game depicting the [[DC Universe]], however the rules were modified to depict lower-powered characters and a more deadly setting.
The Underground game books had color-coded text. Each line of text in the books was colored differently if it was part of the rules, an example of game play, optional rules, or fiction and exposition for the setting. The art used in Underground was intentionally inspired by ''[[Aeon Flux]]'', as well as the comic books ''[[Marshal Law (comics)|Marshal Law]]'', ''[[Watchmen]]'' and ''[[Elektra (comics)|Elektra Assassin!]]''.
As part of the political and social nature of the game, to encourage games to be about righting the many wrongs in the setting, the rules included a mechanism wherein the players could change the entire setting. The rules allowed, over time, for players to change the political affiliation, morals, or even the entire culture of an area, or even an entire country with enough time and effort.
==References==
* {{cite book|author=[[Ray Winninger|Winninger, Ray]]|title=Underground|location=Skokie, IL | publisher=Mayfair Games|year=1993|isbn=0-923763-87-2}}
* {{cite book|author=Kubasic, Christopher|title=Streets Tell Stories|location=Skokie, IL | publisher=Mayfair Games|year=1993|isbn=0-923763-89-9}}
* {{cite book|author=Gitelman, Mitch|title=Fully Strapped, Always Packed, Gats and Gear from the Underground|location=Skokie, IL | publisher=Mayfair Games|year=1993|isbn=0-923763-96-1}}
* {{cite book|author=Coleman, Loren|title=Underground Companion|location=Skokie, IL | publisher=Mayfair Games|year=1994|isbn=1-56905-065-1}}
* {{cite book|author=Laws, Robin D.|title=Ways and Means|location=Skokie, IL | publisher=Mayfair Games|year=1994|isbn=1-56905-021-X}}
*[http://www.sjgames.com/pyramid/sample.html?id=508 Underground Designers Notes] by Ray Winninger
[[Category:Comedy role-playing games]]
[[Category:Science fiction role-playing games]]
[[Category:Mayfair Games games]]
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Unexploded Cow
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'''''Unexploded Cow''''' is a card game by [[Cheapass Games]] in which the objective is to blow up [[Unexploded ordnance|unexploded bombs]] in France with [[Bovine spongiform encephalopathy|mad cows]] from Britain, earning money in the process. The winner is the person who collects the most money.<ref>{{cite journal
| title=Pyramid Review: Unexploded Cow
| url=http://www.sjgames.com/pyramid/login/article.html?id=2278
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| publisher=[[Steve Jackson Games]]
| last=Pook
| first=Matthew
| date=[[2001-06-08]]
| accessdate=2008-02-23}}</ref>
==References==
<references/>
==External links==
*[http://www.cheapass.com/products/cardgames/cag032.html ''Unexploded Cow'' product page] at Cheapass Games
*{{bgg|1690|''Unexploded Cow''}}
[[Category:Dedicated deck card games]]
[[Category:Cheapass Games games]]
{{card-game-stub}}
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'''''Unexploded Cow''''' is a card game by [[Cheapass Games]] in which the objective is to blow up [[Unexploded ordnance|unexploded bombs]] in France with [[Bovine spongiform encephalopathy|mad cows]] from Britain, earning money in the process. The winner is the person who collects the most money.<ref>{{cite journal
| title=Pyramid Review: Unexploded Cow
| url=http://www.sjgames.com/pyramid/login/article.html?id=2278
| journal=[[Pyramid (magazine)|Pyramid]] (online)
| publisher=[[Steve Jackson Games]]
| last=Pook
| first=Matthew
| date=[[2001-06-08]]
| accessdate=2008-02-23}}</ref>
==References==
<references/>
==External links==
*[http://www.cheapass.com/products/cardgames/cag032.html ''Unexploded Cow'' product page] at Cheapass Games
*{{bgg|1690|''Unexploded Cow''}}
[[Category:Dedicated deck card games]]
[[Category:Cheapass Games games]]
{{card-game-stub}}
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Uno (card game)
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{{For|the video game adaptation|Uno (video game)}}
{{Infobox CardGame
| title = Uno
| type = Shedding-type
| image_link = [[Image:Uno.jpg|300px]]
|players=2 – 10 <ref name=instructions1983>UNO instruction sheet, 1983, International Games Ltd.</ref><ref name=instructions2003>[http://www.mattelgamefinder.com/rules/uno(eng).pdf English Uno rules]</ref>
| ages = 7+ <ref name=instructions1983/><ref name=instructions2003/>
| num_cards = 108
| complexity = Easy
| strategy = Moderete
| random_chance = easy
|skills=Saving important cards; knowing when to put down those cards, concealing your hand.
}}
'''Uno''' ({{pronEng|ˈuːno}}) ([[Italian Language|Italian]] and [[Spanish Language|Spanish]] for 'one') is a [[card game]] played with a specially printed deck (see [[Mau Mau (game)|Mau Mau]] for an almost identical game played with normal [[playing card]]s). The game was originally developed in 1971 by [[Merle Robbins]], whose son was a social Studies teacher at Reading Hilltop Elementary School in [[Reading, Ohio]], a suburb of [[Cincinnati]]. It is now a [[Mattel]] product. The game's general principles put it into the [[Crazy Eights]] family of card games.
The game's slogans have included "The Colored Card Game", "You know" and "You get one, you get Uno".
==Official rules==
[[Image:Uno Old Deck.jpg|thumb|A deck of English Uno cards from 1995. This particular deck uses the older card design, where letters appear on the action cards instead of symbols.]]The deck consists of cards of 4 colors: red, green, blue, and yellow. The ranks in each color are 0-9. There are 3 "action" cards in each color, labeled "skip", "draw two", and "reverse". There are also special black action cards, "wild" and "wild draw four". There are two copies of each colored regular and action card, except for the zero card, which only have one per suit. There are four "wild" and "wild draw four" cards each, producing a total of 108 cards. In older versions, only the 6 is underlined to distinguish it from the 9, which is not marked; newer versions have both the 6 and the 9 underlined to further distinguish the two ranks.
Before playing, a dealer must be selected. This is accomplished by drawing cards. The person with the card of the highest face value is the dealer. Only number cards are used for this purpose. Any other cards are then put back into the deck.
After the dealer has been selected, seven cards are dealt to each player, and the top card of the stock is exposed to start the discard pile. If the exposed card has a special ability, it is treated as if the dealer played that card, and the special effect occurs (i.e., skip, draw two, reverse, or wild). If the exposed card is a wild draw four, however, it is returned to the deck and the next card is exposed. Play begins with the person to the left of the dealer, i.e. clockwise.
At each turn, a player may play a card from their hand that matches either the color or rank (or both) of the top exposed card, or play a wild or wild draw four. If a player has no legal card to play, that player draws the top card of the stock, and may either play it or place it in their hand. If a player decides not to place a card and draws instead there is no penalty. After playing a single card or drawing, the next player clockwise takes a turn, or counter-clockwise when a reverse is in effect. If the stock is emptied, the discard pile is shuffled and turned over to replenish the stock.
When a player plays down to only one card, that player is required to say "uno" to warn other players. The hand is over when one player has discarded all of their cards.
After a player plays all their cards, the other players count the number of points pertaining to the values of the cards in their hands. Number cards are face value, colored special cards worth twenty, and wilds worth fifty. The first player to go out receives points for the cards left in his/her opponents' hands. The first person to reach a certain point value (officially 500) wins.
===Action cards===
{| class="wikitable"
|- bgcolor="#CCCCCC"
! Card !! Description
|-
| ''Draw Two''
| The next player must draw two cards and lose their turn.
|-
| ''Skip''
| The next player must skip their turn.
|-
| ''Reverse''
| The order of play is reversed from clockwise to counter-clockwise, or from counter-clockwise to clockwise. If the initial exposed card in the discard pile is reverse, then the dealer makes the first play, and play continues in a counter-clockwise direction.
If there are only two players, the Reverse card is treated as a Skip card:<ref name=instructions2003/> the next player must skip their turn.
|-
| ''Wild''
| The person playing it names a color, and the next legal play must be that color unless another wild is played.
|-
| ''Wild Draw Four''
| Acts like a wild, but the next player must draw four cards and skip their turn. This card may only be played if the player holding it doesn't have any card matching the current color. See [[#Penalties|penalties]] for more information about this card.
|}
The newer style English Uno action cards bear symbols which denote their action, except for the Wild cards which still bear the word "Wild." Before the design change, such cards in English versions of the game bear letters. Especially old English versions can be denoted by the absence of the white rim that surrounds the edge of most Uno cards. Other versions also use symbols and images in both old and new designs, especially those with Wild cards that do not bear the word "Wild." The [[Xbox 360]] version of the game uses the new English style of the cards in gameplay. There are also language-free versions of the newer styles Uno action cards that do not bear the word "Wild" but have the same styling.
===Penalties===
From the official Uno rules:<ref name=instructions2003/>
*A player who forgets to say "uno" after his/her second-to-last card touches the discard pile, but remembers (and shouts "uno") before any other player challenges them, is safe and is not subject to the penalty. When another player calls out "uno", the player with one card must draw 2 cards.
*Players who make card-play suggestions to the other players must draw 2 cards from the draw pile.
*If a player plays a wrong card and it is noticed by any of the other players, he or she must take the card back and take 2 extra cards from the draw pile. Play continues with the next person in turn.
*If a Wild Draw Four card is played illegally (that is, if the player holds a matching color to one on the discard pile) and the person who plays it is challenged, the hand must first be shown to the player who has made the challenge. If the Wild Draw Four card has been played illegally, the offending player must draw 4 cards. If the card has been correctly played, the challenger must draw 2 cards in addition to the 4. The challenge can only be made by the player who is required to pick up the 4 cards after the Wild Draw Four card is laid.
===Strategy===
A basic strategy involves playing the legal card with the highest point value. This is a simple way to minimize points held in the hand at the end of the round, but fails to account for the utility of holding wilds and draw fours near the end of the game.
It is important to note that playing a 0 is more likely to prevent the color from changing than playing any other card of a given color.
Little has been published on the optimal strategy for the Uno game. Simulations of Uno games may shed some light on the matter, but the game solution is likely to be very complex. This is because attempts to reduce point count in the player's hands can be "read" by other players if too transparent. This information can be exploited by other players, and it follows that a mixed strategy may be more appropriate.
Some work has been done into the psychology of Uno as it relates to individual and group behavior<ref>http://www.unotips.org/multiplayer.html</ref>. Players may exhibit physical tells<ref>http://www.unotips.org/tells.html</ref>, in which a subtle, often repeated, visual cue inadvertently reveals their state of mind during a game. Alternatively, they may change their playing style; switching from an aggressive card-shedding strategy to a more subdued one, or vice versa.
==Theme packs==
There are some different themes of Uno. These theme games may come with slightly different directions and special cards.
*''[[Angelina Ballerina]] Uno
*''[[Barbie]] Uno'' - which features the "friendship" card, where the player can swap his/her hand with another player.
*''Barbie Cali Girl Edition Uno
*''[[Batman]] Uno'' - feature a Joker, when you discard this card you can choose 1 to 3 players to draw 1 to 3 cards
*''[[Batman Begins]] Uno''
*''[[Betty Boop]] Uno''
*''[[Bob The Builder]] Uno''
*''[[Care Bears]] Uno'' two different packs. One a heart shaped tin, one a lunch box style. Features "Care-a-lot" card, when played allows all players to discard any card in their hand to the discard pile without causing any consequences to other players.
*''Car-Go Uno'' Packaged in a round barrel designed to fit in a car's cup holder
*''[[Cars]] Uno''
*''[[Coca Cola]] Uno''
*''[[Curious George]] Uno''
*''Disney Theme Park Uno'' - "Evil card: the player holding this card can steal the top card from the DISCARD pile at any point in the game, even if it's not his/her turn."
*''Disney Electronic Uno''
*''[[Disney Princess]] Uno'' - Features the Dragon Card, when played, all players must discard a prince card (regardless of color or number) to kill the dragon before continuing play.
*''Dog Uno'' - The deck features pictures of various dogs on each of the cards, and contains a Fetch Wild Card.
*''Dogs Herding Breeds Uno''
*''Dogs Terrier Breeds Uno''
*''Doraemon Uno'' (Released in Japan)
*''[[Doctor Who]] Uno''
*''[[Elvis]] Uno'' - "Vegas" Command Card.
*''[[Family Guy]] Uno'' - in which players can try for world domination, à la [[Stewie Griffin]], with the exclusive "Dominate" card and rule.
*''[[Fantastic Four]] Uno''
*''[[Ferrari]] Uno''
*''[[Fraggle Rock]] Uno'' - Includes the Travel card (featuring Traveling Matt), which allows the player to 'travel' to another player's spot and view his/her entire hand.
*''[[Golden Compass]] Uno''
*''[[Hannah Montana]] Uno''
*''[[Hanna-Barbera]] Uno'' - Yogi Bear adds to the fun with the exclusive "pic-a-nic" card – the player with this special card gets to steal the top card from the discard pile at any point in the game.
*''[[Happy Feet]] Uno'' - "Mambo! card: the player who plays it must give each opponent one card from his/her hand, and then places a card on the discard pile to start the next round."
*''[[Harry Potter]] Uno'' - which features a Draw Three (instead of Draw Two) card; also features a "howler" wild card where, if played, the player who uses the card may select another player to say all of their cards aloud; also features an "invisibility" wild card where, if played, the player can block any card placed down (such as, a card that forces them to draw cards)
*''[[Hello Kitty]] Uno'' - There is no skipping turns on this Uno. There is not really winning and losing.
*''[[High School Musical]] Uno''
*''[[High School Musical 2]] Uno''
*''[[High School Musical 3: Senior Year]] Uno''
*''Hot Death Uno'' - features 27 additional or modified cards
*''[[Hulk]]'' Uno
*''[[Koala Brothers]]'' Uno
*''[[Kung Fu Panda]]'' Uno - "Battle" card
*''[[Macy's Parade]]'' Uno
*''[[Magic Tree House]]'' Uno
*''Mini Party Favors'' Uno
*''[[Muppet Show]] Uno'' - "Mayhem card: the player who plays it causes everyone to swap hands. The direction of the swap is determined by the player playing the card."
*''My 1st Uno'' card sets only have 36 cards designed for children at least 3 years of age. These sets come in several variants, based on titles for children (such as [[Winnie-the-Pooh]], [[Sesame Street]], and [[Clifford the Big Red Dog]]).
*''My Scene'' Uno
*''[[Nascar]]'' Uno
*''[[National Parks]]'' Uno
*''[[New York City]]'' Uno
*''[[NHL]]'' Uno
*''Nightmare Before Christmas Edition Uno
*''[[Nintendo]] Uno'' - Has pictures of various Nintendo characters on each card and has writing in classic 8-bit style. Also contains the Power card; this card can be used as a regular Wild card at any time, but can also be used to block a Draw 2 or Wild Draw 4 card played against the player after which it acts as a regular Wild card.
*''[[University of Notre Dame|Notre Dame]] Uno'' - Artwork contains scenes from the University of Notre Dame, mostly football-related. Includes a special "Irish" card which can be played as a wild card or to block a draw two or four.
*''[[NSYNC]]'' Uno
*''[[One Piece]] Uno'' - Released in Japan. The gameplay is the same as normal, but all card's artwork is made into One Piece related artwork.
*''[[Over The Hedge]]'' Uno
*''[[Peanuts]] Uno'' - "Good Grief card: this is a wild card; the player playing the card designates the recipient who must start drawing cards from the draw pile until he/she draws a card with Charlie Brown on it."
*''Peanuts - A Charlie Brown Christmas'' Uno
*''Peanuts - It's the Great Pumpkin Charlie Brown'' Uno
*''Peanuts Be My Valentine'' Uno
*''[[Pokémon]] Uno - Features third-generation and previous Pokémon on the back of cards
*''[[Polly Pocket]]'' Uno
*''[[Ratatouille]]'' Uno -The exclusive Recipe for Chaos card and special rule lets players stir up trouble as the make their opponents scoop up additional card
*''[[Ren and Stimpy]]'' Uno
*''[[Scooby Doo]]'' (only at Warner Brothers) Uno
*''[[Sesame Street]] Uno'' - Features a Grouch card, which allows players to give up to three un-needed cards in their hand to another player, so it removes their "garbage". The character featured on it is [[Oscar the Grouch]]. There are 4 Grouch cards in the 112 card deck.
*''[[Shrek]] Uno''
*''[[Shrek 2]] Uno''
*''[[Shrek The Third]] Uno'' - In a Shrek faced package
*''[[The Simpsons]] Uno'' - features a Draw Three card,it also includes a "Blinky" card which requires all players to pick up cards from the draw pile until all players pick up a card of the colour named by the "Blinky" player. This feature can considerably add to the game time.
*''The Simpsons: Great Scot Uno'' - which features a "GREAT SCOT" card, with [[Groundskeeper Willie]], where a player selects another player and gives that player two of the former's cards.
*''[[Treehouse of Horror (series)|The Simpsons: Treehouse of Horror]] Uno'' - features a Witchcraft; the player who plays this card can use it to block any Draw 2 or Wild Draw 4 played against him/her.
*''The Simpsons: Springfield Edition Uno''
*''[[South Park]] Uno'' - The special card is called "Dead Kenny". When you play this card, you decide which player will share Kenny's bad luck. You may choose any player's hand to "kill" by having that player draw cards from the DRAW pile. The chosen player must keep drawing cards until he/she draws any card with Kenny on it.
*''[[Speed Racer]]'' This set has a special Racer X card. The player who uses this card draws a card from the draw pile onto the discard pile and the depending on the number, the next player must place a card that follows the number drawn before. For example, player A draws the racer X card and draws a card with the number 3. The next player must place a card with the number 4 (regardless of colour) and the next player must place a card with the number 5 and so on. If they reach 9, they must start over with 0 until a player is unable to place a card and he/she must draw three cards.
*''[[Spider-Man]] Uno'' - the special card lets you know the player's hand.
*''[[SpongeBob SquarePants]] Super Absorbency (#2) Uno'' - which features the Super Absorbency card, a wild card which requires the next player to draw one card from all other players hands at random. There is controversy as to what happens when the Super Absorbency card is played as the player's penultimate card. Some contend that the person playing the card would win as the next player would be required to take that card from him/her. However, some say that there is an exception whereas the Super Absorbency requires a card to be drawn from all player's hands except those who are in the uno stage. Clarification can be found on the back of the SpongeBob metallic tin.
*''Sponge Bob Square Pants Secret Recipe (#2) Uno -''Secret Recipe - Allows the player to look at another players hand. The player can also select a new color just like a wild card.
*''Sponge Bob - Lost In Time (#3 Uno)- ''Daredevil - Can be played to counter a Draw 2 or Draw 4 card. Can also be used as a wild card.
*''St. Louis Uno''
*''[[Star Trek]] Uno'' - Two Editions, both based on the original ''Star Trek'' series
** [[Mattel]]-produced "Special Edition" with special cards, each of which appears once per pack: Double Tribble card - The player who plays this card chooses the color of play, then next player doubles the amount of cards in their hand and forfeits their turn; Beam Me Up, Scotty card - This can played to stop any command card (a "Draw 2" card, for example) and allows for the color of play to be chosen; Mind Meld card - This commands the next player to show the person who played this card their hand; Live Long & Prosper card - This can be played at any time to discard the players hand and pick up an entirely new one, then allows him/her to choose color of play.
** [[Fundex Games]] "Collector's Edition" which simplifies the special WILDs to one kind: 4 "Beam Up WILD" cards that can negate the effects of any DRAW 2 or DRAW 4 WILD cards played against a player. That player can then call a new color, and play resumes as if they had played a regular WILD. (It can also be used as a regular WILD if desired.)
*''[[Superman]] Uno'' - This version features a battle card. When this card is played, the player who plays it selects another player to "battle". The player who played the card chooses to be either [[Superman]] or [[Bizarro]], and the player he/she selected is the other character. Superman must discard a blue card since Bizarro is vulnerable to blue [[Kryptonite]], and Bizarro must discard a green card since Superman is vulnerable to green [[Kryptonite]].
*''[[Superman Returns]] Uno''
*''Sydney 2000 Uno''
*''[[Teen Titans]] Uno''
*''[[Texas]] Uno''
*''[[Toy Story]] Uno''
*''Uno 35th Anniversary'' - A special deck made to celebrate the 35th Anniversary of the first edition of Uno released in the United States in 1971. In this deck, there are specialty "35" cards, when, if the card is in play, only 3s or 5s of any color must be played after the card is delt.
*''Uno H<sub>2</sub>O'' - A deck with transparent water-proof cards. It includes 4(2 of which are +1 2 of which are +2 downpour cards) black action cards called "wild DownPour" cards; when played, all the other players must pick up the number specified on the card and may choose the next color of play these cards repalce two of the wild cards and two of the wild draw four cards out of the original deck, and also double as wild cards.
*''Uno H<sub>2</sub>O Splash'' - Features a special "whirlpool" device that has you shake the Magic 8 Ball-like item to reveal what you must do such as Wave Left or Wave Right
*''Uno Deluxe in box with erasable score pad''
*''Uno Deluxe in Wood Box''
*''WWE Legends Uno''
*Versions available on the [[Xbox 360]] version of Uno:
**''[[Street Fighter II]] Uno'' - In this game, the cards show different characters from the ''Street Fighter II'' video game. This deck contains a special [[Hadouken]] card, which allows the user to choose 1 player to draw cards until they have drawn a Skip or a Reverse card. Play then continues on as normally.
**''[[Project Gotham Racing (series)|Project Gotham Racing]] Uno'' - In this game, the cards are drawn like cars seen in the ''Project Gotham Racing'' series of video games. In this game, the rules include a card called the "Gotham Live" card, which is the same name used as the replay feature in ''[[Project Gotham Racing 3]]''. This card allows a player to look at the hand of any of the other players.
**''[[Kameo: Elements of Power]] Uno'' - This pack was released on November 1, 2006. This is a custom deck with artwork from the Kameo game. In addition, a special play card allows you to swap your hand with the hand of another player in the game.
**''Uno 35th Anniversary'' (see above)
*''[[X-Men]] Uno'' - Includes the "Mutate" card, which when played, allows the player to exchange all but one of their cards with new cards from the draw pile. Alternatively, the player can choose to force another player to do the same.
*Several sports teams each have 112-card sets, featuring players from those teams. The special cards in each deck vary depending on the card set itself. The following teams have confirmed Uno sets.
**[[Boston Red Sox]] (regular and World Series editions)
**[[Boston Celtics]]
**[[Calgary Flames]]
**[[Chicago Cubs]]
**[[Chicago Bears]]
**[[Chicago White Sox]]
**[[Houston Astros]]
**[[LA Angels of Anaheim]]
**Basketball player [[LeBron James]]
**[[Manchester United]]
**MLB All-Stars ([[American League|American]] and [[National League]]s)
**NBA All-Stars (East and West)
**[[Auburn University]]'s [[NCAA]] team
**[[New England Patriots]]
**[[New York Giants]]
**[[New York Knicks]]
**[[New York Mets]]
**[[New York Yankees]]
**NFL American and National Leagues
**[[Philadelphia Eagles]]
**[[Philadelphia Phillies]]
**[[Pittsburgh Steelers]]
**[[San Antonio Spurs]]
**[[Seattle Mariners]]
**[[St. Louis Cardinals]]
**[[Texas Rangers (baseball)|Texas Rangers]]
== Special Uno games ==
* [[Uno Attack]] (Uno Extreme in the UK and Canada)
* [[Uno Flash]]
* Uno Moo
* [[Uno Rummy Up]]
* [[Uno Spin]]
* [[Uno Stacko]]
* [[Uno Wild Tiles]]
* [[O'NO 99]]
* [[Uno H2O]]
* [[BOOM-O|Uno Boom-o]]
=== Video games ===
*''[[Uno (handheld game)|Uno]]'' ([[handheld video game]] for the [[Game Boy Color]] of the classic Uno card game)
* ''[[Uno (video game)|Uno]]'' ([[Xbox Live Arcade]])
* ''[[Uno Rush]]'' ([[Xbox Live Arcade]])
* ''[[Uno Challenge]]'' ([[mobile phone|mobile]] version of the classic Uno card game)
* ''[[Uno Free Fall]]'' (puzzle game for [[mobile phone]]s)
* ''[[Uno 52]]'' ([[Nintendo DS]])
* ''[[Super Uno]]'' ([[Super Nintendo Entertainment System|Super Famicom]])
* ''[[Uno (Facebook)]]'' ([[Adobe Flash]] based version of the classic Uno card game produced by GameHouse Studios)
* ''[[Uno (iPhone app)]]'' iPhone version featuring online and local play. Produced by [[Gameloft]]
==Similar games==
Uno is a member of the [[Card games#Shedding games|shedding]] family of card games. The shedding family of card games consists of games where the objective is to get rid of all your cards while preventing the other players from getting rid of their cards.
*[[Crazy Eights]]
*[[Last Card]]
*[[Macau (game)|Macau]]
*[[MAD Magazine Card Game]]
*[[Mao (game)|Mao]]
*[[Mau Mau (game)]]
*[[O'NO 99]]
*[[One Card (game)]]
*[[Phase 10]]
*[[SKIP-BO]]
*[[Taki (game)|Taki]]
==References==
{{reflist}}
==External links==
*[http://www.letsplayuno.com/ Official Mattel Uno site]
*[http://www.UnoRules.com/ Uno Rules] at UnoRules.com
*[http://www.pagat.com/invented/uno_vars.html Uno variants] at pagat.com
*[http://www.wonkavator.com/uno/ Uno News]@ Wonkavator
*[http://www.unotips.org Advanced UNO strategy] at UNOtips.org
*{{bgg|2223|Uno}}
{{DEFAULTSORT:Uno (Card Game)}}
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[Category:1971 introductions]]
[[Category:Uno]]
[[ca:Uno]]
[[cs:Uno (karetní hra)]]
[[da:Uno]]
[[de:Uno (Kartenspiel)]]
[[es:UNO (juego)]]
[[fr:Uno]]
[[ko:우노]]
[[id:UNO (permainan)]]
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[[ms:Uno (permainan)]]
[[nl:UNO (kaartspel)]]
[[ja:UNO (ゲーム)]]
[[no:Uno (kortspill)]]
[[pl:UNO (gra karciana)]]
[[pt:Uno (jogo de cartas)]]
[[ru:Уно]]
[[simple:Uno (card game)]]
[[sl:Enka]]
[[fi:Uno (korttipeli)]]
[[sv:UNO]]
[[zh:UNO]]
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{{For|the video game adaptation|Uno (video game)}}
{{Infobox CardGame
| title = Uno
| type = Shedding-type
| image_link = [[Image:Uno.jpg|300px]]
|players=2 – 10 <ref name=instructions1983>UNO instruction sheet, 1983, International Games Ltd.</ref><ref name=instructions2003>[http://www.mattelgamefinder.com/rules/uno(eng).pdf English Uno rules]</ref>
| ages = 7+ <ref name=instructions1983/><ref name=instructions2003/>
| num_cards = 108
| complexity = Easy
| strategy = Moderete
| random_chance = easy
|skills=Saving important cards; knowing when to put down those cards, concealing your hand.
}}
'''Uno''' ({{pronEng|ˈuːno}}) ([[Italian Language|Italian]] and [[Spanish Language|Spanish]] for 'one') is a [[card game]] played with a specially printed deck (see [[Mau Mau (game)|Mau Mau]] for an almost identical game played with normal [[playing card]]s). The game was originally developed in 1971 by [[Merle Robbins]], whose son was a social Studies teacher at Reading Hilltop Elementary School in [[Reading, Ohio]], a suburb of [[Cincinnati]]. It is now a [[Mattel]] product. The game's general principles put it into the [[Crazy Eights]] family of card games.
The game's slogans have included "The Colored Card Game", "You know" and "You get one, you get Uno".
==Official rules==
[[Image:Uno Old Deck.jpg|thumb|A deck of English Uno cards from 1995. This particular deck uses the older card design, where letters appear on the action cards instead of symbols.]]The deck consists of cards of 4 colors: red, green, blue, and yellow. The ranks in each color are 0-9. There are 3 "action" cards in each color, labeled "skip", "draw two", and "reverse". There are also special black action cards, "wild" and "wild draw four". There are two copies of each colored regular and action card, except for the zero card, which only have one per suit. There are four "wild" and "wild draw four" cards each, producing a total of 108 cards. In older versions, only the 6 is underlined to distinguish it from the 9, which is not marked; newer versions have both the 6 and the 9 underlined to further distinguish the two ranks.
Before playing, a dealer must be selected. This is accomplished by drawing cards. The person with the card of the highest face value is the dealer. Only number cards are used for this purpose. Any other cards are then put back into the deck.
After the dealer has been selected, seven cards are dealt to each player, and the top card of the stock is exposed to start the discard pile. If the exposed card has a special ability, it is treated as if the dealer played that card, and the special effect occurs (i.e., skip, draw two, reverse, or wild). If the exposed card is a wild draw four, however, it is returned to the deck and the next card is exposed. Play begins with the person to the left of the dealer, i.e. clockwise.
At each turn, a player may play a card from their hand that matches either the color or rank (or both) of the top exposed card, or play a wild or wild draw four. If a player has no legal card to play, that player draws the top card of the stock, and may either play it or place it in their hand. If a player decides not to place a card and draws instead there is no penalty. After playing a single card or drawing, the next player clockwise takes a turn, or counter-clockwise when a reverse is in effect. If the stock is emptied, the discard pile is shuffled and turned over to replenish the stock.
When a player plays down to only one card, that player is required to say "uno" to warn other players. The hand is over when one player has discarded all of their cards.
After a player plays all their cards, the other players count the number of points pertaining to the values of the cards in their hands. Number cards are face value, colored special cards worth twenty, and wilds worth fifty. The first player to go out receives points for the cards left in his/her opponents' hands. The first person to reach a certain point value (officially 500) wins.
===Action cards===
{| class="wikitable"
|- bgcolor="#CCCCCC"
! Card !! Description
|-
| ''Draw Two''
| The next player must draw two cards and lose their turn.
|-
| ''Skip''
| The next player must skip their turn.
|-
| ''Reverse''
| The order of play is reversed from clockwise to counter-clockwise, or from counter-clockwise to clockwise. If the initial exposed card in the discard pile is reverse, then the dealer makes the first play, and play continues in a counter-clockwise direction.
If there are only two players, the Reverse card is treated as a Skip card:<ref name=instructions2003/> the next player must skip their turn.
|-
| ''Wild''
| The person playing it names a color, and the next legal play must be that color unless another wild is played.
|-
| ''Wild Draw Four''
| Acts like a wild, but the next player must draw four cards and skip their turn. This card may only be played if the player holding it doesn't have any card matching the current color. See [[#Penalties|penalties]] for more information about this card.
|}
The newer style English Uno action cards bear symbols which denote their action, except for the Wild cards which still bear the word "Wild." Before the design change, such cards in English versions of the game bear letters. Especially old English versions can be denoted by the absence of the white rim that surrounds the edge of most Uno cards. Other versions also use symbols and images in both old and new designs, especially those with Wild cards that do not bear the word "Wild." The [[Xbox 360]] version of the game uses the new English style of the cards in gameplay. There are also language-free versions of the newer styles Uno action cards that do not bear the word "Wild" but have the same styling.
===Penalties===
From the official Uno rules:<ref name=instructions2003/>
*A player who forgets to say "uno" after his/her second-to-last card touches the discard pile, but remembers (and shouts "uno") before any other player challenges them, is safe and is not subject to the penalty. When another player calls out "uno", the player with one card must draw 2 cards.
*Players who make card-play suggestions to the other players must draw 2 cards from the draw pile.
*If a player plays a wrong card and it is noticed by any of the other players, he or she must take the card back and take 2 extra cards from the draw pile. Play continues with the next person in turn.
*If a Wild Draw Four card is played illegally (that is, if the player holds a matching color to one on the discard pile) and the person who plays it is challenged, the hand must first be shown to the player who has made the challenge. If the Wild Draw Four card has been played illegally, the offending player must draw 4 cards. If the card has been correctly played, the challenger must draw 2 cards in addition to the 4. The challenge can only be made by the player who is required to pick up the 4 cards after the Wild Draw Four card is laid.
===Strategy===
A basic strategy involves playing the legal card with the highest point value. This is a simple way to minimize points held in the hand at the end of the round, but fails to account for the utility of holding wilds and draw fours near the end of the game.
It is important to note that playing a 0 is more likely to prevent the color from changing than playing any other card of a given color.
Little has been published on the optimal strategy for the Uno game. Simulations of Uno games may shed some light on the matter, but the game solution is likely to be very complex. This is because attempts to reduce point count in the player's hands can be "read" by other players if too transparent. This information can be exploited by other players, and it follows that a mixed strategy may be more appropriate.
Some work has been done into the psychology of Uno as it relates to individual and group behavior<ref>http://www.unotips.org/multiplayer.html</ref>. Players may exhibit physical tells<ref>http://www.unotips.org/tells.html</ref>, in which a subtle, often repeated, visual cue inadvertently reveals their state of mind during a game. Alternatively, they may change their playing style; switching from an aggressive card-shedding strategy to a more subdued one, or vice versa.
==Theme packs==
There are some different themes of Uno. These theme games may come with slightly different directions and special cards.
*''[[Angelina Ballerina]] Uno
*''[[Barbie]] Uno'' - which features the "friendship" card, where the player can swap his/her hand with another player.
*''Barbie Cali Girl Edition Uno
*''[[Batman]] Uno'' - feature a Joker, when you discard this card you can choose 1 to 3 players to draw 1 to 3 cards
*''[[Batman Begins]] Uno''
*''[[Betty Boop]] Uno''
*''[[Bob The Builder]] Uno''
*''[[Care Bears]] Uno'' two different packs. One a heart shaped tin, one a lunch box style. Features "Care-a-lot" card, when played allows all players to discard any card in their hand to the discard pile without causing any consequences to other players.
*''Car-Go Uno'' Packaged in a round barrel designed to fit in a car's cup holder
*''[[Cars]] Uno''
*''[[Coca Cola]] Uno''
*''[[Curious George]] Uno''
*''Disney Theme Park Uno'' - "Evil card: the player holding this card can steal the top card from the DISCARD pile at any point in the game, even if it's not his/her turn."
*''Disney Electronic Uno''
*''[[Disney Princess]] Uno'' - Features the Dragon Card, when played, all players must discard a prince card (regardless of color or number) to kill the dragon before continuing play.
*''Dog Uno'' - The deck features pictures of various dogs on each of the cards, and contains a Fetch Wild Card.
*''Dogs Herding Breeds Uno''
*''Dogs Terrier Breeds Uno''
*''Doraemon Uno'' (Released in Japan)
*''[[Doctor Who]] Uno''
*''[[Elvis]] Uno'' - "Vegas" Command Card.
*''[[Family Guy]] Uno'' - in which players can try for world domination, à la [[Stewie Griffin]], with the exclusive "Dominate" card and rule.
*''[[Fantastic Four]] Uno''
*''[[Ferrari]] Uno''
*''[[Fraggle Rock]] Uno'' - Includes the Travel card (featuring Traveling Matt), which allows the player to 'travel' to another player's spot and view his/her entire hand.
*''[[Golden Compass]] Uno''
*''[[Hannah Montana]] Uno''
*''[[Hanna-Barbera]] Uno'' - Yogi Bear adds to the fun with the exclusive "pic-a-nic" card – the player with this special card gets to steal the top card from the discard pile at any point in the game.
*''[[Happy Feet]] Uno'' - "Mambo! card: the player who plays it must give each opponent one card from his/her hand, and then places a card on the discard pile to start the next round."
*''[[Harry Potter]] Uno'' - which features a Draw Three (instead of Draw Two) card; also features a "howler" wild card where, if played, the player who uses the card may select another player to say all of their cards aloud; also features an "invisibility" wild card where, if played, the player can block any card placed down (such as, a card that forces them to draw cards)
*''[[Hello Kitty]] Uno'' - There is no skipping turns on this Uno. There is not really winning and losing.
*''[[High School Musical]] Uno''
*''[[High School Musical 2]] Uno''
*''[[High School Musical 3: Senior Year]] Uno''
*''Hot Death Uno'' - features 27 additional or modified cards
*''[[Hulk]]'' Uno
*''[[Koala Brothers]]'' Uno
*''[[Kung Fu Panda]]'' Uno - "Battle" card
*''[[Macy's Parade]]'' Uno
*''[[Magic Tree House]]'' Uno
*''Mini Party Favors'' Uno
*''[[Muppet Show]] Uno'' - "Mayhem card: the player who plays it causes everyone to swap hands. The direction of the swap is determined by the player playing the card."
*''My 1st Uno'' card sets only have 36 cards designed for children at least 3 years of age. These sets come in several variants, based on titles for children (such as [[Winnie-the-Pooh]], [[Sesame Street]], and [[Clifford the Big Red Dog]]).
*''My Scene'' Uno
*''[[Nascar]]'' Uno
*''[[National Parks]]'' Uno
*''[[New York City]]'' Uno
*''[[NHL]]'' Uno
*''Nightmare Before Christmas Edition Uno
*''[[Nintendo]] Uno'' - Has pictures of various Nintendo characters on each card and has writing in classic 8-bit style. Also contains the Power card; this card can be used as a regular Wild card at any time, but can also be used to block a Draw 2 or Wild Draw 4 card played against the player after which it acts as a regular Wild card.
*''[[University of Notre Dame|Notre Dame]] Uno'' - Artwork contains scenes from the University of Notre Dame, mostly football-related. Includes a special "Irish" card which can be played as a wild card or to block a draw two or four.
*''[[NSYNC]]'' Uno
*''[[One Piece]] Uno'' - Released in Japan. The gameplay is the same as normal, but all card's artwork is made into One Piece related artwork.
*''[[Over The Hedge]]'' Uno
*''[[Peanuts]] Uno'' - "Good Grief card: this is a wild card; the player playing the card designates the recipient who must start drawing cards from the draw pile until he/she draws a card with Charlie Brown on it."
*''Peanuts - A Charlie Brown Christmas'' Uno
*''Peanuts - It's the Great Pumpkin Charlie Brown'' Uno
*''Peanuts Be My Valentine'' Uno
*''[[Pokémon]] Uno - Features third-generation and previous Pokémon on the back of cards
*''[[Polly Pocket]]'' Uno
*''[[Ratatouille]]'' Uno -The exclusive Recipe for Chaos card and special rule lets players stir up trouble as the make their opponents scoop up additional card
*''[[Ren and Stimpy]]'' Uno
*''[[Scooby Doo]]'' (only at Warner Brothers) Uno
*''[[Sesame Street]] Uno'' - Features a Grouch card, which allows players to give up to three un-needed cards in their hand to another player, so it removes their "garbage". The character featured on it is [[Oscar the Grouch]]. There are 4 Grouch cards in the 112 card deck.
*''[[Shrek]] Uno''
*''[[Shrek 2]] Uno''
*''[[Shrek The Third]] Uno'' - In a Shrek faced package
*''[[The Simpsons]] Uno'' - features a Draw Three card,it also includes a "Blinky" card which requires all players to pick up cards from the draw pile until all players pick up a card of the colour named by the "Blinky" player. This feature can considerably add to the game time.
*''The Simpsons: Great Scot Uno'' - which features a "GREAT SCOT" card, with [[Groundskeeper Willie]], where a player selects another player and gives that player two of the former's cards.
*''[[Treehouse of Horror (series)|The Simpsons: Treehouse of Horror]] Uno'' - features a Witchcraft; the player who plays this card can use it to block any Draw 2 or Wild Draw 4 played against him/her.
*''The Simpsons: Springfield Edition Uno''
*''[[South Park]] Uno'' - The special card is called "Dead Kenny". When you play this card, you decide which player will share Kenny's bad luck. You may choose any player's hand to "kill" by having that player draw cards from the DRAW pile. The chosen player must keep drawing cards until he/she draws any card with Kenny on it.
*''[[Speed Racer]]'' This set has a special Racer X card. The player who uses this card draws a card from the draw pile onto the discard pile and the depending on the number, the next player must place a card that follows the number drawn before. For example, player A draws the racer X card and draws a card with the number 3. The next player must place a card with the number 4 (regardless of colour) and the next player must place a card with the number 5 and so on. If they reach 9, they must start over with 0 until a player is unable to place a card and he/she must draw three cards.
*''[[Spider-Man]] Uno'' - the special card lets you know the player's hand.
*''[[SpongeBob SquarePants]] Super Absorbency (#2) Uno'' - which features the Super Absorbency card, a wild card which requires the next player to draw one card from all other players hands at random. There is controversy as to what happens when the Super Absorbency card is played as the player's penultimate card. Some contend that the person playing the card would win as the next player would be required to take that card from him/her. However, some say that there is an exception whereas the Super Absorbency requires a card to be drawn from all player's hands except those who are in the uno stage. Clarification can be found on the back of the SpongeBob metallic tin.
*''Sponge Bob Square Pants Secret Recipe (#2) Uno -''Secret Recipe - Allows the player to look at another players hand. The player can also select a new color just like a wild card.
*''Sponge Bob - Lost In Time (#3 Uno)- ''Daredevil - Can be played to counter a Draw 2 or Draw 4 card. Can also be used as a wild card.
*''St. Louis Uno''
*''[[Star Trek]] Uno'' - Two Editions, both based on the original ''Star Trek'' series
** [[Mattel]]-produced "Special Edition" with special cards, each of which appears once per pack: Double Tribble card - The player who plays this card chooses the color of play, then next player doubles the amount of cards in their hand and forfeits their turn; Beam Me Up, Scotty card - This can played to stop any command card (a "Draw 2" card, for example) and allows for the color of play to be chosen; Mind Meld card - This commands the next player to show the person who played this card their hand; Live Long & Prosper card - This can be played at any time to discard the players hand and pick up an entirely new one, then allows him/her to choose color of play.
** [[Fundex Games]] "Collector's Edition" which simplifies the special WILDs to one kind: 4 "Beam Up WILD" cards that can negate the effects of any DRAW 2 or DRAW 4 WILD cards played against a player. That player can then call a new color, and play resumes as if they had played a regular WILD. (It can also be used as a regular WILD if desired.)
*''[[Superman]] Uno'' - This version features a battle card. When this card is played, the player who plays it selects another player to "battle". The player who played the card chooses to be either [[Superman]] or [[Bizarro]], and the player he/she selected is the other character. Superman must discard a blue card since Bizarro is vulnerable to blue [[Kryptonite]], and Bizarro must discard a green card since Superman is vulnerable to green [[Kryptonite]].
*''[[Superman Returns]] Uno''
*''Sydney 2000 Uno''
*''[[Teen Titans]] Uno''
*''[[Texas]] Uno''
*''[[Toy Story]] Uno''
*''Uno 35th Anniversary'' - A special deck made to celebrate the 35th Anniversary of the first edition of Uno released in the United States in 1971. In this deck, there are specialty "35" cards, when, if the card is in play, only 3s or 5s of any color must be played after the card is delt.
*''Uno H<sub>2</sub>O'' - A deck with transparent water-proof cards. It includes 4(2 of which are +1 2 of which are +2 downpour cards) black action cards called "wild DownPour" cards; when played, all the other players must pick up the number specified on the card and may choose the next color of play these cards repalce two of the wild cards and two of the wild draw four cards out of the original deck, and also double as wild cards.
*''Uno H<sub>2</sub>O Splash'' - Features a special "whirlpool" device that has you shake the Magic 8 Ball-like item to reveal what you must do such as Wave Left or Wave Right
*''Uno Deluxe in box with erasable score pad''
*''Uno Deluxe in Wood Box''
*''WWE Legends Uno''
*Versions available on the [[Xbox 360]] version of Uno:
**''[[Street Fighter II]] Uno'' - In this game, the cards show different characters from the ''Street Fighter II'' video game. This deck contains a special [[Hadouken]] card, which allows the user to choose 1 player to draw cards until they have drawn a Skip or a Reverse card. Play then continues on as normally.
**''[[Project Gotham Racing (series)|Project Gotham Racing]] Uno'' - In this game, the cards are drawn like cars seen in the ''Project Gotham Racing'' series of video games. In this game, the rules include a card called the "Gotham Live" card, which is the same name used as the replay feature in ''[[Project Gotham Racing 3]]''. This card allows a player to look at the hand of any of the other players.
**''[[Kameo: Elements of Power]] Uno'' - This pack was released on November 1, 2006. This is a custom deck with artwork from the Kameo game. In addition, a special play card allows you to swap your hand with the hand of another player in the game.
**''Uno 35th Anniversary'' (see above)
*''[[X-Men]] Uno'' - Includes the "Mutate" card, which when played, allows the player to exchange all but one of their cards with new cards from the draw pile. Alternatively, the player can choose to force another player to do the same.
*Several sports teams each have 112-card sets, featuring players from those teams. The special cards in each deck vary depending on the card set itself. The following teams have confirmed Uno sets.
**[[Boston Red Sox]] (regular and World Series editions)
**[[Boston Celtics]]
**[[Calgary Flames]]
**[[Chicago Cubs]]
**[[Chicago Bears]]
**[[Chicago White Sox]]
**[[Houston Astros]]
**[[LA Angels of Anaheim]]
**Basketball player [[LeBron James]]
**[[Manchester United]]
**MLB All-Stars ([[American League|American]] and [[National League]]s)
**NBA All-Stars (East and West)
**[[Auburn University]]'s [[NCAA]] team
**[[New England Patriots]]
**[[New York Giants]]
**[[New York Knicks]]
**[[New York Mets]]
**[[New York Yankees]]
**NFL American and National Leagues
**[[Philadelphia Eagles]]
**[[Philadelphia Phillies]]
**[[Pittsburgh Steelers]]
**[[San Antonio Spurs]]
**[[Seattle Mariners]]
**[[St. Louis Cardinals]]
**[[Texas Rangers (baseball)|Texas Rangers]]
== Special Uno games ==
* [[Uno Attack]] (Uno Extreme in the UK and Canada)
* [[Uno Flash]]
* Uno Moo
* [[Uno Rummy Up]]
* [[Uno Spin]]
* [[Uno Stacko]]
* [[Uno Wild Tiles]]
* [[O'NO 99]]
* [[Uno H2O]]
* [[BOOM-O|Uno Boom-o]]
=== Video games ===
*''[[Uno (handheld game)|Uno]]'' ([[handheld video game]] for the [[Game Boy Color]] of the classic Uno card game)
* ''[[Uno (video game)|Uno]]'' ([[Xbox Live Arcade]])
* ''[[Uno Rush]]'' ([[Xbox Live Arcade]])
* ''[[Uno Challenge]]'' ([[mobile phone|mobile]] version of the classic Uno card game)
* ''[[Uno Free Fall]]'' (puzzle game for [[mobile phone]]s)
* ''[[Uno 52]]'' ([[Nintendo DS]])
* ''[[Super Uno]]'' ([[Super Nintendo Entertainment System|Super Famicom]])
* ''[[Uno (Facebook)]]'' ([[Adobe Flash]] based version of the classic Uno card game produced by GameHouse Studios)
* ''[[Uno (iPhone app)]]'' iPhone version featuring online and local play. Produced by [[Gameloft]]
==Similar games==
Uno is a member of the [[Card games#Shedding games|shedding]] family of card games. The shedding family of card games consists of games where the objective is to get rid of all your cards while preventing the other players from getting rid of their cards.
*[[Crazy Eights]]
*[[Last Card]]
*[[Macau (game)|Macau]]
*[[MAD Magazine Card Game]]
*[[Mao (game)|Mao]]
*[[Mau Mau (game)]]
*[[O'NO 99]]
*[[One Card (game)]]
*[[Phase 10]]
*[[SKIP-BO]]
*[[Taki (game)|Taki]]
==References==
{{reflist}}
==External links==
*[http://www.letsplayuno.com/ Official Mattel Uno site]
*[http://www.UnoRules.com/ Uno Rules] at UnoRules.com
*[http://www.pagat.com/invented/uno_vars.html Uno variants] at pagat.com
*[http://www.wonkavator.com/uno/ Uno News]@ Wonkavator
*[http://www.unotips.org Advanced UNO strategy] at UNOtips.org
*{{bgg|2223|Uno}}
{{DEFAULTSORT:Uno (Card Game)}}
[[Category:Dedicated deck card games]]
[[Category:Shedding-type card games]]
[[Category:1971 introductions]]
[[Category:Uno]]
[[ca:Uno]]
[[cs:Uno (karetní hra)]]
[[da:Uno]]
[[de:Uno (Kartenspiel)]]
[[es:UNO (juego)]]
[[fr:Uno]]
[[ko:우노]]
[[id:UNO (permainan)]]
[[it:UNO (gioco di carte)]]
[[lt:UNO (kortų žaidimas)]]
[[ms:Uno (permainan)]]
[[nl:UNO (kaartspel)]]
[[ja:UNO (ゲーム)]]
[[no:Uno (kortspill)]]
[[pl:UNO (gra karciana)]]
[[pt:Uno (jogo de cartas)]]
[[ru:Уно]]
[[simple:Uno (card game)]]
[[sl:Enka]]
[[fi:Uno (korttipeli)]]
[[sv:UNO]]
[[zh:UNO]]
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{{article issues|unreferenced=June 2009|wikify=June 2009}}
'''Uno H<sub>2</sub>O''' is a game like the original [[Uno (game)|Uno]], but this time, it has special cards that are transparent [[waterproof]] cards, instead of playing with paper-like cards.
== Special Cards ==
These cards listed are cards made specially for Uno H<sub>2</sub>O.
{| class="wikitable" border="1"
|-
! Card Name
! Ability
|-
| ''Wild Draw 1''
| It has a [[watermark]] on it and when a watermark is on the card, it symbolyzes that every player has to draw one. The person who plays the card can also choose the colors, '''red, yellow, blue, or green.'''
|-
| '' Wild Draw 2''
| It also has a watermark on it and it also symbolizes that every player has to draw two. The person who plays the card can also choose the colors, '''red, yellow, blue, or green.'''
|-
| '' Wild Draw 4''
|It also has a watermark on it and it also symbolizes that every player has to draw four. The person who plays the card can also choose the colors, '''red, yellow, blue, or green.'''
|}
[[Category:Uno]]
[[Category:Dedicated deck card games]]
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{{article issues|unreferenced=June 2009|wikify=June 2009}}
'''Uno H<sub>2</sub>O''' is a game like the original [[Uno (game)|Uno]], but this time, it has special cards that are transparent [[waterproof]] cards, instead of playing with paper-like cards.
== Special Cards ==
These cards listed are cards made specially for Uno H<sub>2</sub>O.
{| class="wikitable" border="1"
|-
! Card Name
! Ability
|-
| ''Wild Draw 1''
| It has a [[watermark]] on it and when a watermark is on the card, it symbolyzes that every player has to draw one. The person who plays the card can also choose the colors, '''red, yellow, blue, or green.'''
|-
| '' Wild Draw 2''
| It also has a watermark on it and it also symbolizes that every player has to draw two. The person who plays the card can also choose the colors, '''red, yellow, blue, or green.'''
|-
| '' Wild Draw 4''
|It also has a watermark on it and it also symbolizes that every player has to draw four. The person who plays the card can also choose the colors, '''red, yellow, blue, or green.'''
|}
[[Category:Uno]]
[[Category:Dedicated deck card games]]
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{{dablink|This article is about the wargame. For other uses, see [[Up Front (disambiguation)]].}}
{{Wargaming}}
'''''Up Front''''' is a [[World War II]] card-based [[wargame]]. It was designed by [[Courtney F. Allen]] and published by [[Avalon Hill]] in 1983. [[Hasbro]] now owns the franchise which is currently ({{As of|2003|lc=on}}) licensed to [[Multi-Man Publishing]].
Subtitled ''The Squad Leader Card Game'', ''Up Front'' was intended as a card version of their successful ''[[Squad Leader (game)|Squad Leader]]'' series of games, but it represented a radical change in approach. Traditional wargames are based on maps representing terrain and game pieces representing units, which attack on their players' turns. ''Up Front'' has terrain, attack opportunities, and other factors determined by cards dealt to the players.
Fans of the game claim this type of play gives the player a more realistic feel for [[Man to Man wargames|man-to-man]] [[combat]] where most terrain will be unfamiliar. With traditional map-based wargames, players have an overhead view of the entire battlefield. In ''Up Front'', locations are revealed as the game is played, emulating how real soldiers might encounter and explore terrain.
The game contains two different kinds of cards, Personality and Action. A Personality card depicts a single soldier and several statistics about him including his name, rank, and the weapon he is carrying. These are assigned by the scenario selected (scenarios lettered A-L were included in the base game) and arranged in groups by the players. The Action Deck contains different types of cards including terrain, movement, heroes, and many other game factors. These are shuffled and dealt to the players.
The original game included [[Germany|German]], [[United States|U.S.]], and [[Russia]]n units along with their equipment. Expansions added to the nationalities available for play. Each nationality was given different capabilities including variations in hand size and discard ability which imposes different tactics for the players by limiting the options available to them.
== Expansions ==
Two official expansions were released for ''Up Front'':
* ''Banzai'' (1984), which included [[Japan]]ese, [[United Kingdom|British]], and [[United States Marine Corps|USMC]] forces along with rules for Jungle Terrain, Random Reinforcements, and Scenarios M-X.
* ''Desert War'' (1985), which included [[France|French]], and [[Italy|Italian]] forces as well as rules for Desert Terrain.
== Legacy ==
Like many Avalon Hill games, ''Up Front'' continues to be popular among loyal fans. There are active groups dedicated to the game on the [[Internet]].
Multi-Man Publishing plans to re-release the game through their license of the title.<ref>''Operations: The Wargaming Journal'' Number 46, Fall 2004.</ref>
There is also a [[VASSAL Engine]] module for this game.
== References ==
{{reflist}}
== External links ==
* {{bgg|586|''Up Front''}}
* Andrew R. Maly's [http://mywebpages.comcast.net/upfront2000/ ''Up Front'' site]
* Hunter Johnson's [http://www.hunterandlori.com/UpFront.html ''Up Front'' site]
* Halisp [http://mailman.halisp.net/mailman/listinfo/upfront ''Up Front'' mailing list]
* [http://groups.yahoo.com/group/UpFrontWW2/ ''Up Front'' Yahoo! group]
* [http://www.yxklyx.com/thecolosseum/upfront/ Robo's ''Up Front'' Card Game Page]
[[Category:Avalon Hill games]]
[[Category:Dedicated deck card games]]
[[Category:Man-to-man wargames]]
[[Category:World War II games]]
[[it:Up Front]]
cir9cl3huqq1sz7yoja191x5zruoke7
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Kingstonlee
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1 revision
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{{dablink|This article is about the wargame. For other uses, see [[Up Front (disambiguation)]].}}
{{Wargaming}}
'''''Up Front''''' is a [[World War II]] card-based [[wargame]]. It was designed by [[Courtney F. Allen]] and published by [[Avalon Hill]] in 1983. [[Hasbro]] now owns the franchise which is currently ({{As of|2003|lc=on}}) licensed to [[Multi-Man Publishing]].
Subtitled ''The Squad Leader Card Game'', ''Up Front'' was intended as a card version of their successful ''[[Squad Leader (game)|Squad Leader]]'' series of games, but it represented a radical change in approach. Traditional wargames are based on maps representing terrain and game pieces representing units, which attack on their players' turns. ''Up Front'' has terrain, attack opportunities, and other factors determined by cards dealt to the players.
Fans of the game claim this type of play gives the player a more realistic feel for [[Man to Man wargames|man-to-man]] [[combat]] where most terrain will be unfamiliar. With traditional map-based wargames, players have an overhead view of the entire battlefield. In ''Up Front'', locations are revealed as the game is played, emulating how real soldiers might encounter and explore terrain.
The game contains two different kinds of cards, Personality and Action. A Personality card depicts a single soldier and several statistics about him including his name, rank, and the weapon he is carrying. These are assigned by the scenario selected (scenarios lettered A-L were included in the base game) and arranged in groups by the players. The Action Deck contains different types of cards including terrain, movement, heroes, and many other game factors. These are shuffled and dealt to the players.
The original game included [[Germany|German]], [[United States|U.S.]], and [[Russia]]n units along with their equipment. Expansions added to the nationalities available for play. Each nationality was given different capabilities including variations in hand size and discard ability which imposes different tactics for the players by limiting the options available to them.
== Expansions ==
Two official expansions were released for ''Up Front'':
* ''Banzai'' (1984), which included [[Japan]]ese, [[United Kingdom|British]], and [[United States Marine Corps|USMC]] forces along with rules for Jungle Terrain, Random Reinforcements, and Scenarios M-X.
* ''Desert War'' (1985), which included [[France|French]], and [[Italy|Italian]] forces as well as rules for Desert Terrain.
== Legacy ==
Like many Avalon Hill games, ''Up Front'' continues to be popular among loyal fans. There are active groups dedicated to the game on the [[Internet]].
Multi-Man Publishing plans to re-release the game through their license of the title.<ref>''Operations: The Wargaming Journal'' Number 46, Fall 2004.</ref>
There is also a [[VASSAL Engine]] module for this game.
== References ==
{{reflist}}
== External links ==
* {{bgg|586|''Up Front''}}
* Andrew R. Maly's [http://mywebpages.comcast.net/upfront2000/ ''Up Front'' site]
* Hunter Johnson's [http://www.hunterandlori.com/UpFront.html ''Up Front'' site]
* Halisp [http://mailman.halisp.net/mailman/listinfo/upfront ''Up Front'' mailing list]
* [http://groups.yahoo.com/group/UpFrontWW2/ ''Up Front'' Yahoo! group]
* [http://www.yxklyx.com/thecolosseum/upfront/ Robo's ''Up Front'' Card Game Page]
[[Category:Avalon Hill games]]
[[Category:Dedicated deck card games]]
[[Category:Man-to-man wargames]]
[[Category:World War II games]]
[[it:Up Front]]
cir9cl3huqq1sz7yoja191x5zruoke7
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Rotlink
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fixing dead links
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text/x-wiki
{{dablink|This article is about the wargame. For other uses, see [[Up Front (disambiguation)]].}}
{{Wargaming}}
'''''Up Front''''' is a [[World War II]] card-based [[wargame]]. It was designed by [[Courtney F. Allen]] and published by [[Avalon Hill]] in 1983. [[Hasbro]] now owns the franchise which is currently ({{As of|2003|lc=on}}) licensed to [[Multi-Man Publishing]].
Subtitled ''The Squad Leader Card Game'', ''Up Front'' was intended as a card version of their successful ''[[Squad Leader (game)|Squad Leader]]'' series of games, but it represented a radical change in approach. Traditional wargames are based on maps representing terrain and game pieces representing units, which attack on their players' turns. ''Up Front'' has terrain, attack opportunities, and other factors determined by cards dealt to the players.
Fans of the game claim this type of play gives the player a more realistic feel for [[Man to Man wargames|man-to-man]] [[combat]] where most terrain will be unfamiliar. With traditional map-based wargames, players have an overhead view of the entire battlefield. In ''Up Front'', locations are revealed as the game is played, emulating how real soldiers might encounter and explore terrain.
The game contains two different kinds of cards, Personality and Action. A Personality card depicts a single soldier and several statistics about him including his name, rank, and the weapon he is carrying. These are assigned by the scenario selected (scenarios lettered A-L were included in the base game) and arranged in groups by the players. The Action Deck contains different types of cards including terrain, movement, heroes, and many other game factors. These are shuffled and dealt to the players.
The original game included [[Germany|German]], [[United States|U.S.]], and [[Russia]]n units along with their equipment. Expansions added to the nationalities available for play. Each nationality was given different capabilities including variations in hand size and discard ability which imposes different tactics for the players by limiting the options available to them.
== Expansions ==
Two official expansions were released for ''Up Front'':
* ''Banzai'' (1984), which included [[Japan]]ese, [[United Kingdom|British]], and [[United States Marine Corps|USMC]] forces along with rules for Jungle Terrain, Random Reinforcements, and Scenarios M-X.
* ''Desert War'' (1985), which included [[France|French]], and [[Italy|Italian]] forces as well as rules for Desert Terrain.
== Legacy ==
Like many Avalon Hill games, ''Up Front'' continues to be popular among loyal fans. There are active groups dedicated to the game on the [[Internet]].
Multi-Man Publishing plans to re-release the game through their license of the title.<ref>''Operations: The Wargaming Journal'' Number 46, Fall 2004.</ref>
There is also a [[VASSAL Engine]] module for this game.
== References ==
{{reflist}}
== External links ==
* {{bgg|586|''Up Front''}}
* Andrew R. Maly's [http://web.archive.org/20020612202538/mywebpages.comcast.net/upfront2000/ ''Up Front'' site]
* Hunter Johnson's [http://www.hunterandlori.com/UpFront.html ''Up Front'' site]
* Halisp [http://mailman.halisp.net/mailman/listinfo/upfront ''Up Front'' mailing list]
* [http://groups.yahoo.com/group/UpFrontWW2/ ''Up Front'' Yahoo! group]
* [http://www.yxklyx.com/thecolosseum/upfront/ Robo's ''Up Front'' Card Game Page]
[[Category:Avalon Hill games]]
[[Category:Dedicated deck card games]]
[[Category:Man-to-man wargames]]
[[Category:World War II games]]
[[it:Up Front]]
54cu269031drj2fl3i17dik4nq865tx
Uta-garuta
0
2185
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2009-09-03T19:50:58Z
Alexbot
307049
robot Adding: [[es:Uta-garuta]]
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text/x-wiki
[[Image:Playing uta garuta.jpg|thumb|right|A game of uta garuta being played by a group of women in tradition dress around the beginning of the 20th century.]]
{{Nihongo|'''Uta-garuta'''|歌ガルタ}} is the most popular among the many kinds of [[karuta]] ([[card game]]s) in [[Japan]]. It is played mostly on [[Japanese New Year|New Year's Day]], but there are also national conventions for playing uta-garuta. Each card has a poem, or portion thereof, written on it with a total of 100 poems in the game. The standard collection of poems used were chosen by [[Fujiwara no Teika]], who was a poet in [[Heian period]], though he was not responsible for creating the game.
==How to play==
The game of uta-garuta involves two types of cards.
*100 "reading" cards with drawings: yomifuda
*100 "grabbing" cards with words: torifuda
There are whole phrases of [[Waka (poetry)|waka]] from the collection called ''[[Hyakunin Isshu]]'' written on the yomifuda. Only the lower phrase of the waka is written on the torifuda. When the reader reads out the waka on the yomifuda, the player quickly searches for the card among the torifuda to look for the phrase that matches the one that the reader is reading. This is the basic rule.
There are two ways to play this game.
===Chirashidori===
One reader, more than three players:
#Mix up the deck of torifuda, and lay them out on the floor. Players sit around the cards.
#The reader reads out the waka.
#When you know the lower phrase by only hearing the upper phrase, you can take the card with the lower phrase.
#If you haven’t memorized the whole waka, then you have to wait until the reader reads out the lower phrase.
#When someone takes the yomifuda, the reader moves on to the next waka.
#When all the cards are read, the person who has taken the most cards wins the game.
===Genpei gassen===
One reader, one or more players on each of two sides
#Divide the players into two groups. One is called the Genji side, and the other is called the Heike side.
#Mix up the torifuda, and give 50 cards each to the sides.
#Genji and Heike sit face to face. Lay out your own 50 cards in three lines, facing your own way.
#The way to take the torifuda is the same as with Chirashidori.
#You can take not only your side’s cards, but your opponent’s too.
#When you take the opponent side’s cards, you give them one card from your side.
#If you take the wrong card, your opponent will give you a card from his side.
#The side that takes all of their side’s torifuda first wins the game.
The odds of winning increases if one knows all 100 waka. If you do, then you will be able to take the cards when the reader only reads the first lines of the waka.
[[Category:Dedicated deck card games]]
[[Category:Japanese word games]]
[[Category:Articles lacking sources (Erik9bot)]]
[[de:Uta-Garuta]]
[[es:Uta-garuta]]
[[ja:百人一首#かるた]]
22xthx4yehumt8x4i3gx37cwssnro9v
4205
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Kingstonlee
1735031
1 revision
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text/x-wiki
[[Image:Playing uta garuta.jpg|thumb|right|A game of uta garuta being played by a group of women in tradition dress around the beginning of the 20th century.]]
{{Nihongo|'''Uta-garuta'''|歌ガルタ}} is the most popular among the many kinds of [[karuta]] ([[card game]]s) in [[Japan]]. It is played mostly on [[Japanese New Year|New Year's Day]], but there are also national conventions for playing uta-garuta. Each card has a poem, or portion thereof, written on it with a total of 100 poems in the game. The standard collection of poems used were chosen by [[Fujiwara no Teika]], who was a poet in [[Heian period]], though he was not responsible for creating the game.
==How to play==
The game of uta-garuta involves two types of cards.
*100 "reading" cards with drawings: yomifuda
*100 "grabbing" cards with words: torifuda
There are whole phrases of [[Waka (poetry)|waka]] from the collection called ''[[Hyakunin Isshu]]'' written on the yomifuda. Only the lower phrase of the waka is written on the torifuda. When the reader reads out the waka on the yomifuda, the player quickly searches for the card among the torifuda to look for the phrase that matches the one that the reader is reading. This is the basic rule.
There are two ways to play this game.
===Chirashidori===
One reader, more than three players:
#Mix up the deck of torifuda, and lay them out on the floor. Players sit around the cards.
#The reader reads out the waka.
#When you know the lower phrase by only hearing the upper phrase, you can take the card with the lower phrase.
#If you haven’t memorized the whole waka, then you have to wait until the reader reads out the lower phrase.
#When someone takes the yomifuda, the reader moves on to the next waka.
#When all the cards are read, the person who has taken the most cards wins the game.
===Genpei gassen===
One reader, one or more players on each of two sides
#Divide the players into two groups. One is called the Genji side, and the other is called the Heike side.
#Mix up the torifuda, and give 50 cards each to the sides.
#Genji and Heike sit face to face. Lay out your own 50 cards in three lines, facing your own way.
#The way to take the torifuda is the same as with Chirashidori.
#You can take not only your side’s cards, but your opponent’s too.
#When you take the opponent side’s cards, you give them one card from your side.
#If you take the wrong card, your opponent will give you a card from his side.
#The side that takes all of their side’s torifuda first wins the game.
The odds of winning increases if one knows all 100 waka. If you do, then you will be able to take the cards when the reader only reads the first lines of the waka.
[[Category:Dedicated deck card games]]
[[Category:Japanese word games]]
[[Category:Articles lacking sources (Erik9bot)]]
[[de:Uta-Garuta]]
[[es:Uta-garuta]]
[[ja:百人一首#かるた]]
22xthx4yehumt8x4i3gx37cwssnro9v
Vampire (card game)
0
2213
4260
2009-01-24T00:33:34Z
ClueBot
247081
Reverting possible vandalism by [[Special:Contributions/Dustindustin1122|Dustindustin1122]] to version by Mike Selinker. False positive? [[User:ClueBot/FalsePositives|Report it]]. Thanks, [[User:ClueBot|ClueBot]]. (543930) (Bot)
4260
wikitext
text/x-wiki
{{Infobox Game |
subject_name=Vampire |
image_link= |
image_caption= |
designer=[[Reiner Knizia]] |
publisher=[[Rio Grande Games]]<br/>[[Goldsieber]] |
players=3–5 |
setup_time= 2 minutes |
playing_time = 20 minutes|
complexity=Low |
strategy= |
random_chance=Medium |
skills= [[Strategy|Strategic thought]]|
bggid=497
}}
'''''Vampire''''' is a [[vampire]]-themed [[card game]] designed by [[Reiner Knizia]]. The goal is to meld sets of vampires from six different suits. The game ends when all cards have been drawn, or a player has melded vampires from all six suits, and the winner is the player with the most points.
==External links==
* {{bgg|497|''Vampire''}}
[[Category:Dedicated deck card games]]
[[Category:Matching card games]]
[[Category:Reiner Knizia games]]
[[Category:Rio Grande Games games]]
{{card-game-stub}}
tc5eolch16d150gkk2x1x12zbgg2sqw
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Kingstonlee
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1 revision
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{{Infobox Game |
subject_name=Vampire |
image_link= |
image_caption= |
designer=[[Reiner Knizia]] |
publisher=[[Rio Grande Games]]<br/>[[Goldsieber]] |
players=3–5 |
setup_time= 2 minutes |
playing_time = 20 minutes|
complexity=Low |
strategy= |
random_chance=Medium |
skills= [[Strategy|Strategic thought]]|
bggid=497
}}
'''''Vampire''''' is a [[vampire]]-themed [[card game]] designed by [[Reiner Knizia]]. The goal is to meld sets of vampires from six different suits. The game ends when all cards have been drawn, or a player has melded vampires from all six suits, and the winner is the player with the most points.
==External links==
* {{bgg|497|''Vampire''}}
[[Category:Dedicated deck card games]]
[[Category:Matching card games]]
[[Category:Reiner Knizia games]]
[[Category:Rio Grande Games games]]
{{card-game-stub}}
tc5eolch16d150gkk2x1x12zbgg2sqw
Vegas Showdown
0
2054
3936
2009-11-06T03:42:35Z
71.253.64.77
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text/x-wiki
{{Infobox Game|
subject_name=Vegas Showdown|
image_link=[[Image:Vegas Showdown.JPG|250 px]] |
image_caption= |
players=3 to 5|
ages=12 and up |
setup_time=< 5 minutes |
playing_time= 1 hour+|
complexity=Medium |
strategy=Medium|
random_chance=Medium |
skills= |
footnotes=
}}
'''''Vegas Showdown''''' is a [[board game]] for players aged 12 and above.
'''From the publisher:'''
Build your own hotel/casino by bidding against the other players to acquire tiles that represent slot machines, lounges, restaurants, and other casino-related places. Put those tiles on your player board, which represents your own customized casino. The tiles will allow you to increase your revenue, services, and fame. Build buzz for your casino through publicity events like hosting a Biz Markie concert or staging a food fight. The player who builds the most famous hotel/casino wins the game.
==External links==
* [http://www.wizards.com/default.asp?x=ah/prod/vegasshowdown ''Vegas Showdown''] official site
* {{bgg|15364|''Vegas Showdown''}}
{{Board-game-stub}}
[[Category:Avalon Hill games]]
[[Category:Economic simulation board games]]
[[Category:Tile-laying board games]]
[[Category:Auction board games]]
s86un6o7o2oyywkadcpycfpk7a8l21v
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Kingstonlee
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1 revision
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{{Infobox Game|
subject_name=Vegas Showdown|
image_link=[[Image:Vegas Showdown.JPG|250 px]] |
image_caption= |
players=3 to 5|
ages=12 and up |
setup_time=< 5 minutes |
playing_time= 1 hour+|
complexity=Medium |
strategy=Medium|
random_chance=Medium |
skills= |
footnotes=
}}
'''''Vegas Showdown''''' is a [[board game]] for players aged 12 and above.
'''From the publisher:'''
Build your own hotel/casino by bidding against the other players to acquire tiles that represent slot machines, lounges, restaurants, and other casino-related places. Put those tiles on your player board, which represents your own customized casino. The tiles will allow you to increase your revenue, services, and fame. Build buzz for your casino through publicity events like hosting a Biz Markie concert or staging a food fight. The player who builds the most famous hotel/casino wins the game.
==External links==
* [http://www.wizards.com/default.asp?x=ah/prod/vegasshowdown ''Vegas Showdown''] official site
* {{bgg|15364|''Vegas Showdown''}}
{{Board-game-stub}}
[[Category:Avalon Hill games]]
[[Category:Economic simulation board games]]
[[Category:Tile-laying board games]]
[[Category:Auction board games]]
s86un6o7o2oyywkadcpycfpk7a8l21v
Wall Street Spin
0
2078
3984
2009-02-21T21:34:25Z
Addbot
4990712
[[User:Addbot|Bot:]] Adding Orphan Tag ([[User_Talk:Addbot|Report Errors]])
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text/x-wiki
{{Orphan|date=February 2009}}
{{Infobox_Game
| subject_name = Wall Street Spin
| image_link =
| image_caption =
| players = 2–6
| ages = 10 and up
| setup_time = 3 minutes
| playing_time = 1-1.5 hours
| complexity = medium-low
| strategy = medium
| random_chance = high
| skills = Math, Strategy, Bargaining
| web = http://www.funspin.com
}}
'''''Wall Street Spin''''' is a [[board game]] with a [[stock market]] theme.
==History==
''Wall Street Spin'' was created by [[Donald Deitch|Don]] and [[Betty Deitch]] and first published by [[FunSpin Games]] in [[2003]]. After losing a considerable sum of money in the [[stock market]],<ref name="SFC">{{cite web|url=http://www.sfgate.com/cgi-bin/article.cgi?f=/chronicle/archive/2003/12/07/PKGQ73DPOK1.DTL| last=Hartlaub|first=Peter|title=We Got Game|publisher=[[San Francisco Chronicle]]|date=7 December 2003 |accessdate=2008-01-06}}</ref> Don and Betty got the idea of designing a game based on the ups and downs of the stock market. After being diagnosed with [[cancer]] and being told he had six months to live, Donald fought his cancer and is now as healthy as ever. When he beat the cancer, he and his wife invested money in to [[publishing]] their [[prototype]] in 2003. They recruited the help of [[Academy Award|Oscar]]-winning [[animation]] director [[Gene Deitch]] to write the company names and called upon [[Melanie Paykos Design]] to design the final game board.
==Gameplay==
Many aspects are of the game are affected by the patented Fun Spin spinner. It replaces dice for pawn movement, it generates random good or bad events which affect every player and it changes the prices of stock dividends by multiplying them.
Players go around the board buying stock in companies they land on. If someone else lands on these stocks, they must pay the owner a dividend which is calculated as a base price on the stock card multiplied by a spin of the spinner. As groups of stocks are purchased, each stock generates more income. These powerful stock groups can be broken up by random chance with Market Events and News Cards.
The game play is similar to ''[[Monopoly]]'',<ref name="SFC"/> but time limit rules make the game have a faster pace and end faster. The timed game is an optional rule, so instead of seeing who has the most money in an hour, an epic marathon game can last for days.
==Awards==
''Wall Street Spin'' was named as one of Dr. Toy's ''Best Children's Vacation Products'' of 2003.<ref>{{cite web|url=http://www.drtoy.com/2003_v/winners.html|title=Dr. Toy's Best Children's Vacation Products - 2003 Winners List''|author=Stevanne Auerbach, PhD|accessdate=2008-01-06}}</ref>
==References==
{{reflist}}
==External links==
*{{bgg|12232|''Wall Street Spin''}}
[[Category:Economic simulation board games]]
jgzhecprvca4o26s1qiza9iey4yujo5
3985
3984
2009-12-09T23:29:59Z
Kingstonlee
1735031
1 revision
3985
wikitext
text/x-wiki
{{Orphan|date=February 2009}}
{{Infobox_Game
| subject_name = Wall Street Spin
| image_link =
| image_caption =
| players = 2–6
| ages = 10 and up
| setup_time = 3 minutes
| playing_time = 1-1.5 hours
| complexity = medium-low
| strategy = medium
| random_chance = high
| skills = Math, Strategy, Bargaining
| web = http://www.funspin.com
}}
'''''Wall Street Spin''''' is a [[board game]] with a [[stock market]] theme.
==History==
''Wall Street Spin'' was created by [[Donald Deitch|Don]] and [[Betty Deitch]] and first published by [[FunSpin Games]] in [[2003]]. After losing a considerable sum of money in the [[stock market]],<ref name="SFC">{{cite web|url=http://www.sfgate.com/cgi-bin/article.cgi?f=/chronicle/archive/2003/12/07/PKGQ73DPOK1.DTL| last=Hartlaub|first=Peter|title=We Got Game|publisher=[[San Francisco Chronicle]]|date=7 December 2003 |accessdate=2008-01-06}}</ref> Don and Betty got the idea of designing a game based on the ups and downs of the stock market. After being diagnosed with [[cancer]] and being told he had six months to live, Donald fought his cancer and is now as healthy as ever. When he beat the cancer, he and his wife invested money in to [[publishing]] their [[prototype]] in 2003. They recruited the help of [[Academy Award|Oscar]]-winning [[animation]] director [[Gene Deitch]] to write the company names and called upon [[Melanie Paykos Design]] to design the final game board.
==Gameplay==
Many aspects are of the game are affected by the patented Fun Spin spinner. It replaces dice for pawn movement, it generates random good or bad events which affect every player and it changes the prices of stock dividends by multiplying them.
Players go around the board buying stock in companies they land on. If someone else lands on these stocks, they must pay the owner a dividend which is calculated as a base price on the stock card multiplied by a spin of the spinner. As groups of stocks are purchased, each stock generates more income. These powerful stock groups can be broken up by random chance with Market Events and News Cards.
The game play is similar to ''[[Monopoly]]'',<ref name="SFC"/> but time limit rules make the game have a faster pace and end faster. The timed game is an optional rule, so instead of seeing who has the most money in an hour, an epic marathon game can last for days.
==Awards==
''Wall Street Spin'' was named as one of Dr. Toy's ''Best Children's Vacation Products'' of 2003.<ref>{{cite web|url=http://www.drtoy.com/2003_v/winners.html|title=Dr. Toy's Best Children's Vacation Products - 2003 Winners List''|author=Stevanne Auerbach, PhD|accessdate=2008-01-06}}</ref>
==References==
{{reflist}}
==External links==
*{{bgg|12232|''Wall Street Spin''}}
[[Category:Economic simulation board games]]
jgzhecprvca4o26s1qiza9iey4yujo5
Walt Disney's Peter Pan (board game)
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{{Orphan|date=February 2009}}
[[Image:Peter Pan Game 03.JPG|thumb|Box cover]]
'''''Walt Disney's Peter Pan: A Game of Adventure''''' (1953) is a Transogram Company Inc. track [[board game]] based upon the [[The Walt Disney Company|Walt Disney Productions]] [[animated film|animated feature film]], ''[[Peter Pan (1953 film)|Peter Pan]]'' ([[1953]]). The game was one of many toys that exploited the popularity of [[Walt Disney]]'s post-[[WWII]] movies.<ref>Rich, Mark. ''Warman's 101 Greatest Baby Boomer Toys''. kp books, 2005. p. 72.</ref> The object of the game is to be the first player to travel from the Darling's House to [[Neverland]] and back to the Darling's House.
==Game play==
[[Image:Peter Pan Game 01.JPG|thumb|Game board]]
Play begins at the Darling House in the upper left hand corner of the game board. Each player moves, in turn, the number of spaces along the track indicated by his spin of the dial. When a player reaches the Never Isle, he selects a character from the film ([[Peter Pan (literary character)|Peter Pan]], Wendy, Michael, or John) and receives the instruction card for that character. The player follows his chosen character's track on the board, obeying instructions upon the character's card. The player is also obligated to follow any instructions on those spaces he lands upon after spinning the dial during the course of his turn at play. The first player who travels from Never Land to Skull Rock and along the Stardust Trail to [Captain Hook|Capt. Hook]]'s ship, and returns to the Darling's House is declared the winner.
==References==
<references/>
[[Category:Board games based on animated feature films]]
[[Category:Children's board games]]
[[Category:Race games]]
[[Category:Roll-and-move board games]]
[[Category:Tabletop games]]
awvgyhzg89jywqht4abmxcdyrridapa
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Kingstonlee
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{{Orphan|date=February 2009}}
[[Image:Peter Pan Game 03.JPG|thumb|Box cover]]
'''''Walt Disney's Peter Pan: A Game of Adventure''''' (1953) is a Transogram Company Inc. track [[board game]] based upon the [[The Walt Disney Company|Walt Disney Productions]] [[animated film|animated feature film]], ''[[Peter Pan (1953 film)|Peter Pan]]'' ([[1953]]). The game was one of many toys that exploited the popularity of [[Walt Disney]]'s post-[[WWII]] movies.<ref>Rich, Mark. ''Warman's 101 Greatest Baby Boomer Toys''. kp books, 2005. p. 72.</ref> The object of the game is to be the first player to travel from the Darling's House to [[Neverland]] and back to the Darling's House.
==Game play==
[[Image:Peter Pan Game 01.JPG|thumb|Game board]]
Play begins at the Darling House in the upper left hand corner of the game board. Each player moves, in turn, the number of spaces along the track indicated by his spin of the dial. When a player reaches the Never Isle, he selects a character from the film ([[Peter Pan (literary character)|Peter Pan]], Wendy, Michael, or John) and receives the instruction card for that character. The player follows his chosen character's track on the board, obeying instructions upon the character's card. The player is also obligated to follow any instructions on those spaces he lands upon after spinning the dial during the course of his turn at play. The first player who travels from Never Land to Skull Rock and along the Stardust Trail to [Captain Hook|Capt. Hook]]'s ship, and returns to the Darling's House is declared the winner.
==References==
<references/>
[[Category:Board games based on animated feature films]]
[[Category:Children's board games]]
[[Category:Race games]]
[[Category:Roll-and-move board games]]
[[Category:Tabletop games]]
awvgyhzg89jywqht4abmxcdyrridapa
Walt Disney's Sleeping Beauty (board game)
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Hailey C. Shannon
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[[Image:Sleeping Beauty Game 01.JPG|thumb|250px|Box cover, 1958]]
'''''Walt Disney's Sleeping Beauty Game''''' (1958) is a [[Parker Brothers]] children's [[board game]] for two to four players based upon the [[Walt Disney Productions]] [[animated film]], ''[[Sleeping Beauty (1959 film)|Sleeping Beauty]]'' ([[1959]]). The object of the game is to be the first player holding three different picture cards to reach the castle and the space marked "The End".<ref name="Chertoff">Chertoff, Nina, and Susan Kahn. ''Celebrating Board Games.'' Sterling Publishing Co., Inc., 2006</ref>
The Disney film retains the basics of [[Charles Perrault]]'s 17th century fairy tale about a princess cursed to sleep one hundred years, but adds three elderly fairies who protect the princess, a prince armed with a magic sword and shield, and other details. The Disney twists on the tale are incorporated into the game, and Disney's "stunning graphics"<ref name="Chertoff" /> illustrate the game board. In addition to the board game, the film generated books, toys, and other juvenile merchandise.
==Game play==
The equipment consists of a center-seamed game board, four tokens in various colors, four spinners, four magic wands, and a deck of picture cards.
The first player moves the number of spaces along the track according to their spin on their dial. If they land on a pink star, their turn ends. If they land on a yellow star, they draws a card and follows its instruction. If they draw a picture card, they retain it face down at their place. If a player spins a 6, they have the choice of moving 6 spaces or taking a magic wand. They may play the wand at any time during the game and in doing so draws 2 cards, following their instructions. A player must hold three different picture cards before entering the Path of Happiness. If they do not hold 3 picture cards, they continues around the Deep Sleep circle until they attains the required 3 picture cards. Should a player land on a purple Maleficent space, they returns one of their picture cards to the deck.
==References==
<references/>
== External links ==
* [http://www.boardgamegeek.com/boardgame/17868 Article] from [[BoardGameGeek]]
{{Sleeping Beauty (Disney)}}
[[Category:Board games based on animated feature films]]
[[Category:Children's board games]]
[[Category:Parker Brothers games]]
[[Category:Race games]]
[[Category:Roll-and-move board games]]
[[Category:Tabletop games]]
[[Category:Toys of the 1950s]]
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[[Image:Sleeping Beauty Game 01.JPG|thumb|250px|Box cover, 1958]]
'''''Walt Disney's Sleeping Beauty Game''''' (1958) is a [[Parker Brothers]] children's [[board game]] for two to four players based upon the [[Walt Disney Productions]] [[animated film]], ''[[Sleeping Beauty (1959 film)|Sleeping Beauty]]'' ([[1959]]). The object of the game is to be the first player holding three different picture cards to reach the castle and the space marked "The End".<ref name="Chertoff">Chertoff, Nina, and Susan Kahn. ''Celebrating Board Games.'' Sterling Publishing Co., Inc., 2006</ref>
The Disney film retains the basics of [[Charles Perrault]]'s 17th century fairy tale about a princess cursed to sleep one hundred years, but adds three elderly fairies who protect the princess, a prince armed with a magic sword and shield, and other details. The Disney twists on the tale are incorporated into the game, and Disney's "stunning graphics"<ref name="Chertoff" /> illustrate the game board. In addition to the board game, the film generated books, toys, and other juvenile merchandise.
==Game play==
The equipment consists of a center-seamed game board, four tokens in various colors, four spinners, four magic wands, and a deck of picture cards.
The first player moves the number of spaces along the track according to their spin on their dial. If they land on a pink star, their turn ends. If they land on a yellow star, they draws a card and follows its instruction. If they draw a picture card, they retain it face down at their place. If a player spins a 6, they have the choice of moving 6 spaces or taking a magic wand. They may play the wand at any time during the game and in doing so draws 2 cards, following their instructions. A player must hold three different picture cards before entering the Path of Happiness. If they do not hold 3 picture cards, they continues around the Deep Sleep circle until they attains the required 3 picture cards. Should a player land on a purple Maleficent space, they returns one of their picture cards to the deck.
==References==
<references/>
== External links ==
* [http://www.boardgamegeek.com/boardgame/17868 Article] from [[BoardGameGeek]]
{{Sleeping Beauty (Disney)}}
[[Category:Board games based on animated feature films]]
[[Category:Children's board games]]
[[Category:Parker Brothers games]]
[[Category:Race games]]
[[Category:Roll-and-move board games]]
[[Category:Tabletop games]]
[[Category:Toys of the 1950s]]
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Waterworks (card game)
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{{Infobox_Game | subject_name = Waterworks
| image_link =
| image_caption = Scan of 1976 Parker Brothers Water Works game box.
| players = 2–5
| ages = 8 to Adult
| setup_time = 5 minutes
| playing_time = 15 minutes
| complexity= Easy
| strategy = Easy
| random_chance = Medium
| skills = [[Topology]]
| bggid=333
| footnotes =
}}
== Description ==
'''Waterworks''' is a [[card game]] created by [[Parker Brothers]] in 1972. The game pieces consist of a deck of 110 [[water pipe|pipe]] cards, 1 bathtub-shaped card tray, and 10 small metal [[wrench]]es. The object is for each player to create a pipeline of a designated length, beginning with a valve and ending with a spout.
Players begin with a hand of five pipe cards and two wrenches. Cards used in play are [[lead]] pipe cards, [[copper]] pipe cards (invulnerable to leaks), and lead pipe cards that are already leaky. The valve card is placed on the table to begin a player's pipeline, and the spout is set aside, to be used when the player has completed their pipeline.
A number of different pipe shapes (L-bends, T-pipes, straight, etc.) are represented in the game. Leaky pipes can only be added to another player's pipeline, and players cannot add to their pipeline until leaks are repaired. Leaks are repaired by either placing an intact pipe of the same shape over the leak or placing a wrench on the leak card. Play proceeds clockwise and new cards are drawn after cards are played. Players always have the option of exchanging a single card rather than playing a card.
== Object ==
Players race to be the first to complete a continuous, leak-free pipeline that connects their valve card to their spout card.
== Cards Required To Win ==
The minimum length of the pipeline required to win varies by the number of players, as follows:
{|
|-----
! Players
!
! Cards
|-----
| 2 || || 15
|-----
| 3 || || 12
|-----
| 4 || || 10
|-----
| 5 || || 8
|-----
| 6 || || 6
|}
== Other Rules ==
* The first thing a player does on each turn is draw a card.
* Following the draw, each player can do ''one'' of the following items: (1) place a "good" pipe card on your pipeline, (2) place a metal wrench on a leaky pipe in his or her own pipeline, (3) place a "leaky" pipe card on another player's pipeline, or (4) discard a card face up in the "discard" pile.
* When a wrench is played to fix a leaky pipe, that wrench can never be moved and the player also discards a card into the discard pile.
* When a player's turn ends he or she should always have five cards in hand.
* Cards are always played vertically. No card can be played such that it is oriented 90 degrees, or "sideways," compared to the rest of the pipeline.
* No play is allowed which would create more than one leak on a player's pipeline at one time.
* In an addendum rule given to a player of the game as a lad, Parker Brothers cleared up this point: No card may be played on another player's track which prevents their completion of their track. As an example, you cannot place a leaky pipe on a player, which creates a 'spiral' of pipe from source to sink, such that the other player cannot complete their pipe.
== Reissued Edition ==
Winning Moves Games has reissued the game as "Classic Waterworks." [http://www.winning-moves.com//B248E7C47573406FA00E4443EFE8E0F7.asp?p_key=294978DACAF74852B95AE9AC01A29529]
{{Monopoly}}
[[Category:Dedicated deck card games]]
[[Category:Parker Brothers games]]
[[Category:Winning Moves games]]
{{card-game-stub}}
[[ja:水道管ゲーム]]
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{{Infobox_Game | subject_name = Waterworks
| image_link =
| image_caption = Scan of 1976 Parker Brothers Water Works game box.
| players = 2–5
| ages = 8 to Adult
| setup_time = 5 minutes
| playing_time = 15 minutes
| complexity= Easy
| strategy = Easy
| random_chance = Medium
| skills = [[Topology]]
| bggid=333
| footnotes =
}}
== Description ==
'''Waterworks''' is a [[card game]] created by [[Parker Brothers]] in 1972. The game pieces consist of a deck of 110 [[water pipe|pipe]] cards, 1 bathtub-shaped card tray, and 10 small metal [[wrench]]es. The object is for each player to create a pipeline of a designated length, beginning with a valve and ending with a spout.
Players begin with a hand of five pipe cards and two wrenches. Cards used in play are [[lead]] pipe cards, [[copper]] pipe cards (invulnerable to leaks), and lead pipe cards that are already leaky. The valve card is placed on the table to begin a player's pipeline, and the spout is set aside, to be used when the player has completed their pipeline.
A number of different pipe shapes (L-bends, T-pipes, straight, etc.) are represented in the game. Leaky pipes can only be added to another player's pipeline, and players cannot add to their pipeline until leaks are repaired. Leaks are repaired by either placing an intact pipe of the same shape over the leak or placing a wrench on the leak card. Play proceeds clockwise and new cards are drawn after cards are played. Players always have the option of exchanging a single card rather than playing a card.
== Object ==
Players race to be the first to complete a continuous, leak-free pipeline that connects their valve card to their spout card.
== Cards Required To Win ==
The minimum length of the pipeline required to win varies by the number of players, as follows:
{|
|-----
! Players
!
! Cards
|-----
| 2 || || 15
|-----
| 3 || || 12
|-----
| 4 || || 10
|-----
| 5 || || 8
|-----
| 6 || || 6
|}
== Other Rules ==
* The first thing a player does on each turn is draw a card.
* Following the draw, each player can do ''one'' of the following items: (1) place a "good" pipe card on your pipeline, (2) place a metal wrench on a leaky pipe in his or her own pipeline, (3) place a "leaky" pipe card on another player's pipeline, or (4) discard a card face up in the "discard" pile.
* When a wrench is played to fix a leaky pipe, that wrench can never be moved and the player also discards a card into the discard pile.
* When a player's turn ends he or she should always have five cards in hand.
* Cards are always played vertically. No card can be played such that it is oriented 90 degrees, or "sideways," compared to the rest of the pipeline.
* No play is allowed which would create more than one leak on a player's pipeline at one time.
* In an addendum rule given to a player of the game as a lad, Parker Brothers cleared up this point: No card may be played on another player's track which prevents their completion of their track. As an example, you cannot place a leaky pipe on a player, which creates a 'spiral' of pipe from source to sink, such that the other player cannot complete their pipe.
== Reissued Edition ==
Winning Moves Games has reissued the game as "Classic Waterworks." [http://www.winning-moves.com//B248E7C47573406FA00E4443EFE8E0F7.asp?p_key=294978DACAF74852B95AE9AC01A29529]
{{Monopoly}}
[[Category:Dedicated deck card games]]
[[Category:Parker Brothers games]]
[[Category:Winning Moves games]]
{{card-game-stub}}
[[ja:水道管ゲーム]]
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Whot
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{{Orphan|date=February 2009}}
{{about|the card game|the [[United States|American]] [[radio station]] with these [[call sign|call letters]]|WHOT-FM}}
{|style="float:right;"
|<!-- Commented out because image was deleted: [[Image:whot circle 3.jpg|thumb|3 of circles]] -->
|<!-- Deleted image removed: [[Image:Whot 20.jpg|thumb|"Whot!"|{{deletable image-caption|1=Sunday, 13 January 2008}}]] -->
|}
'''Whot''' is a game played with a set of non-standard cards in five suits: circles, crosses, triangles, stars and squares. It is similar to [[Crazy Eights]]. At one point, the game was manufactured by John Waddington Ltd.
Early packs were printed with the slogans "a unique card game" and "a game for everyone". The name of the game is given an exclamation mark ("Whot!") on later packs.
{{card-game-stub}}
[[Category:Dedicated deck card games]]
[[Category:Articles lacking sources (Erik9bot)]]
[[Category:Shedding-type card games]]
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{{Orphan|date=February 2009}}
{{about|the card game|the [[United States|American]] [[radio station]] with these [[call sign|call letters]]|WHOT-FM}}
{|style="float:right;"
|<!-- Commented out because image was deleted: [[Image:whot circle 3.jpg|thumb|3 of circles]] -->
|<!-- Deleted image removed: [[Image:Whot 20.jpg|thumb|"Whot!"|{{deletable image-caption|1=Sunday, 13 January 2008}}]] -->
|}
'''Whot''' is a game played with a set of non-standard cards in five suits: circles, crosses, triangles, stars and squares. It is similar to [[Crazy Eights]]. At one point, the game was manufactured by John Waddington Ltd.
Early packs were printed with the slogans "a unique card game" and "a game for everyone". The name of the game is given an exclamation mark ("Whot!") on later packs.
{{card-game-stub}}
[[Category:Dedicated deck card games]]
[[Category:Articles lacking sources (Erik9bot)]]
[[Category:Shedding-type card games]]
9nm4yyzlquy82xkb4avkns0pe0qqegg
Wide World
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2009-02-22T23:30:25Z
Mike Selinker
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{{Orphan|date=February 2009}}
{{Infobox_Game
| title = Wide World
| subtitle =
| image_link = [[Image:wide_world.jpg|350px]]
| image_caption =
| designer =
| illustrator =
| publisher = [[Parker Brothers]]<br>[[Waddingtons]]
| players = 2–6
| setup_time = 5 minutes
| playing_time = ''About'' 30 minutes
| complexity = Easy
| strategy = Medium
| random_chance = Medium ([[Dice|dice rolling]], card drawing)
| footnotes =
| bggid = 1406
| bggxrefs =
}}
'''''Wide World''''' is a [[board game]] published by [[Parker Brothers]], a subsidiary of [[Hasbro]]. The players a dealt a number of ''Destination'' cards. When a destination is visited then the player takes two ''Product'' cards, which are either worth 1 or 2 points. The player who visits all his destinations first then returns home is awarded an extra 5 points then the player with the most points wins.<ref name='r1'>http://www.gamepile.com/details.php?id=75</ref>
To get to their destinations, the players roll a [[dice|die]] then move the number of squares shown. The players are not required to land on their destinations exactly (if they are 3 squares away then they can land on their destination if they roll a 5 for example). If a player lands on a red spot on the board, they must take a ''Travel Agent'' card. These cards may move the player around the board, allow them another turn and other actions.
In later versions of the game, a "Weather Vane" was added. It was a plastic sheet which covered a quarter of the board and when a six is rolled, it moves, taking any player on it to a different part of the board.<ref name='r2'>http://www.boardgamegeek.com/game/1729</ref>
==References==
<references/>
[[Category:Roll-and-move board games]]
[[Category:Multiplayer games]]
[[Category:Parker Brothers games]]
[[Category:Waddingtons games]]
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{{Orphan|date=February 2009}}
{{Infobox_Game
| title = Wide World
| subtitle =
| image_link = [[Image:wide_world.jpg|350px]]
| image_caption =
| designer =
| illustrator =
| publisher = [[Parker Brothers]]<br>[[Waddingtons]]
| players = 2–6
| setup_time = 5 minutes
| playing_time = ''About'' 30 minutes
| complexity = Easy
| strategy = Medium
| random_chance = Medium ([[Dice|dice rolling]], card drawing)
| footnotes =
| bggid = 1406
| bggxrefs =
}}
'''''Wide World''''' is a [[board game]] published by [[Parker Brothers]], a subsidiary of [[Hasbro]]. The players a dealt a number of ''Destination'' cards. When a destination is visited then the player takes two ''Product'' cards, which are either worth 1 or 2 points. The player who visits all his destinations first then returns home is awarded an extra 5 points then the player with the most points wins.<ref name='r1'>http://www.gamepile.com/details.php?id=75</ref>
To get to their destinations, the players roll a [[dice|die]] then move the number of squares shown. The players are not required to land on their destinations exactly (if they are 3 squares away then they can land on their destination if they roll a 5 for example). If a player lands on a red spot on the board, they must take a ''Travel Agent'' card. These cards may move the player around the board, allow them another turn and other actions.
In later versions of the game, a "Weather Vane" was added. It was a plastic sheet which covered a quarter of the board and when a six is rolled, it moves, taking any player on it to a different part of the board.<ref name='r2'>http://www.boardgamegeek.com/game/1729</ref>
==References==
<references/>
[[Category:Roll-and-move board games]]
[[Category:Multiplayer games]]
[[Category:Parker Brothers games]]
[[Category:Waddingtons games]]
2xvd9n0bk9tb52xexx6d1r3ybmf2m4i
Wings of War
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Im>Hmains
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{{Infobox Game <!-- See Wikipedia talk:WikiProject Games/Infobox -->
| title = Wings of War
| subtitle =
| image_link = [[Image:WingsOfWarFamousAces.jpg|250px]]
| image_caption = ''Wings of War: Famous Aces''
| designer = [[Andrea Angiolino]] <br /> Pier Giorgio Paglia
| illustrator = Vincenzo Auletta <br /> Dario Calì
| publisher = [[Nexus Editrice]]
| players = 2 – 8
| ages = 10 and up
| setup_time = 5 minutes
| playing_time = 30 minutes
| random_chance = Damage
| skills = [[Simultaneous action selection]]
| footnotes =
| bggid = 9203
| bggxrefs =
}}
'''''Wings of War''''', by [[Andrea Angiolino]] and [[Pier Giorgio Paglia]], is a modular [[boardgame]] collection published by [[Nexus Editrice]] and dedicated to air combat.
The games mix [[card game]], [[board game]], and [[miniature wargaming]] mechanics to simulate air combat in the 20th century. The first collection is dedicated to the [[World War I|First World War]], while a second collection is about the [[World War II|Second World War]]. The air images and cover scenes are by [[Vincenzo Auletta]], and the landscapes on the cards are by [[Dario Calì]]. The graphic design is by [[Fabio Maiorana]]. The illustrations are based on extensive historical research.
First released in Italian in 2004, the game has an official English edition by [[Fantasy Flight Games]]. Other official editions have appeared in German, Greek, French, Spanish, Dutch, Russian and Polish, besides translations into other languages.
== Game mechanics ==
Each plane is depicted on a card and has a set of maneuver cards specifically designed for it, with large arrows on them. The player controlling it plans his turn choosing three of them in sequence and putting them face down on the gaming mat. All players reveal at the same time the first card for the turn, put it in front of the plane and move the latter so that the little arrowhead on the rear matches the one in front of the maneuver. Planes can then "fly" on the table or the floor. A ruler is used to see if a plane has enemy cards in his field of fire: if so, the player chooses one target that must take a damage card with a random amount of points (optional rules cover special damages too). Short range fire (up to half ruler of distance) mean two damage cards instead than one. Maneuvers available, firepower and number of damages sustained before being eliminated depend on the airplane chosen.
== Basic sets and booster packs ==
The first two sets are ''Wings of War - Famous Aces'' (Nexus Editrice 2004) and ''Wings of War - Watch your back!'' (Nexus Editrice 2005). The first one includes a selection of fighters with personal colors of the most renowned aces of World War I: the planes are [[Fokker Dr.I]] and [[Albatros D.Va]] for Central Empires and [[SPAD S.XIII|SPAD XIII]], [[Sopwith Camel]] and [[Sopwith Triplane]] for the Allied. ''WoW - Watch your back!'' adds other fighters and some two-seaters allowing bombings, recon missions and other special scenarios. ''WoW- Burning Drachens'' (Nexus Editrice 2005) is the newest set in the World War I series. It includes drachens, AA guns, machine guns, air-to-air [[Le Prieur rocket]]s, trench systems, and optional altitude rules. ''WoW- Burning Drachens'' includes rules for solo play as well as multi-player dogfights, bombing runs, and strafing or recon missions.Each set allows 2/4 people to play; the number can increase using more than one set.
The two booster packs ''Wings of War - Recon Patrol'' and ''Wings of War - Top Fighters'' (both Nexus Editrice 2006) add new plane models to the game, giving additional maneuvre decks, but can only be used by owners of at least one set. The ''Wings of War - Immelmann booster'' and ''Wings of War- Dogfight booster'' allow players to use other famous planes such as [[Max Immelmann]]'s [[Fokker Eindecker]].
''Wings of War - Dawn of War'' (Nexus Editrice 2007) allows 2/6 players to engage in dogfights with the most famous fighters and ground-attack planes of 1939-1943. The game system is quite different from the one of the World War I collection, so it can not be mixed with other sets. "Squadron" booster packs for the World War II series are ''Wings of War- Eagles of the Reich'' and ''Wings of War- Flying Legend''.
==''Wings of War Miniatures''==
''Wings of War Miniatures'' adds war game miniatures to ''Wings of War'' by introducing model airplanes on 1/144 scale that are used in place of the airplane cards. The miniatures are made of pre-painted pewter and plastic and come with a gaming base and a set of maneuver cards. A number of different miniatures have been created, and serve as an extension to ''Wings of War - Famous Aces'', ''Wings of War - Watch your back!'', and ''Wings of War - Burning Drachens''.<ref>[http://www.boardgamegeek.com/game/22510 ''Wings of War Miniatures'' on BoardGameGeek]</ref><ref>[http://www.fantasyflightgames.com/wwminis.html ''Wings of War Miniatures'' on the Fantasy Flight Games official site]</ref>
==References==
{{reflist}}
==External links==
*[http://www.wingsofwar.it Official site]
*[http://games.groups.yahoo.com/group/wow_nexus/ ''Wings of War'' fan discussion group]
*[http://www.wingsofwar.org ''Wings of War Aerodrome'' Missions, Campaigns and Custom Cards]
{{DEFAULTSORT:Wings Of War}}
[[Category:Dedicated deck card games]]
[[Category:World War I games]]
[[Category:World War II games]]
[[Category:2004 introductions]]
[[Category:Fantasy Flight Games games]]
[[de:Wings of war]]
[[fr:Wings of War]]
[[it:Wings of War]]
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{{Infobox Game <!-- See Wikipedia talk:WikiProject Games/Infobox -->
| title = Wings of War
| subtitle =
| image_link = [[Image:WingsOfWarFamousAces.jpg|250px]]
| image_caption = ''Wings of War: Famous Aces''
| designer = [[Andrea Angiolino]] <br /> Pier Giorgio Paglia
| illustrator = Vincenzo Auletta <br /> Dario Calì
| publisher = [[Nexus Editrice]]
| players = 2 – 8
| ages = 10 and up
| setup_time = 5 minutes
| playing_time = 30 minutes
| random_chance = Damage
| skills = [[Simultaneous action selection]]
| footnotes =
| bggid = 9203
| bggxrefs =
}}
'''''Wings of War''''', by [[Andrea Angiolino]] and [[Pier Giorgio Paglia]], is a modular [[boardgame]] collection published by [[Nexus Editrice]] and dedicated to air combat.
The games mix [[card game]], [[board game]], and [[miniature wargaming]] mechanics to simulate air combat in the 20th century. The first collection is dedicated to the [[World War I|First World War]], while a second collection is about the [[World War II|Second World War]]. The air images and cover scenes are by [[Vincenzo Auletta]], and the landscapes on the cards are by [[Dario Calì]]. The graphic design is by [[Fabio Maiorana]]. The illustrations are based on extensive historical research.
First released in Italian in 2004, the game has an official English edition by [[Fantasy Flight Games]]. Other official editions have appeared in German, Greek, French, Spanish, Dutch, Russian and Polish, besides translations into other languages.
== Game mechanics ==
Each plane is depicted on a card and has a set of maneuver cards specifically designed for it, with large arrows on them. The player controlling it plans his turn choosing three of them in sequence and putting them face down on the gaming mat. All players reveal at the same time the first card for the turn, put it in front of the plane and move the latter so that the little arrowhead on the rear matches the one in front of the maneuver. Planes can then "fly" on the table or the floor. A ruler is used to see if a plane has enemy cards in his field of fire: if so, the player chooses one target that must take a damage card with a random amount of points (optional rules cover special damages too). Short range fire (up to half ruler of distance) mean two damage cards instead than one. Maneuvers available, firepower and number of damages sustained before being eliminated depend on the airplane chosen.
== Basic sets and booster packs ==
The first two sets are ''Wings of War - Famous Aces'' (Nexus Editrice 2004) and ''Wings of War - Watch your back!'' (Nexus Editrice 2005). The first one includes a selection of fighters with personal colors of the most renowned aces of World War I: the planes are [[Fokker Dr.I]] and [[Albatros D.Va]] for Central Empires and [[SPAD S.XIII|SPAD XIII]], [[Sopwith Camel]] and [[Sopwith Triplane]] for the Allied. ''WoW - Watch your back!'' adds other fighters and some two-seaters allowing bombings, recon missions and other special scenarios. ''WoW- Burning Drachens'' (Nexus Editrice 2005) is the newest set in the World War I series. It includes drachens, AA guns, machine guns, air-to-air [[Le Prieur rocket]]s, trench systems, and optional altitude rules. ''WoW- Burning Drachens'' includes rules for solo play as well as multi-player dogfights, bombing runs, and strafing or recon missions.Each set allows 2/4 people to play; the number can increase using more than one set.
The two booster packs ''Wings of War - Recon Patrol'' and ''Wings of War - Top Fighters'' (both Nexus Editrice 2006) add new plane models to the game, giving additional maneuvre decks, but can only be used by owners of at least one set. The ''Wings of War - Immelmann booster'' and ''Wings of War- Dogfight booster'' allow players to use other famous planes such as [[Max Immelmann]]'s [[Fokker Eindecker]].
''Wings of War - Dawn of War'' (Nexus Editrice 2007) allows 2/6 players to engage in dogfights with the most famous fighters and ground-attack planes of 1939-1943. The game system is quite different from the one of the World War I collection, so it can not be mixed with other sets. "Squadron" booster packs for the World War II series are ''Wings of War- Eagles of the Reich'' and ''Wings of War- Flying Legend''.
==''Wings of War Miniatures''==
''Wings of War Miniatures'' adds war game miniatures to ''Wings of War'' by introducing model airplanes on 1/144 scale that are used in place of the airplane cards. The miniatures are made of pre-painted pewter and plastic and come with a gaming base and a set of maneuver cards. A number of different miniatures have been created, and serve as an extension to ''Wings of War - Famous Aces'', ''Wings of War - Watch your back!'', and ''Wings of War - Burning Drachens''.<ref>[http://www.boardgamegeek.com/game/22510 ''Wings of War Miniatures'' on BoardGameGeek]</ref><ref>[http://www.fantasyflightgames.com/wwminis.html ''Wings of War Miniatures'' on the Fantasy Flight Games official site]</ref>
==References==
{{reflist}}
==External links==
*[http://www.wingsofwar.it Official site]
*[http://games.groups.yahoo.com/group/wow_nexus/ ''Wings of War'' fan discussion group]
*[http://www.wingsofwar.org ''Wings of War Aerodrome'' Missions, Campaigns and Custom Cards]
{{DEFAULTSORT:Wings Of War}}
[[Category:Dedicated deck card games]]
[[Category:World War I games]]
[[Category:World War II games]]
[[Category:2004 introductions]]
[[Category:Fantasy Flight Games games]]
[[de:Wings of war]]
[[fr:Wings of War]]
[[it:Wings of War]]
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World Trader
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Fixing [[Wikipedia:Disambiguation pages with links|links to disambiguation pages]], improving links, other minor cleanup tasks, Replaced: [[Image: → [[File:, [[P using [[Project:AutoWikiBrowser|AWB]]
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{{Notability|date=April 2009}}
{{Primary sources|date=April 2009}}
{{Infobox VG
|title =
|image = [[File:WorldTraderLogo.gif|Boxart]]
|image_caption = World Trader logo
|developer = [[Cego ApS]]
|publisher = [[Cego ApS]]
|engine = Proprietary Java-based framework
|released = 2008
|genre = [[Strategy]]
|modes = [[Multiplayer]]
|players = 2-4
|platforms = [[Personal computer|PC]]
|requirements = Java 1.5 or higher
|input = Mouse
}}
'''''World Trader''''' is an online [[Monopoly (game)|Monopoly]]-like [[board game]], developed and published by [[Cego ApS]] in [[2008]] for most of their casual game portals. The game is currently available in five different languages, with the Danish version on [[KomOgVind]] being the most popular.
== Gameplay ==
The game features many of the same rules as the original Monopoly board game, but it has several new rules and extra features. The colour scheme and properties is different as well. Players take turns rolling two dice to move around the game board. The game revolves around players buying and selling properties, building houses and hotels for them and then charging each other rent for landing on the properties. Special properties like oil wells and airport adds to the strategic possibilities in the game, and a chance field makes sure even the poorest players always have a small chance to win.<ref name="world trader help page">{{cite web|url=http://www.playandwin.co.uk/games/worldtrader/help.php|title=World Trader help page|accessdate=2009-04-02}}</ref>
== References ==
{{reflist}}
== External links ==
*[http://www.playandwin.co.uk/games/worldtrader World Trader] on PlayAndWin.co.uk
*[http://www.spielmit.com/spiele/worldtrader World Trader] German version at SpielMit.com
[[Category:Casual games]]
[[Category:Monopoly (game)]]
[[Category:Roll-and-move board games]]
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{{Notability|date=April 2009}}
{{Primary sources|date=April 2009}}
{{Infobox VG
|title =
|image = [[File:WorldTraderLogo.gif|Boxart]]
|image_caption = World Trader logo
|developer = [[Cego ApS]]
|publisher = [[Cego ApS]]
|engine = Proprietary Java-based framework
|released = 2008
|genre = [[Strategy]]
|modes = [[Multiplayer]]
|players = 2-4
|platforms = [[Personal computer|PC]]
|requirements = Java 1.5 or higher
|input = Mouse
}}
'''''World Trader''''' is an online [[Monopoly (game)|Monopoly]]-like [[board game]], developed and published by [[Cego ApS]] in [[2008]] for most of their casual game portals. The game is currently available in five different languages, with the Danish version on [[KomOgVind]] being the most popular.
== Gameplay ==
The game features many of the same rules as the original Monopoly board game, but it has several new rules and extra features. The colour scheme and properties is different as well. Players take turns rolling two dice to move around the game board. The game revolves around players buying and selling properties, building houses and hotels for them and then charging each other rent for landing on the properties. Special properties like oil wells and airport adds to the strategic possibilities in the game, and a chance field makes sure even the poorest players always have a small chance to win.<ref name="world trader help page">{{cite web|url=http://www.playandwin.co.uk/games/worldtrader/help.php|title=World Trader help page|accessdate=2009-04-02}}</ref>
== References ==
{{reflist}}
== External links ==
*[http://www.playandwin.co.uk/games/worldtrader World Trader] on PlayAndWin.co.uk
*[http://www.spielmit.com/spiele/worldtrader World Trader] German version at SpielMit.com
[[Category:Casual games]]
[[Category:Monopoly (game)]]
[[Category:Roll-and-move board games]]
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[[Image:Xactica-card-(9).jpg|thumb|150px|right|''Xactika'' card]]
'''''Xactika''''' is a proprietary [[card game]] for two to ten players created by [[Set Enterprises]] in [[2002 in games|2002]]. The [[trick-taking game]] is played with a dedicated deck of 81 cards, in which the object is to obtain the highest number of points after eight rounds of play. Points are awarded by taking the exact number of tricks that one bids before each round.
==The Deck==
The card deck consists of cards with face values ranging from 4 to 12, each with different combinations of four different [[suit (cards)|suits]] -- [[sphere|balls]], [[cube]]s, [[Cone (geometry)|cone]]s and [[Small stellated dodecahedron|stars]]. A card can have anywhere from one to three of each of the suits, the sum of all of the shapes equaling the face value of the card. For example, a card with a face value of 9 could have 1 ball, 3 cubes, 3 cones, and 2 stars, as 1+3+3+2=9. Alternatively, a card with a face value of 9 could also have 2 balls, 2 cubes, 2 cones, and 3 stars (or any other combination of suits that sums 9).
===Card Distribution===
The deck is not composed of an even distribution of face-values. For example, there is only one card in the deck with face-value of four, and likewise for face-value of 12. The most common face-value in the deck is eight (19 of the 81 cards have a face-value of eight). The following table outlines how many cards for each suit exist in the deck.
<div>
{| class="wikitable"
|-
| Face Value
| # of Cards
| 1 Suit
| 2 Suit
| 3 Suit
|-
|4
|1
|1
|0
|0
|-
|5
|4
|3
|1
|0
|-
|6
|10
|6
|3
|1
|-
|7
|16
|7
|6
|3
|-
|8
|19
|6
|7
|6
|-
|9
|16
|3
|6
|7
|-
|10
|10
|1
|3
|6
|-
|11
|4
|0
|1
|3
|-
|12
|1
|0
|0
|1
|}
</div>
Using this table, it is simple to see which cards are the most powerful. For example, for each suit, there exists only one card with a face value of ten that has a suit of one-unit (i.e. there is only one card in the deck with a face value of ten that has one cube on it). So if a player is dealt this particular card, they can be guaranteed to win a trick if they get the opportunity to lead and chose "one cube" as the suit.
==Play==
Play begins with the deck being shuffled and the dealer dealing eight cards to each player. Eight rounds of eight hands are played to constitute a complete game. A round consists of the deal, bidding, eight hands, and scoring.
===Bidding===
Each player, starting with the player to the left of the dealer, places a bid by declaring how many tricks they will take during the hand. Bids can be any number from zero (i.e. the player believes that they will win no tricks during the round) to eight (i.e. the player believes that they will win every trick during the round). Bidding continues clockwise around the table and the dealer bids last, and the dealer must bid a number that does not bring the total number of tricks bid to eight. (For example, in a three-player game, if the first player bids five and the second player bids one, the dealer can bid anything ''except'' two, as this would bring the total number of bids to eight.) This forces at least one player to miss their bid each round.
===Leading===
Play continues with the player to the left of the dealer who leads first. This player plays a card from their hand and calls one of the four suit combinations on it (for example: three cubes). Going clockwise around the table, each player must play a card with the same suit combination (three cubes) if they have it (if not, they can play any card). The card with the highest face value that has the same suit combination wins the trick, and the player who wins the trick leads the next round. In the case of a tie, the last player to play a card wins the trick.
===Scoring===
After eight tricks, the round is complete and scores are tallied. Players who take exactly the number of tricks that they bid get a point for each trick taken (i.e. a player who bids three ''and'' wins ''exactly'' three tricks receives three points). Those players who miss their bid receive -1 point for each trick off their bid (i.e. a player who bids three and wins 5 tricks receives -2 points).
===Winning===
After eight rounds, the player with the highest score wins.
==Strategies==
{{Original research|date=September 2007}}
*Knowing the card distribution is key to recognizing the strength of one's hand and placing bids, as well as knowing which suit to call if one wishes to win (or lose) a trick. A card's most powerful suit is that suit which is the "smallest" - for example, a card with face-value nine that has one ball, two cubes, three cones and three stars is more often to win a trick if the ball suit is called, as there are only four cards in the entire deck that have a value greater than or equal to nine with one ball. Conversely, calling the cone suit is likely to have the trick won by another player, as there are 17 cards in the deck with a face-value of nine or greater that have three cones.
*The [[rule of thumb]] is to bid one trick for every 12 or 11, and one trick for every ''two'' tens and nines in one's hand.
== Educational Value ==
Xactika is a card game that challenges and builds student’s ability to estimate the outcome of a series of processes. They must evaluate the probability of being in a position to take other players’ cards that are laid down each round, based on the cards they have in their hand. There is no drawing or discarding. Xactika sharpens their math skills and critical thinking skills. They must predict exactly (hence the name Xactika) the number of rounds in which they will be able to take the cards played. The game is designed so that as play evolves, cards that appeared weak initially may become strong as the hand evolves. Developing the ability to correctly bid their hands involves analytical reasoning, following the evolution of the play develops patterning skills. Students must recognize the value of their hand, not just from having the highest point cards in one of the four suits on each card, but also from an understanding of the chances that for some of their other cards their opponents may not have cards of similar value.
To play, students must examine their hand to find cards in specific suits that have values they think are greater than their opponents. Some cards are sure bets, but only if the player can take the lead. Others have a high probability of taking a trick, but this depends upon how the cards are played by others. So, careful attention must be paid to the moves of other players. This leads to an involvement that improves social skills. Each player must also prepare his/her hand for the end of each round, where they must be sure that they have a card that won’t take an unwanted trick. The outcome of a hand is not determined until the end of the 8 rounds, so each player’s attention is kept riveted throughout each of the eight hands that comprise the game. Critical thinking must be applied to the process of taking, as well as avoiding, tricks. Every player will have a number of ways to play each hand, but finding the critical path to making exactly the right numbers of bids is the object of the game.
Xactika fosters social skills. It is a fast turn game, where the time a player has to make a decision is governed by the social interaction of the other players. Each hand provides a completely new opportunity to come from behind and take the lead. Even if a student is behind, he/she can win if the probabilities and their skill come together. This can help reinforce personal skills.
There is a downloadable Xactika Graphing Page on the Set Enterprises website. It shows how to use Xactika to teach bell curves, bar graphs and pie charts. [http://www.setgame.com/xactika/index.html]
== Awards ==
Xactika has won the following Best Game Awards:
*2008 Creative Child’s Preferred Choice Award
*2005 Creative Child’s Preferred Choice Award
*2002 Games Magazine ‘Games 100’ Award
*2002 Parents’ Choice Award
==External links==
*[http://www.setgame.com/xactika/index.html ''Xactika'' webpage] at Set Enterprises
*[http://www.nique.net/issues/2003-01-17/entertainment/2 ''Xactika: Probability gone wild'']. ''Technique''. 17 January 2003.
*{{bgg|4816|''Xactica''}}
[[Category:Trick-taking card games]]
[[Category:Dedicated deck card games]]
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[[Image:Xactica-card-(9).jpg|thumb|150px|right|''Xactika'' card]]
'''''Xactika''''' is a proprietary [[card game]] for two to ten players created by [[Set Enterprises]] in [[2002 in games|2002]]. The [[trick-taking game]] is played with a dedicated deck of 81 cards, in which the object is to obtain the highest number of points after eight rounds of play. Points are awarded by taking the exact number of tricks that one bids before each round.
==The Deck==
The card deck consists of cards with face values ranging from 4 to 12, each with different combinations of four different [[suit (cards)|suits]] -- [[sphere|balls]], [[cube]]s, [[Cone (geometry)|cone]]s and [[Small stellated dodecahedron|stars]]. A card can have anywhere from one to three of each of the suits, the sum of all of the shapes equaling the face value of the card. For example, a card with a face value of 9 could have 1 ball, 3 cubes, 3 cones, and 2 stars, as 1+3+3+2=9. Alternatively, a card with a face value of 9 could also have 2 balls, 2 cubes, 2 cones, and 3 stars (or any other combination of suits that sums 9).
===Card Distribution===
The deck is not composed of an even distribution of face-values. For example, there is only one card in the deck with face-value of four, and likewise for face-value of 12. The most common face-value in the deck is eight (19 of the 81 cards have a face-value of eight). The following table outlines how many cards for each suit exist in the deck.
<div>
{| class="wikitable"
|-
| Face Value
| # of Cards
| 1 Suit
| 2 Suit
| 3 Suit
|-
|4
|1
|1
|0
|0
|-
|5
|4
|3
|1
|0
|-
|6
|10
|6
|3
|1
|-
|7
|16
|7
|6
|3
|-
|8
|19
|6
|7
|6
|-
|9
|16
|3
|6
|7
|-
|10
|10
|1
|3
|6
|-
|11
|4
|0
|1
|3
|-
|12
|1
|0
|0
|1
|}
</div>
Using this table, it is simple to see which cards are the most powerful. For example, for each suit, there exists only one card with a face value of ten that has a suit of one-unit (i.e. there is only one card in the deck with a face value of ten that has one cube on it). So if a player is dealt this particular card, they can be guaranteed to win a trick if they get the opportunity to lead and chose "one cube" as the suit.
==Play==
Play begins with the deck being shuffled and the dealer dealing eight cards to each player. Eight rounds of eight hands are played to constitute a complete game. A round consists of the deal, bidding, eight hands, and scoring.
===Bidding===
Each player, starting with the player to the left of the dealer, places a bid by declaring how many tricks they will take during the hand. Bids can be any number from zero (i.e. the player believes that they will win no tricks during the round) to eight (i.e. the player believes that they will win every trick during the round). Bidding continues clockwise around the table and the dealer bids last, and the dealer must bid a number that does not bring the total number of tricks bid to eight. (For example, in a three-player game, if the first player bids five and the second player bids one, the dealer can bid anything ''except'' two, as this would bring the total number of bids to eight.) This forces at least one player to miss their bid each round.
===Leading===
Play continues with the player to the left of the dealer who leads first. This player plays a card from their hand and calls one of the four suit combinations on it (for example: three cubes). Going clockwise around the table, each player must play a card with the same suit combination (three cubes) if they have it (if not, they can play any card). The card with the highest face value that has the same suit combination wins the trick, and the player who wins the trick leads the next round. In the case of a tie, the last player to play a card wins the trick.
===Scoring===
After eight tricks, the round is complete and scores are tallied. Players who take exactly the number of tricks that they bid get a point for each trick taken (i.e. a player who bids three ''and'' wins ''exactly'' three tricks receives three points). Those players who miss their bid receive -1 point for each trick off their bid (i.e. a player who bids three and wins 5 tricks receives -2 points).
===Winning===
After eight rounds, the player with the highest score wins.
==Strategies==
{{Original research|date=September 2007}}
*Knowing the card distribution is key to recognizing the strength of one's hand and placing bids, as well as knowing which suit to call if one wishes to win (or lose) a trick. A card's most powerful suit is that suit which is the "smallest" - for example, a card with face-value nine that has one ball, two cubes, three cones and three stars is more often to win a trick if the ball suit is called, as there are only four cards in the entire deck that have a value greater than or equal to nine with one ball. Conversely, calling the cone suit is likely to have the trick won by another player, as there are 17 cards in the deck with a face-value of nine or greater that have three cones.
*The [[rule of thumb]] is to bid one trick for every 12 or 11, and one trick for every ''two'' tens and nines in one's hand.
== Educational Value ==
Xactika is a card game that challenges and builds student’s ability to estimate the outcome of a series of processes. They must evaluate the probability of being in a position to take other players’ cards that are laid down each round, based on the cards they have in their hand. There is no drawing or discarding. Xactika sharpens their math skills and critical thinking skills. They must predict exactly (hence the name Xactika) the number of rounds in which they will be able to take the cards played. The game is designed so that as play evolves, cards that appeared weak initially may become strong as the hand evolves. Developing the ability to correctly bid their hands involves analytical reasoning, following the evolution of the play develops patterning skills. Students must recognize the value of their hand, not just from having the highest point cards in one of the four suits on each card, but also from an understanding of the chances that for some of their other cards their opponents may not have cards of similar value.
To play, students must examine their hand to find cards in specific suits that have values they think are greater than their opponents. Some cards are sure bets, but only if the player can take the lead. Others have a high probability of taking a trick, but this depends upon how the cards are played by others. So, careful attention must be paid to the moves of other players. This leads to an involvement that improves social skills. Each player must also prepare his/her hand for the end of each round, where they must be sure that they have a card that won’t take an unwanted trick. The outcome of a hand is not determined until the end of the 8 rounds, so each player’s attention is kept riveted throughout each of the eight hands that comprise the game. Critical thinking must be applied to the process of taking, as well as avoiding, tricks. Every player will have a number of ways to play each hand, but finding the critical path to making exactly the right numbers of bids is the object of the game.
Xactika fosters social skills. It is a fast turn game, where the time a player has to make a decision is governed by the social interaction of the other players. Each hand provides a completely new opportunity to come from behind and take the lead. Even if a student is behind, he/she can win if the probabilities and their skill come together. This can help reinforce personal skills.
There is a downloadable Xactika Graphing Page on the Set Enterprises website. It shows how to use Xactika to teach bell curves, bar graphs and pie charts. [http://www.setgame.com/xactika/index.html]
== Awards ==
Xactika has won the following Best Game Awards:
*2008 Creative Child’s Preferred Choice Award
*2005 Creative Child’s Preferred Choice Award
*2002 Games Magazine ‘Games 100’ Award
*2002 Parents’ Choice Award
==External links==
*[http://www.setgame.com/xactika/index.html ''Xactika'' webpage] at Set Enterprises
*[http://www.nique.net/issues/2003-01-17/entertainment/2 ''Xactika: Probability gone wild'']. ''Technique''. 17 January 2003.
*{{bgg|4816|''Xactica''}}
[[Category:Trick-taking card games]]
[[Category:Dedicated deck card games]]
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Yipes
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Im>JL-Bot
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removing non-applicable orphan template
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{{Infobox_Game
| subject_name=Yipes!
| publisher=[[Ideal Toy Company|Ideal]] 1983
| players=2–4
| ages=
| setup_time= 1–5 minutes
| playing_time=
| complexity=Low
| strategy=Medium
| random_chance=Medium
| skills=[[Counting]], [[Tactic (method)|Tactics]], [[Strategy]], [[Probability]]
| bggid=2407
| bggxrefs=t
| footnotes =
}}
'''Yipes''' is a pop-o-matic [[board game]] similar to [[Trouble (board game)|Trouble]] in which players compete to be the first player to the end of the board, thus turning into the "Monster." The game adds a twist by having all players reverse direction when this occurs, with the the "Monster" attempting to pass (thus "eating") eating the remaining players.
==External links==
*{{Bgg title|19562|Yipes!}}
*[http://www.x-entertainment.com/messages/monsters/4.html Pop-o-matic Yipes! Game] at X-Entertainment
[[Category:1983 introductions]]
[[Category:Roll-and-move board games]]
{{Board-game-stub}}
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{{Infobox_Game
| subject_name=Yipes!
| publisher=[[Ideal Toy Company|Ideal]] 1983
| players=2–4
| ages=
| setup_time= 1–5 minutes
| playing_time=
| complexity=Low
| strategy=Medium
| random_chance=Medium
| skills=[[Counting]], [[Tactic (method)|Tactics]], [[Strategy]], [[Probability]]
| bggid=2407
| bggxrefs=t
| footnotes =
}}
'''Yipes''' is a pop-o-matic [[board game]] similar to [[Trouble (board game)|Trouble]] in which players compete to be the first player to the end of the board, thus turning into the "Monster." The game adds a twist by having all players reverse direction when this occurs, with the the "Monster" attempting to pass (thus "eating") eating the remaining players.
==External links==
*{{Bgg title|19562|Yipes!}}
*[http://www.x-entertainment.com/messages/monsters/4.html Pop-o-matic Yipes! Game] at X-Entertainment
[[Category:1983 introductions]]
[[Category:Roll-and-move board games]]
{{Board-game-stub}}
44t87facsv6709n5fu7ju60ue799vjn
You're Bluffing
0
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[[User:Addbot|Bot:]] Adding Orphan Tag ([[User_Talk:Addbot|Report Errors]])
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{{Orphan|date=February 2009}}
[[Image:Kuhhandel Spiel 08 017.jpg|thumb|player preparing a bluff]]
'''You're Bluffing''' is a [[card game]] with a dedicated deck, designed for 3 to 5 players. Its original German name is ''Kuhhandel''; in other languages it is titled ''Pague Para Ver!'', ''Boursicocotte'', ''Koehandel'' and ''Lehmänkaupat''.
The humorous illustrations were drawn by English artist and musician Trevor Dunton.
== External links ==
*{{bgg|1117|Kuhhandel / You're Bluffing}}
[[Category:Dedicated deck card games]]
{{card-game-stub}}
[[de:Kuhhandel (Spiel)]]
[[fr:Boursicocotte]]
[[nl:Koehandel (spel)]]
[[pt:Pague Para Ver!]]
aapl0jvduedmcr3wszwtykt34715wd8
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{{Orphan|date=February 2009}}
[[Image:Kuhhandel Spiel 08 017.jpg|thumb|player preparing a bluff]]
'''You're Bluffing''' is a [[card game]] with a dedicated deck, designed for 3 to 5 players. Its original German name is ''Kuhhandel''; in other languages it is titled ''Pague Para Ver!'', ''Boursicocotte'', ''Koehandel'' and ''Lehmänkaupat''.
The humorous illustrations were drawn by English artist and musician Trevor Dunton.
== External links ==
*{{bgg|1117|Kuhhandel / You're Bluffing}}
[[Category:Dedicated deck card games]]
{{card-game-stub}}
[[de:Kuhhandel (Spiel)]]
[[fr:Boursicocotte]]
[[nl:Koehandel (spel)]]
[[pt:Pague Para Ver!]]
aapl0jvduedmcr3wszwtykt34715wd8
Zombies!!!
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rv, links utterly unrelated to this entry
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{{Infobox_Game|
subject_name = Zombies!!! |
image_link = <!-- Deleted image removed: [[Image:Zombiesbox.png]] -->|
image_caption = <!--Cover of the ''Zombies!!! box-->|
designer = [[Todd Breitenstein]]|
publisher = [[Journeyman Press]]<br/>[http://www.twilightcreationsinc.com/ Twilight Creations] |
players = 2–6 |
ages = 12 years and up |
setup_time = 10 minutes |
playing_time = 60+ minutes |
complexity = Low |
strategy = Medium |
random_chance = High |
skills = [[Strategy|Strategic thought]] |
}}
'''''Zombies!!!''''' is a [[tile-based game|tile-based]] strategy [[board game]] for two to six players. ''Zombies!!!'' won the 2001 [[Origins Award]] for ''Best Graphic Presentation of a Board Game'',<ref>{{cite web| url=http://www.originsgamefair.com/awards/2001/list-of-winners|title=Origins Award Winners (2001)|publisher=Academy of Adventure Gaming Arts & Design|accessdate=2007-10-14}}</ref> and ''Zombies!!! 3: Mall Walkers'' won 2003's Origins Award for ''Best Board Game Expansion''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/2003| title=Origins Award Winners (2003)| publisher=Academy of Adventure Gaming Arts & Design|accessdate=2007-10-14}}</ref>
==Game play==
The game board is a [[zombie]]-infested town built by the players as the game progresses. The game starts with the Town Square tile face up and 28 other town tiles shuffled into a pile, with the Helipad tile placed underneath. The players' pieces ("shotgun guys") are placed on the town square, and they each receive three life tokens and three bullet tokens.
On each turn, the player places the topmost town tile adjacent to tiles that are already face up. The new tile must be placed in a way that matches: roads must connect to roads, and so on. Most tiles are roads and road junctions, but some contain locations within the town, such as the Fire Station or Hospital. When a tile is placed, the player must also place two or more zombies on it; if it is a named location it may also hold additional life tokens or bullet tokens.
If the player shares a square with a zombie, he must try to destroy it (see below). Otherwise, he draws up to three event cards, which may be used to modify the game rules. The player may use only one such card until the beginning of his next turn.
Next, the player rolls a [[dice|six-sided die]] to determine how far his "shotgun guy" can move. He may use some, all, or none of this movement, at his discretion. If the player moves into a square containing a zombie, he must attempt to kill it by rolling 4 or more on a six-sided die. If he fails to roll a 4 or greater, he has the option of improving his roll by using bullet tokens, or of losing a life token and attempting to kill the zombie again. This continues until either the player or the zombie is dead. If the zombie is killed, the player keeps the zombie figure to show who killed it; if the player is killed, he "respawns" at the town square with three life tokens and three bullets, but may not move further. If a square is clear of zombies and contains a life token or bullet token, a player may pick it up and add it to his own, although no player may have more than five life tokens at a time.
Once the player has finished with movement, he rolls a six-sided die to determine the zombies' movement. Each zombie can move only one space per turn, but as many zombies move as are shown on the die.
Finally, the player may discard an event card. Since each player may only discard one and use one per turn, this means the player should always have at least one card at all times.
The game is won by the first player to kill 25 zombies or the first player to reach the center square of the Helipad tile and clear it of the zombie if one is there, whichever comes first.
==Game interest==
''Zombies!!!'' is an homage to [[Zombies#Zombies in fiction|zombies in fiction]], particularly the [[List of zombie films|zombie films]] of [[George Romero]] and [[Sam Raimi]]. The shambling movement of the zombies as compared to the players and the relative ease with which they are dispatched makes them weak enemies individually, but (as in the films) they are strong in large numbers.
Players must decide whether to avoid combat and allow the other players to dispose of the zombies for them, or to strike out and collect the various items that the board and event cards provide. Once the Helipad tile is placed, the players can choose between racing to the helicopter (which will often result in death); holding back and hoping to rush in when another player dies; or ignoring the helipad entirely and trying to kill 25 zombies.
The event cards and the zombie movement phase also provide opportunities to hinder the progress of other players, and there is scope for diplomacy.
The game can take up to three hours to complete, which was a complaint of some reviewers<ref>[http://iguk.co.uk/blog/2006/01/zombies-review.html Infinity Games UK Blog: Zombies!!! Review<!-- Bot generated title -->]</ref> -- for shorter games, the publishers recommend that the Helipad tile be shuffled in amongst the other town tiles.
==Expansions==
''Zombies!!! 2: Zombie Corps(e)'': This expansion adds a [[military base]] with 15 new tiles and 30 event cards, as well as government-enhanced "super zombies" (represented by six glow-in-the-dark zombie figures) which move twice as fast and which require a 5 or 6 on the die to kill. A [[Zombies!!!#Second edition | second edition]] was released in 2007.
''Zombies!!! 3: Mall Walkers'': This expansion adds a [[shopping mall|mall]] containing 16 new tiles and 32 event cards and air vent movement rules while in the mall. A [[Zombies!!!#Second edition | second edition]] was released in 2007.
''Zombies!!! 3.5: Not Dead Yet'': An all event card expansion. Features 50 new event cards and optional deck construction rules for building customized community or individual player decks.
''Zombies!!! 4: The End'': You've escaped the zombie ravaged streets of the city, but now, the real terror begins. Up in the mountains lies a cabin, and in the cabin and the surrounding forests, lie the pages of the Book of the Dead. If you can gather enough pages together, you could end this entire zombie mess for good. Includes 30 map tiles, 50 event cards, 100 zombie-dogs, 6 human figures and life & ammunition tokens. A [[Zombies!!!#Second edition | second edition]] was released March 2008.
''Zombies!!! 5: School's Out Forever!'': This expansion adds a school containing 16 map tiles, 32 new event cards and "Guts" tokens. A [[Zombies!!!#Second edition | second edition]] was released January 2009.
''Zombies!!! 6: Six Feet Under'': This expansion takes players into the sewers and subways. It offers 16 new map tiles, 32 event cards, 24 sewer tokens, and new sewer rules that can be played with any set. Unlike the other expansions, all of the new map tiles are shuffled into the main tile deck.
''Zombies!!! 6.66: Fill in the ____'': Players can create their own map tiles and event cards using the blanks provided by this set.
''Zombies!!! 7: Send in the Clowns'': Now players must deal with [[Evil_clown | zombified clowns]] in a circus. Adds 15 new map tiles, 32 new event cards, 25 zombie clown figures and is one of two expansions designed as an alternate starting location opposed to the base set's "Town Square" (usage of the base set tiles or as a starting location are optional).
''Zombies!!! 8: Jailbreak'': Set in a [[Prison|penitentiary]]. Players must face the hardships of prison-rules zombie combat and dropping the soap. Adds 16 new map tiles, 32 new event cards, introduces new universal "Dodge" rules and is one of two expansions designed as an alternate starting location opposed to the base set's "Town Square" (usage of the base set tiles or as a starting location are optional).
==Spinoffs==
The following are all fully stand-alone games spun-off from the original game. Core game play elements are shared, so they can be integrated with ''Zombies!!!''.
''Zombies!!! 4: The End'': A stand-alone game, though also backwards compatible with any (and all) of the previous games, in which the players must battle zombie dogs through woodland while collecting pages from the [[Necronomicon|Book of the Undead]] to undo the spell that is making the dead rise. A second edition was released March 2008.
''Humans!!!''. This game is playable by itself but also allow you to incorporate it into a game of ''Zombies!!!''. The game is played from the perspective of the zombies where your goal is to eat humans. These humans can also be other players.
''MidEvil'': Another stand-alone game in which the players must battle skeletons in medieval times (see ''[[Army of Darkness]]''). This game also has an expansion (''Castle Chaos''), with another (''Subterranean Homesick Blues'') released in December 2007. The tiles are marked as in other expansions of ''Zombies!!!'', but there are no listed rules on how to combine it into the original game
==Second edition==
The ''Zombies!!!'' core set and expansions 2, 3, 4 and 5 have been refreshed with second editions. Typical changes found in all of these second editions include improved tile and event card artwork & graphics and refined wording for both event cards & rules. The core set received the most drastic update and has been appropriately denoted as the "Director's Cut" in box cover art. In addition to the general second edition updates, the heart tokens now have a red background opposed to the black background that both heart and bullet tokens shared in the original edition; female zombie figures have been added among the original male zombie figures; and the entire set is supplied in a deeper box designed to hold additional components from expansions. The core set second edition was released June 2006. A second edition for ''Zombies!!! 3.5: Not Dead Yet'' has never been released likely due to it being an "event card" only expansion. All expansions and spinoffs released after ''Zombies!!! 5: School's Out Forever!'' contain artwork and graphics in the "second edition" style.
==Paraphernalia==
''Bag O''': A line of figurine expansions that includes the Bag O' Zombies, Babes and Dogs. [[Phosphorescence|Glow-in-the-dark]] versions for each aforementioned Bag O' are also available. Bag O' sets contain 100 figures each.
==Video game==
{{main|Zombies!!! (video game)}}
Twilight Creations will be publishing a [[video game]] adaptation of the game that will be developed by [[Big Rooster]] for the [[Xbox 360]], [[PlayStation 3]] and [[Microsoft Windows]].<ref>[http://csnation.totalgamingnetwork.com/viewnews.php/10204 Zombies to Invade Steam]</ref>.
==References==
{{reflist}}
==External links==
*Twilight Creations' [http://www.twilightcreationsinc.com/zombies/ ''Zombies!!!'' homepage]
*{{dmoz|Games/Board_Games/Horror/Zombies/|''Zombies!!!''}}
*{{bgg|2471|''Zombies!!!''}}
*Podcast Interview with Creator Todd Breitenstein [http://www.a3upodcast.com/node/120 ''A3UPodcast'']
[[Category:Horror board games]]
[[Category:Roll-and-move board games]]
[[Category:Board games with a modular board]]
[[Category:Origins Award winners]]
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{{Infobox_Game|
subject_name = Zombies!!! |
image_link = <!-- Deleted image removed: [[Image:Zombiesbox.png]] -->|
image_caption = <!--Cover of the ''Zombies!!! box-->|
designer = [[Todd Breitenstein]]|
publisher = [[Journeyman Press]]<br/>[http://www.twilightcreationsinc.com/ Twilight Creations] |
players = 2–6 |
ages = 12 years and up |
setup_time = 10 minutes |
playing_time = 60+ minutes |
complexity = Low |
strategy = Medium |
random_chance = High |
skills = [[Strategy|Strategic thought]] |
}}
'''''Zombies!!!''''' is a [[tile-based game|tile-based]] strategy [[board game]] for two to six players. ''Zombies!!!'' won the 2001 [[Origins Award]] for ''Best Graphic Presentation of a Board Game'',<ref>{{cite web| url=http://www.originsgamefair.com/awards/2001/list-of-winners|title=Origins Award Winners (2001)|publisher=Academy of Adventure Gaming Arts & Design|accessdate=2007-10-14}}</ref> and ''Zombies!!! 3: Mall Walkers'' won 2003's Origins Award for ''Best Board Game Expansion''.<ref>{{cite web|url=http://www.originsgamefair.com/awards/2003| title=Origins Award Winners (2003)| publisher=Academy of Adventure Gaming Arts & Design|accessdate=2007-10-14}}</ref>
==Game play==
The game board is a [[zombie]]-infested town built by the players as the game progresses. The game starts with the Town Square tile face up and 28 other town tiles shuffled into a pile, with the Helipad tile placed underneath. The players' pieces ("shotgun guys") are placed on the town square, and they each receive three life tokens and three bullet tokens.
On each turn, the player places the topmost town tile adjacent to tiles that are already face up. The new tile must be placed in a way that matches: roads must connect to roads, and so on. Most tiles are roads and road junctions, but some contain locations within the town, such as the Fire Station or Hospital. When a tile is placed, the player must also place two or more zombies on it; if it is a named location it may also hold additional life tokens or bullet tokens.
If the player shares a square with a zombie, he must try to destroy it (see below). Otherwise, he draws up to three event cards, which may be used to modify the game rules. The player may use only one such card until the beginning of his next turn.
Next, the player rolls a [[dice|six-sided die]] to determine how far his "shotgun guy" can move. He may use some, all, or none of this movement, at his discretion. If the player moves into a square containing a zombie, he must attempt to kill it by rolling 4 or more on a six-sided die. If he fails to roll a 4 or greater, he has the option of improving his roll by using bullet tokens, or of losing a life token and attempting to kill the zombie again. This continues until either the player or the zombie is dead. If the zombie is killed, the player keeps the zombie figure to show who killed it; if the player is killed, he "respawns" at the town square with three life tokens and three bullets, but may not move further. If a square is clear of zombies and contains a life token or bullet token, a player may pick it up and add it to his own, although no player may have more than five life tokens at a time.
Once the player has finished with movement, he rolls a six-sided die to determine the zombies' movement. Each zombie can move only one space per turn, but as many zombies move as are shown on the die.
Finally, the player may discard an event card. Since each player may only discard one and use one per turn, this means the player should always have at least one card at all times.
The game is won by the first player to kill 25 zombies or the first player to reach the center square of the Helipad tile and clear it of the zombie if one is there, whichever comes first.
==Game interest==
''Zombies!!!'' is an homage to [[Zombies#Zombies in fiction|zombies in fiction]], particularly the [[List of zombie films|zombie films]] of [[George Romero]] and [[Sam Raimi]]. The shambling movement of the zombies as compared to the players and the relative ease with which they are dispatched makes them weak enemies individually, but (as in the films) they are strong in large numbers.
Players must decide whether to avoid combat and allow the other players to dispose of the zombies for them, or to strike out and collect the various items that the board and event cards provide. Once the Helipad tile is placed, the players can choose between racing to the helicopter (which will often result in death); holding back and hoping to rush in when another player dies; or ignoring the helipad entirely and trying to kill 25 zombies.
The event cards and the zombie movement phase also provide opportunities to hinder the progress of other players, and there is scope for diplomacy.
The game can take up to three hours to complete, which was a complaint of some reviewers<ref>[http://iguk.co.uk/blog/2006/01/zombies-review.html Infinity Games UK Blog: Zombies!!! Review<!-- Bot generated title -->]</ref> -- for shorter games, the publishers recommend that the Helipad tile be shuffled in amongst the other town tiles.
==Expansions==
''Zombies!!! 2: Zombie Corps(e)'': This expansion adds a [[military base]] with 15 new tiles and 30 event cards, as well as government-enhanced "super zombies" (represented by six glow-in-the-dark zombie figures) which move twice as fast and which require a 5 or 6 on the die to kill. A [[Zombies!!!#Second edition | second edition]] was released in 2007.
''Zombies!!! 3: Mall Walkers'': This expansion adds a [[shopping mall|mall]] containing 16 new tiles and 32 event cards and air vent movement rules while in the mall. A [[Zombies!!!#Second edition | second edition]] was released in 2007.
''Zombies!!! 3.5: Not Dead Yet'': An all event card expansion. Features 50 new event cards and optional deck construction rules for building customized community or individual player decks.
''Zombies!!! 4: The End'': You've escaped the zombie ravaged streets of the city, but now, the real terror begins. Up in the mountains lies a cabin, and in the cabin and the surrounding forests, lie the pages of the Book of the Dead. If you can gather enough pages together, you could end this entire zombie mess for good. Includes 30 map tiles, 50 event cards, 100 zombie-dogs, 6 human figures and life & ammunition tokens. A [[Zombies!!!#Second edition | second edition]] was released March 2008.
''Zombies!!! 5: School's Out Forever!'': This expansion adds a school containing 16 map tiles, 32 new event cards and "Guts" tokens. A [[Zombies!!!#Second edition | second edition]] was released January 2009.
''Zombies!!! 6: Six Feet Under'': This expansion takes players into the sewers and subways. It offers 16 new map tiles, 32 event cards, 24 sewer tokens, and new sewer rules that can be played with any set. Unlike the other expansions, all of the new map tiles are shuffled into the main tile deck.
''Zombies!!! 6.66: Fill in the ____'': Players can create their own map tiles and event cards using the blanks provided by this set.
''Zombies!!! 7: Send in the Clowns'': Now players must deal with [[Evil_clown | zombified clowns]] in a circus. Adds 15 new map tiles, 32 new event cards, 25 zombie clown figures and is one of two expansions designed as an alternate starting location opposed to the base set's "Town Square" (usage of the base set tiles or as a starting location are optional).
''Zombies!!! 8: Jailbreak'': Set in a [[Prison|penitentiary]]. Players must face the hardships of prison-rules zombie combat and dropping the soap. Adds 16 new map tiles, 32 new event cards, introduces new universal "Dodge" rules and is one of two expansions designed as an alternate starting location opposed to the base set's "Town Square" (usage of the base set tiles or as a starting location are optional).
==Spinoffs==
The following are all fully stand-alone games spun-off from the original game. Core game play elements are shared, so they can be integrated with ''Zombies!!!''.
''Zombies!!! 4: The End'': A stand-alone game, though also backwards compatible with any (and all) of the previous games, in which the players must battle zombie dogs through woodland while collecting pages from the [[Necronomicon|Book of the Undead]] to undo the spell that is making the dead rise. A second edition was released March 2008.
''Humans!!!''. This game is playable by itself but also allow you to incorporate it into a game of ''Zombies!!!''. The game is played from the perspective of the zombies where your goal is to eat humans. These humans can also be other players.
''MidEvil'': Another stand-alone game in which the players must battle skeletons in medieval times (see ''[[Army of Darkness]]''). This game also has an expansion (''Castle Chaos''), with another (''Subterranean Homesick Blues'') released in December 2007. The tiles are marked as in other expansions of ''Zombies!!!'', but there are no listed rules on how to combine it into the original game
==Second edition==
The ''Zombies!!!'' core set and expansions 2, 3, 4 and 5 have been refreshed with second editions. Typical changes found in all of these second editions include improved tile and event card artwork & graphics and refined wording for both event cards & rules. The core set received the most drastic update and has been appropriately denoted as the "Director's Cut" in box cover art. In addition to the general second edition updates, the heart tokens now have a red background opposed to the black background that both heart and bullet tokens shared in the original edition; female zombie figures have been added among the original male zombie figures; and the entire set is supplied in a deeper box designed to hold additional components from expansions. The core set second edition was released June 2006. A second edition for ''Zombies!!! 3.5: Not Dead Yet'' has never been released likely due to it being an "event card" only expansion. All expansions and spinoffs released after ''Zombies!!! 5: School's Out Forever!'' contain artwork and graphics in the "second edition" style.
==Paraphernalia==
''Bag O''': A line of figurine expansions that includes the Bag O' Zombies, Babes and Dogs. [[Phosphorescence|Glow-in-the-dark]] versions for each aforementioned Bag O' are also available. Bag O' sets contain 100 figures each.
==Video game==
{{main|Zombies!!! (video game)}}
Twilight Creations will be publishing a [[video game]] adaptation of the game that will be developed by [[Big Rooster]] for the [[Xbox 360]], [[PlayStation 3]] and [[Microsoft Windows]].<ref>[http://csnation.totalgamingnetwork.com/viewnews.php/10204 Zombies to Invade Steam]</ref>.
==References==
{{reflist}}
==External links==
*Twilight Creations' [http://www.twilightcreationsinc.com/zombies/ ''Zombies!!!'' homepage]
*{{dmoz|Games/Board_Games/Horror/Zombies/|''Zombies!!!''}}
*{{bgg|2471|''Zombies!!!''}}
*Podcast Interview with Creator Todd Breitenstein [http://www.a3upodcast.com/node/120 ''A3UPodcast'']
[[Category:Horror board games]]
[[Category:Roll-and-move board games]]
[[Category:Board games with a modular board]]
[[Category:Origins Award winners]]
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Talk:Main Page
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Use this page to discuss design and content changes to the '''[[{{int:mainpage}}|main page]]'''. For general wiki discussion, please visit the '''[[Project:Community Portal|Community Portal]]''' or '''[[Forum:Index|Forums]]'''.
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Hi, I am Jimbo, the founder, along with Angela, of Wikia, and the founder of Wikipedia.
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This account is not a bot and cannot be blocked. If there is a problem with the text of the default messages, please inform the [[Wikia:Community Team|Community Support Team]].
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Hi all at [[Board game manuals Wiki]]
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==Welcome==
Hi, welcome to Board game manuals Wiki. Thanks for your edit to the [[:GodoyCoon506]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
If you need help, and there are no local admins here, you may want to visit the [[wikia:Forum:Community Central Forum|forums on the Community Central Wiki]]. You can also check our [[w:c:community:Blog:Wikia Staff Blog|Staff blog]] to keep up-to-date with the latest news and events around Wikia.
Happy editing, [[User:Sannse|Sannse]]<staff /> <small>([[w:forums|help forum]] | [[w:sblog|blog]])</small>
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==Welcome==
Hi, welcome to {{SITENAME}}. Thanks for your edit to the [[:Thunder Road (board game)]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
If you need help, read through our [[w:c:community:Help:Contents|help pages]] or contact a [[Special:Listusers/sysop|local admin]]. If there are no active admins here, stop by [[w:c:community:main page|Community Central]] and check out our [[w:c:community:Forum:Index|forums]].
Looking for live help? Then join us for an upcoming [[w:c:community:Webinars|webinar]] to chat with staff and other Wikia editors. You can also check our [[w:c:community:Blog:Wikia_Staff_Blog|Staff blog]] to keep up-to-date with the latest news and events around Wikia. Lastly, check out the [[w:c:video|Wikia Video Library]], where you can find premium licensed videos to add to the wiki.
All of these links are a great way to start exploring Wikia.
Happy editing, Sannse <staff /> <small>([[w:forums|help forum]] | [[w:sblog|blog]])</small> 04:09, October 16, 2015 (UTC)
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User talk:195.162.68.6
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Wikia
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==Welcome==
Hi, welcome to Board game manuals Wiki. Thanks for your edit to the [[:Category talk:Article stubs]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
If you need help, and there are no local admins here, you may want to visit the [[wikia:Forum:Community Central Forum|forums on the Community Central Wiki]]. You can also check our [[w:c:community:Blog:Wikia Staff Blog|Staff blog]] to keep up-to-date with the latest news and events around Wikia.
Happy editing, [[User:Sannse|Sannse]]<staff /> <small>([[w:forums|help forum]] | [[w:sblog|blog]])</small>
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User talk:2600:1:9309:4A0:94FE:C08A:7878:AB23
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==Welcome==
Hi, welcome to {{SITENAME}}! I'm a member of FANDOM's Community Support team. Thank you for your edit to [[:Pyramid (card game)]]!
'''[[Special:UserSignup|Please sign in and create a user name]]''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
It looks as though none of the admins for this community are active right now, but if you need help, you can look at our [[Help:Contents|help pages]] or stop by [[w:c:community:main page|Community Central]] to check out our [[w:c:community:Special:Forum|forums]].
You can also follow the [[w:c:community:Blog:Wikia_Staff_Blog|Staff blog]] to keep up-to-date with the latest news and events around FANDOM. And don't forget to check out [[w:c:community:Wikia_University|FANDOM University]] for quick how-to videos.
Please [[User talk:DaNASCAT|leave me a message]] if I can help with anything.
Enjoy your time at {{SITENAME}}!
User talk:DaNASCAT
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User talk:50.149.128.64
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Wikia
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Welcome to Board game manuals Wiki!
4486
wikitext
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==Welcome==
Hi, welcome to {{SITENAME}}. Thanks for your edit to the [[:Rook (card game)]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
If you need help, read through our [[w:c:community:Help:Contents|help pages]] or contact a [[Special:Listusers/sysop|local admin]]. If there are no active admins here, stop by [[w:c:community:main page|Community Central]] and check out our [[w:c:community:Forum:Index|forums]].
Looking for live help? Then join us for an upcoming [[w:c:community:Webinars|webinar]] to chat with staff and other Wikia editors. You can also check our [[w:c:community:Blog:Wikia_Staff_Blog|Staff blog]] to keep up-to-date with the latest news and events around Wikia. Lastly, check out the [[w:c:video|Wikia Video Library]], where you can find premium licensed videos to add to the wiki.
All of these links are a great way to start exploring Wikia.
Happy editing, [[User:Trellar|Trellar]]<staff /> <small>([[w:forums|help forum]] | [[w:sblog|blog]])</small>
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Wikia
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4503
wikitext
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==Welcome==
Hi, welcome to {{SITENAME}}. Thanks for your edit to the [[:The Game of Life]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
If you need help, read through our [[w:c:community:Help:Contents|help pages]] or contact a [[Special:Listusers/sysop|local admin]]. If there are no active admins here, stop by [[w:c:community:main page|Community Central]] and check out our [[w:c:community:Forum:Index|forums]].
Looking for live help? Then join us for an upcoming [[w:c:community:Webinars|webinar]] to chat with staff and other Wikia editors. You can also check our [[w:c:community:Blog:Wikia_Staff_Blog|Staff blog]] to keep up-to-date with the latest news and events around Wikia. Lastly, check out the [[w:c:video|Wikia Video Library]], where you can find premium licensed videos to add to the wiki.
All of these links are a great way to start exploring Wikia.
Happy editing, Mira Laime <staff /> <small>([[w:forums|help forum]] | [[w:sblog|blog]])</small> 01:40, November 23, 2015 (UTC)
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Wikia
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==Welcome==
Hi, welcome to Board game manuals Wiki. Thanks for your edit to the [[:Bang!]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
Please leave a message on [[User talk:Kingstonlee|my talk page]] if I can help with anything! -- [[User:Kingstonlee|Kingstonlee]] ([[User_talk:Kingstonlee|Talk]]) 05:04, December 8, 2009
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User talk:67.94.81.162
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2009-12-07T17:49:05Z
Wikia
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==Welcome==
Hi, welcome to Board game manuals Wiki. Thanks for your edit to the [[:Main Page]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
Please leave a message on [[User talk:Kingstonlee|my talk page]] if I can help with anything! -- [[User:Kingstonlee|Kingstonlee]] ([[User_talk:Kingstonlee|Talk]]) 17:49, December 7, 2009
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User talk:71.154.2.128
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2011-07-23T15:35:05Z
Wikia
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4474
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==Welcome==
Hi, welcome to Board game manuals Wiki. Thanks for your edit to the '''Monopoly''' page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
Please leave a message on [[User talk:Wikia|my talk page]] if I can help with anything! -- [[User:Wikia|Wikia]] ([[User_talk:Wikia|Talk]]) 15:35, July 23, 2011
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User talk:71.20.77.86
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Welcome to Board game manuals Wiki!
4482
wikitext
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==Welcome==
Hi, welcome to {{SITENAME}}. Thanks for your edit to the [[:Pyramid (card game)]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
If you need help, read through our [[w:c:community:Help:Contents|help pages]] or contact a [[Special:Listusers/sysop|local admin]]. If there are no active admins here, stop by [[w:c:community:main page|Community Central]] and check out our [[w:c:community:Forum:Index|forums]].
Looking for live help? Then join us for an upcoming [[w:c:community:Webinars|webinar]] to chat with staff and other Wikia editors. You can also check our [[w:c:community:Blog:Wikia_Staff_Blog|Staff blog]] to keep up-to-date with the latest news and events around Wikia. Lastly, check out the [[w:c:video|Wikia Video Library]], where you can find premium licensed videos to add to the wiki.
All of these links are a great way to start exploring Wikia.
Happy editing, [[User:Trellar|Trellar]]<staff /> <small>([[w:forums|help forum]] | [[w:sblog|blog]])</small>
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2010-09-20T08:50:21Z
Wikia
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wikitext
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==Welcome==
Hi, welcome to Board game manuals Wiki. Thanks for your edit to the [[:Tarot card games]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
If you need help, and there are no local admins here, you may want to visit the [[wikia:Forum:Community Central Forum|forums on the Community Central Wiki]]. You can also check our [[w:c:community:Blog:Wikia Staff Blog|Staff blog]] to keep up-to-date with the latest news and events around Wikia.
Happy editing, [[User:Sarah Manley|Sarah Manley]]<staff /> <small>([[w:forums|help forum]] | [[w:sblog|blog]])</small>
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User talk:80.237.177.115
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2011-01-26T19:56:40Z
Wikia
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4472
wikitext
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==Welcome==
Hi, welcome to Board game manuals Wiki. Thanks for your edit to the [[:Category:BlogListingPage]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
If you need help, and there are no local admins here, you may want to visit the [[wikia:Forum:Community Central Forum|forums on the Community Central Wiki]]. You can also check our [[w:c:community:Blog:Wikia Staff Blog|Staff blog]] to keep up-to-date with the latest news and events around Wikia.
Happy editing, [[User:Sarah Manley|Sarah Manley]]<staff /> <small>([[w:forums|help forum]] | [[w:sblog|blog]])</small>
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User talk:84.61.188.147
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Wikia
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4493
wikitext
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==Welcome==
Hi, welcome to {{SITENAME}}. Thanks for your edit to the [[:MediaWiki talk:Titleblacklist]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
If you need help, read through our [[w:c:community:Help:Contents|help pages]] or contact a [[Special:Listusers/sysop|local admin]]. If there are no active admins here, stop by [[w:c:community:main page|Community Central]] and check out our [[w:c:community:Forum:Index|forums]].
Looking for live help? Then join us for an upcoming [[w:c:community:Webinars|webinar]] to chat with staff and other Wikia editors. You can also check our [[w:c:community:Blog:Wikia_Staff_Blog|Staff blog]] to keep up-to-date with the latest news and events around Wikia. Lastly, check out the [[w:c:video|Wikia Video Library]], where you can find premium licensed videos to add to the wiki.
All of these links are a great way to start exploring Wikia.
Happy editing, Sannse <staff /> <small>([[w:forums|help forum]] | [[w:sblog|blog]])</small> 20:00, March 27, 2014 (UTC)
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User talk:95.27.53.210
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2015-12-09T05:11:16Z
Wikia
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4505
wikitext
text/x-wiki
==Welcome==
Hi, welcome to {{SITENAME}}. Thanks for your edit to the [[:Uncle Wiggily (board game)]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
If you need help, read through our [[w:c:community:Help:Contents|help pages]] or contact a [[Special:Listusers/sysop|local admin]]. If there are no active admins here, stop by [[w:c:community:main page|Community Central]] and check out our [[w:c:community:Forum:Index|forums]].
Looking for live help? Then join us for an upcoming [[w:c:community:Webinars|webinar]] to chat with staff and other Wikia editors. You can also check our [[w:c:community:Blog:Wikia_Staff_Blog|Staff blog]] to keep up-to-date with the latest news and events around Wikia. Lastly, check out the [[w:c:video|Wikia Video Library]], where you can find premium licensed videos to add to the wiki.
All of these links are a great way to start exploring Wikia.
Happy editing, Brandon Rhea <staff /> <small>([[w:forums|help forum]] | [[w:sblog|blog]])</small> 05:11, December 9, 2015 (UTC)
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User talk:95.27.57.158
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2015-12-14T14:07:03Z
Wikia
22439
Welcome to Board game manuals Wiki!
4507
wikitext
text/x-wiki
==Welcome==
Hi, welcome to {{SITENAME}}. Thanks for your edit to the [[:Uncle Wiggily (board game)]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
If you need help, read through our [[w:c:community:Help:Contents|help pages]] or contact a [[Special:Listusers/sysop|local admin]]. If there are no active admins here, stop by [[w:c:community:main page|Community Central]] and check out our [[w:c:community:Forum:Index|forums]].
Looking for live help? Then join us for an upcoming [[w:c:community:Webinars|webinar]] to chat with staff and other Wikia editors. You can also check our [[w:c:community:Blog:Wikia_Staff_Blog|Staff blog]] to keep up-to-date with the latest news and events around Wikia. Lastly, check out the [[w:c:video|Wikia Video Library]], where you can find premium licensed videos to add to the wiki.
All of these links are a great way to start exploring Wikia.
Happy editing, Brandon Rhea <staff /> <small>([[w:forums|help forum]] | [[w:sblog|blog]])</small> 14:07, December 14, 2015 (UTC)
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User talk:98.239.145.43
3
2315
4466
2010-08-18T23:19:28Z
Wikia
22439
welcoming new contributor
4466
wikitext
text/x-wiki
==Welcome==
Hi, welcome to Board game manuals Wiki. Thanks for your edit to the [[:Template talk:Episode]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
If you need help, and there are no local admins here, you may want to visit the [[wikia:Forum:Community Central Forum|forums on the Community Central Wiki]]. You can also check our [[w:c:community:Blog:Wikia Staff Blog|Staff blog]] to keep up-to-date with the latest news and events around Wikia.
Happy editing, [[User:Sannse|Sannse]]<staff /> <small>([[w:forums|help forum]] | [[w:sblog|blog]])</small>
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User talk:Angela
3
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2009-12-07T07:03:49Z
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{{wikia:User talk:Angela}}
6pcs35pmcinsbupcyfpfccrwn9exsf5
User talk:Berenlazarus
3
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2009-09-24T03:21:01Z
Xenobot
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[[User:Xenobot/1|Bot]]) Delivering note from [[WP:VG]]: Please update your status at [[Wikipedia:WikiProject Video games/Members]]
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text/x-wiki
==26 January 2006==
# <!-- This template is available as subst:Please cite|Article_needing_citation -->Hello, and welcome to Wikipedia! We welcome and appreciate your contributions, such as [[:C. S. Lewis]], but we regretfully cannot accept original research. Please find and add a reliable [[WP:CITE|citation]] to your recent edit so we can [[WP:Verifiability|verify]] your work. Uncited information may be removed at any time. Thanks for your efforts, and happy editing! [[User:Can't sleep, clown will eat me|Can't sleep, clown will eat me]] 05:58, 26 January 2006 (UTC)
# This message is regarding the page [[Chevrolet]]. Please stop removing content from Wikipedia. It is considered [[Wikipedia:Vandalism|vandalism]]. If you want to experiment, please use the [[Wikipedia:Sandbox|sandbox]]. Thank you. <!-- {{test2a-n}} (Second level warning) --> [[User:Can't sleep, clown will eat me|Can't sleep, clown will eat me]] 05:58, 26 January 2006 (UTC)
== '''Welcome!''' <small>(''We can't say that loudly enough!'')</small> ==
Here are a few links you might find helpful:
*[[Wikipedia:Be bold in updating pages|'''Be Bold!''']]
*[[Wikipedia:Please do not bite the newcomers|Don't let grumpy users scare you off]]
*[[Wikipedia:New user log|Meet other new users]]
*[[Wikipedia:Avoiding common mistakes|Learn from others]]
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You can sign your name on talk pages and votes by typing ~~~~; our software automatically converts it to your username and the date.
If you have any questions or problems, no matter what they are, leave me a message on [[User talk:StoptheDatabaseState|my talk page]]. Or, please come to the '''[[Wikipedia:New contributors' help page|new contributors' help page]]''', where experienced Wikipedians can answer any queries you have! Or, you can just type '''<code>{{helpme}}</code>''' on your user page, and someone will show up shortly to answer your questions.
We're so glad you're here! [[User:StoptheDatabaseState|StoptheDatabaseState]] 19:33, 8 December 2006 (UTC)
==Box set==
Please stop what you're doing. You just lost the entire edit history and created an article without the proper capitalization. Thanks. --[[User:*Spark*/s|<font color="green">*Spark*</font>]] 19:34, 8 December 2006 (UTC)
==[[Daughter (Single)]]==
I have added a "{{[[Template:prod|prod]]}}" template to the article [[Daughter (Single)]], suggesting that it be deleted according to the [[Wikipedia:Proposed deletion|proposed deletion]] process. All contributions are appreciated, but I don't believe it satisfies Wikipedia's criteria for inclusion, and I've explained why in the deletion notice (see also "[[Wikipedia:What Wikipedia is not|What Wikipedia is not]]" and [[Wikipedia:Deletion policy|Wikipedia's deletion policy]]). Please either work to improve the article if the topic is worthy of inclusion in Wikipedia, or, if you disagree with the notice, discuss the issues at [[Talk:Daughter (Single)|its talk page]]. Removing the deletion notice will prevent deletion through the proposed deletion process, but the article may still be sent to [[Wikipedia:Articles for deletion|Articles for Deletion]], where it may be deleted if consensus to delete is reached, or if it matches any of the [[Wikipedia:Criteria for speedy deletion|speedy deletion criteria]]. [[User:Pan Dan|Pan Dan]] 20:16, 15 January 2007 (UTC)
==Merkinball vs. Merkin Ball move==
Do you think you can help me in requesting this move. I have no idea about what to do. Thanks.[[User:-5-|-5-]] 18:41, 23 June 2007 (UTC)
==[[:Time Out of Mind (disambiguation)]]==
[[Image:Information_icon.svg|left]]Hello, this is a message from [[User:Android Mouse Bot 2|an automated bot]]. A tag has been placed on [[:Time Out of Mind (disambiguation)]], by {{#ifeq:1|1|[[User:PEJL|PEJL]] ([[User talk:PEJL|talk]] '''·''' [[Special:Contributions/PEJL|contribs]]),}} another Wikipedia user, requesting that it be [[Wikipedia:Speedy deletions|speedily deleted]] from Wikipedia. The tag claims that it should be speedily deleted because [[:Time Out of Mind (disambiguation)]] fits the criteria for speedy deletion for the following reason: <br><center>'''redundant disambig page because only one entry has an article'''</center><br>To contest the tagging and request that administrators wait before possibly deleting [[:Time Out of Mind (disambiguation)]], please affix the template <nowiki>{{hangon}}</nowiki> to the page, and put a note on its talk page. If the article has already been deleted, see the advice and instructions at [[WP:WMD]]. '''Please note, this bot is only informing you of the nomination for speedy deletion, it did not nominate [[:Time Out of Mind (disambiguation)]] itself.''' Feel free to leave a message on the [[User talk:Android Mouse|bot operator's talk page]] if you have any questions about this or any problems with this bot. --[[User:Android Mouse Bot 2|Android Mouse Bot 2]] 12:55, 28 June 2007 (UTC)
==Matador (domino game)==
[[Image:Circle-style-warning.svg|left|48px|]]
A {{[[Template:prod|prod]]}} template has been added to the article [[Matador (domino game)]], suggesting that it be deleted according to the [[Wikipedia:Proposed deletion|proposed deletion]] process. All contributions are appreciated, but this article may not satisfy Wikipedia's [[Wikipedia:Criteria for inclusion|criteria for inclusion]], and the deletion notice explains why (see also "[[Wikipedia:What Wikipedia is not|What Wikipedia is not]]" and [[Wikipedia:Deletion policy|Wikipedia's deletion policy]]). You may contest the proposed deletion by removing the <code><nowiki>{{dated prod}}</nowiki></code> notice, but please explain why you disagree with the proposed deletion in your edit summary or on [[Talk:Matador (domino game)|its talk page]]. Also, please consider improving the article to address the issues raised. Even though removing the deletion notice will prevent deletion through the [[WP:PROD|proposed deletion process]], the article may still be deleted if it matches any of the [[Wikipedia:Criteria for speedy deletion|speedy deletion criteria]] or it can be sent to [[Wikipedia:Articles for deletion|Articles for Deletion]], where it may be deleted if [[Wikipedia:Consensus|consensus]] to delete is reached. If you endorse deletion of the article, and you are the only person who has made substantial edits to the page, please tag it with {{tl|db-author}}. [[User:B. Wolterding|B. Wolterding]] 17:59, 26 September 2007 (UTC)
==November 2007==
Please don't ignore AFD results, as you did to the article [[Trapped Under Ice]]. If you continue, '''you will be blocked'''. Thank you. <font face="Georgia">[[User talk:Jonathan|Jonathan]] — <small>[[Special:Random|Quality, not quantity.]]</small></font> 23:30, 21 November 2007 (UTC)
==January 2008==
Please don't [[WP:CUTPASTE|cut&paste]] content from articles into another. The attribution of the original authors is an important part of the [[Wikipedia:Text of the GNU Free Documentation License|GFDL]], you aren't the author of the content. Mentioning at least the 5 main authors of the content is required, and state where it was copied from (both in the edit summary). Best you include the edit history since [http://en.wikipedia.org/w/index.php?title=I%27m_Not_There&diff=156277563&oldid=155792624 this edit], e. g. at the talk page. Regards --[[User:Oxymoron83|Oxymoron]]<sup>[[User_talk:Oxymoron83|83]]</sup> 23:42, 10 January 2008 (UTC)
:I've done this per your request, you can now fix the introduction and add some categories. Please don't add the interwiki links again, as they link to film articles only. --[[User:Oxymoron83|Oxymoron]]<sup>[[User_talk:Oxymoron83|83]]</sup> 00:43, 11 January 2008 (UTC)
==Zelda Templates==
Further to your comments at [[Template talk:The Legend of Zelda]] I've started a discussion [[Wikipedia talk:WikiProject The Legend of Zelda series#Navigational Templates|here]] about the issue in order to try and establish a [[WP:CONSENSUS|consensus]]. I didn't mean to cause any trouble; the main reason I didn't work on an existing template was that I didn't want to disrupt anything that was heavily used and out of the three templates effectively depreciated I wasn't sure if it was right to use any one over the others. [[User:Guest9999|Guest9999]] ([[User talk:Guest9999|talk]]) 13:08, 20 March 2008 (UTC)
== Improving [[Zelda II: The Adventure of Link]] to [[WP:FA|Featured Article]] status ==
I am working on improving [[Zelda II: The Adventure of Link]] to [[WP:FA|Featured Article]] status and noticed that you have made substantial contributions to the article. If you have time, I would be delighted if you could help with this endeavor. Thanks in advance! [[User:Gary King|Gary King]] ([[User talk:Gary King|talk]]) 21:30, 1 April 2008 (UTC)
:
==Proposed deletion of [[The Friends & Enemies of Modern Music]]==
[[Image:Ambox warning yellow.svg|left|48px|]]
A [[Wikipedia:Proposed deletion|proposed deletion]] template has been added to the article [[The Friends & Enemies of Modern Music]], suggesting that it be deleted according to the proposed deletion process. All contributions are appreciated, but this article may not satisfy Wikipedia's [[Wikipedia:Criteria for inclusion|criteria for inclusion]], and the deletion notice should explain why (see also "[[Wikipedia:What Wikipedia is not|What Wikipedia is not]]" and [[Wikipedia:Deletion policy|Wikipedia's deletion policy]]). You may prevent the proposed deletion by removing the <code>{{tl|dated prod}}</code> notice, but please explain why you disagree with the proposed deletion in your edit summary or on [[Talk:The Friends & Enemies of Modern Music|its talk page]].
Please consider improving the article to address the issues raised because even though removing the deletion notice will prevent deletion through the [[WP:PROD|proposed deletion process]], the article may still be deleted if it matches any of the [[Wikipedia:Criteria for speedy deletion|speedy deletion criteria]] or it can be sent to [[Wikipedia:Articles for deletion|Articles for Deletion]], where it may be deleted if [[Wikipedia:Consensus|consensus]] to delete is reached.<!-- Template:PRODWarning --> [[User:Mdsummermsw|Mdsummermsw]] ([[User talk:Mdsummermsw|talk]]) 20:19, 14 July 2008 (UTC)
==Alternate titles, and columns in Lists of articles==
I noticed that you are a contributor in the "List of Famicom games", and I'd like to invite you to contribute to the [[Talk:List of Nintendo 64 games#Removal of Alternate Titles and Number of Players]] where we are discussing the use of keeping alternate titles in the "List of...games" some have suggested that they take up too much space and that other columns could seem to be "useful only to fans", and other things that have been mentioned that, and other 'List of' talk pages. I hope you'll come and give you opinion, and hopefully keep these type of concerns from arising again and again at each "List of" pages. ([[User:Floppydog66|Floppydog66]] ([[User talk:Floppydog66|talk]]) 23:32, 18 December 2008 (UTC))
==AfD nomination of The Farming Game==
<div class="floatleft" style="margin-bottom:0">[[File:Ambox warning pn.svg|42px]]</div>I have nominated [[The Farming Game]], an article that you created, for [[Wikipedia:Deletion policy|deletion]]. I do not think that this article satisfies Wikipedia's criteria for inclusion, and have explained why at [[Wikipedia:Articles for deletion/The Farming Game]]. Your opinions on the matter are welcome at that same discussion page; also, you are welcome to edit the article to address these concerns. Thank you for your time.{{-}}Please contact me if you're unsure why you received this message. <!-- Template:AFDWarning --> [[User:DreamGuy|DreamGuy]] ([[User talk:DreamGuy|talk]]) 23:31, 1 May 2009 (UTC)
==Game Play==
The board itself is divided into squares representing forty-nine of the fifty-two weeks in a year, with different sections grouped together under the usual harvest for that season. Whereas there are multiple sections for harvesting hay (your first, second, third, and even fourth cutting), Livestock are sold only once a year. Similar to real life, poor timing (or unlucky die rolls) can cause the player to miss, or skip over, a harvest.
Players take turns rolling a die, traveling around the board, harvesting their crops when they can. Crops are purchased through O.T.B. (Option to Buy) cards usually referencing "Neighbor Sells Out: 10 Acres Grain", the crops are grouped into Hay, Grain (Wheat and Corn), Fruit (Apples and Cherries), and Livestock (Cattle). Whereas hay is the cheapest to purchase and most often harvested, just as in real life, the chance for large profit is much smaller than with livestock or fruit. What balances this game, and provides the most difficulty for real life farmers, are operating expenses. In ''The Farming Game'', whenever a player harvests a crop, he draws a card entitled "Operating Expense", examples of which are "Pay $500 for Irrigation" or "Seed Bill Due: Pay $1,000". Also, certain spaces on the board instruct the player to draw a "Farmer's Fate" card. "Farmer's Fate" cards are usually unfortunate for the player, including references to the [[drought]] in the 1970s in which all the player's livestock are slaughtered.
==Strategy==
{{Original research|date=September 2007}}
''The Farming Game'' is a heavily chance dependent game, and thus the winner is usually determined by luck.{{Fact|date=September 2007}} However, a player can increase his or her chances of winning by knowing which crops are more likely to be profitable and use this information to make advantageous trades with other players.
Based upon the probabilities of landing on each square and the average selling price of each commodity, Hay is slightly less profitable than Grain, while Cattle averages about 1.5 times as much profit as Grain. Fruit is even more lucrative, earning about 2.5 times as much profit as Grain.
Thus, a player's first choice should always be to plant as much Fruit as possible. In fact, the advantage is so great that the winner will usually be the player lucky enough to draw the most "O.T.B. Fruit" cards.
A player's second choice should then be to raise Cattle, however, the game limits the number of Cattle you can raise on the farm to 20. In order to raise more, you must lease additional land, but in doing so you must pay a large fee. ''This fee is, in fact, higher than the total profit you are likely to earn on the Cattle by the end of the game!'' In other words, not only will you likely lose money on the investment, but you will also be losing the opportunity to invest your money in more profitable commodities. Thus, you should ''never'' lease additional land to raise Cattle.
A player's third choice should then be to choose to focus upon either Grain or Hay. If two players can agree to swap commodities so that one grows only Grain while the other grows only Hay, then they will both have a slight advantage over other players who grow both crops because they will pay less in harvesting fees. Note, however, that the Grain player will still have a slight advantage over the Hay player, which may make negotiating such a deal difficult. Another disadvantage to this strategy is that it decreases both player's chances of harvesting. If a player grows both, he removes a lot of the variability involved in his expected profit.
==External links==
*[http://www.farmgame.com/ ''The Farming Game'']
*{{bgg|5195|''The Farming Game''}}
{{DEFAULTSORT:Farming Game, The}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
== Please update your status with [[WP:VG]] ==
Dear [[WP:WikiProject Video games|WikiProject Video games]] member,
You are receiving this message because you have either [[:Category:WikiProject Video games members]] or {{tl|User WPVG}} somewhere in your [[Wikipedia:User page|userspace]] and you have edited Wikipedia in the recent months.
The Video games project has created a [[Wikipedia:WikiProject Video games/Members|member list]] to provide a clearer picture of its active membership.
All members have currently been placed in the "Inactive" section by default. Please remove your username from the "Inactive" listing and place it under the "Active" listing if you plan on regularly:
:*Editing video game-related pages in the [[Wikipedia:Main namespace|Article namespace]]
:*Participating in video game-related discussions in the [[Wikipedia:Project namespace|Project namespace]] ([[WT:VG]], [[WP:AfD]], [[WP:GAN]], etc.)
Ideally, members are encouraged to do both, but either one meets our criteria of inclusion. Members still listed inactive at the beginning of November 2009 may be removed. You may re-add yourself to the active list at any time. Thank you for your help, and we look forward to working with you.
:<div style="text-align: right;">—[[WP:VG|WikiProject Video games]] <small>(delivery by <font face="Verdana">[[User:Xenobot|<font color="black">'''xeno'''bot</font>]]</font> 03:21, 24 September 2009 (UTC)</small></div>
gzq8r85muxi74144o419fhe8zdo6s1t
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2009-12-09T23:30:02Z
Kingstonlee
1735031
1 revision
4007
wikitext
text/x-wiki
==26 January 2006==
# <!-- This template is available as subst:Please cite|Article_needing_citation -->Hello, and welcome to Wikipedia! We welcome and appreciate your contributions, such as [[:C. S. Lewis]], but we regretfully cannot accept original research. Please find and add a reliable [[WP:CITE|citation]] to your recent edit so we can [[WP:Verifiability|verify]] your work. Uncited information may be removed at any time. Thanks for your efforts, and happy editing! [[User:Can't sleep, clown will eat me|Can't sleep, clown will eat me]] 05:58, 26 January 2006 (UTC)
# This message is regarding the page [[Chevrolet]]. Please stop removing content from Wikipedia. It is considered [[Wikipedia:Vandalism|vandalism]]. If you want to experiment, please use the [[Wikipedia:Sandbox|sandbox]]. Thank you. <!-- {{test2a-n}} (Second level warning) --> [[User:Can't sleep, clown will eat me|Can't sleep, clown will eat me]] 05:58, 26 January 2006 (UTC)
== '''Welcome!''' <small>(''We can't say that loudly enough!'')</small> ==
Here are a few links you might find helpful:
*[[Wikipedia:Be bold in updating pages|'''Be Bold!''']]
*[[Wikipedia:Please do not bite the newcomers|Don't let grumpy users scare you off]]
*[[Wikipedia:New user log|Meet other new users]]
*[[Wikipedia:Avoiding common mistakes|Learn from others]]
*[[Wikipedia:Wikiquette|Play nicely with others]]
*[[Wikipedia:Contributing to Wikipedia|Contribute, Contribute, Contribute!]]
*[[Wikipedia:User page|Tell us about you]]
You can sign your name on talk pages and votes by typing ~~~~; our software automatically converts it to your username and the date.
If you have any questions or problems, no matter what they are, leave me a message on [[User talk:StoptheDatabaseState|my talk page]]. Or, please come to the '''[[Wikipedia:New contributors' help page|new contributors' help page]]''', where experienced Wikipedians can answer any queries you have! Or, you can just type '''<code>{{helpme}}</code>''' on your user page, and someone will show up shortly to answer your questions.
We're so glad you're here! [[User:StoptheDatabaseState|StoptheDatabaseState]] 19:33, 8 December 2006 (UTC)
==Box set==
Please stop what you're doing. You just lost the entire edit history and created an article without the proper capitalization. Thanks. --[[User:*Spark*/s|<font color="green">*Spark*</font>]] 19:34, 8 December 2006 (UTC)
==[[Daughter (Single)]]==
I have added a "{{[[Template:prod|prod]]}}" template to the article [[Daughter (Single)]], suggesting that it be deleted according to the [[Wikipedia:Proposed deletion|proposed deletion]] process. All contributions are appreciated, but I don't believe it satisfies Wikipedia's criteria for inclusion, and I've explained why in the deletion notice (see also "[[Wikipedia:What Wikipedia is not|What Wikipedia is not]]" and [[Wikipedia:Deletion policy|Wikipedia's deletion policy]]). Please either work to improve the article if the topic is worthy of inclusion in Wikipedia, or, if you disagree with the notice, discuss the issues at [[Talk:Daughter (Single)|its talk page]]. Removing the deletion notice will prevent deletion through the proposed deletion process, but the article may still be sent to [[Wikipedia:Articles for deletion|Articles for Deletion]], where it may be deleted if consensus to delete is reached, or if it matches any of the [[Wikipedia:Criteria for speedy deletion|speedy deletion criteria]]. [[User:Pan Dan|Pan Dan]] 20:16, 15 January 2007 (UTC)
==Merkinball vs. Merkin Ball move==
Do you think you can help me in requesting this move. I have no idea about what to do. Thanks.[[User:-5-|-5-]] 18:41, 23 June 2007 (UTC)
==[[:Time Out of Mind (disambiguation)]]==
[[Image:Information_icon.svg|left]]Hello, this is a message from [[User:Android Mouse Bot 2|an automated bot]]. A tag has been placed on [[:Time Out of Mind (disambiguation)]], by {{#ifeq:1|1|[[User:PEJL|PEJL]] ([[User talk:PEJL|talk]] '''·''' [[Special:Contributions/PEJL|contribs]]),}} another Wikipedia user, requesting that it be [[Wikipedia:Speedy deletions|speedily deleted]] from Wikipedia. The tag claims that it should be speedily deleted because [[:Time Out of Mind (disambiguation)]] fits the criteria for speedy deletion for the following reason: <br><center>'''redundant disambig page because only one entry has an article'''</center><br>To contest the tagging and request that administrators wait before possibly deleting [[:Time Out of Mind (disambiguation)]], please affix the template <nowiki>{{hangon}}</nowiki> to the page, and put a note on its talk page. If the article has already been deleted, see the advice and instructions at [[WP:WMD]]. '''Please note, this bot is only informing you of the nomination for speedy deletion, it did not nominate [[:Time Out of Mind (disambiguation)]] itself.''' Feel free to leave a message on the [[User talk:Android Mouse|bot operator's talk page]] if you have any questions about this or any problems with this bot. --[[User:Android Mouse Bot 2|Android Mouse Bot 2]] 12:55, 28 June 2007 (UTC)
==Matador (domino game)==
[[Image:Circle-style-warning.svg|left|48px|]]
A {{[[Template:prod|prod]]}} template has been added to the article [[Matador (domino game)]], suggesting that it be deleted according to the [[Wikipedia:Proposed deletion|proposed deletion]] process. All contributions are appreciated, but this article may not satisfy Wikipedia's [[Wikipedia:Criteria for inclusion|criteria for inclusion]], and the deletion notice explains why (see also "[[Wikipedia:What Wikipedia is not|What Wikipedia is not]]" and [[Wikipedia:Deletion policy|Wikipedia's deletion policy]]). You may contest the proposed deletion by removing the <code><nowiki>{{dated prod}}</nowiki></code> notice, but please explain why you disagree with the proposed deletion in your edit summary or on [[Talk:Matador (domino game)|its talk page]]. Also, please consider improving the article to address the issues raised. Even though removing the deletion notice will prevent deletion through the [[WP:PROD|proposed deletion process]], the article may still be deleted if it matches any of the [[Wikipedia:Criteria for speedy deletion|speedy deletion criteria]] or it can be sent to [[Wikipedia:Articles for deletion|Articles for Deletion]], where it may be deleted if [[Wikipedia:Consensus|consensus]] to delete is reached. If you endorse deletion of the article, and you are the only person who has made substantial edits to the page, please tag it with {{tl|db-author}}. [[User:B. Wolterding|B. Wolterding]] 17:59, 26 September 2007 (UTC)
==November 2007==
Please don't ignore AFD results, as you did to the article [[Trapped Under Ice]]. If you continue, '''you will be blocked'''. Thank you. <font face="Georgia">[[User talk:Jonathan|Jonathan]] — <small>[[Special:Random|Quality, not quantity.]]</small></font> 23:30, 21 November 2007 (UTC)
==January 2008==
Please don't [[WP:CUTPASTE|cut&paste]] content from articles into another. The attribution of the original authors is an important part of the [[Wikipedia:Text of the GNU Free Documentation License|GFDL]], you aren't the author of the content. Mentioning at least the 5 main authors of the content is required, and state where it was copied from (both in the edit summary). Best you include the edit history since [http://en.wikipedia.org/w/index.php?title=I%27m_Not_There&diff=156277563&oldid=155792624 this edit], e. g. at the talk page. Regards --[[User:Oxymoron83|Oxymoron]]<sup>[[User_talk:Oxymoron83|83]]</sup> 23:42, 10 January 2008 (UTC)
:I've done this per your request, you can now fix the introduction and add some categories. Please don't add the interwiki links again, as they link to film articles only. --[[User:Oxymoron83|Oxymoron]]<sup>[[User_talk:Oxymoron83|83]]</sup> 00:43, 11 January 2008 (UTC)
==Zelda Templates==
Further to your comments at [[Template talk:The Legend of Zelda]] I've started a discussion [[Wikipedia talk:WikiProject The Legend of Zelda series#Navigational Templates|here]] about the issue in order to try and establish a [[WP:CONSENSUS|consensus]]. I didn't mean to cause any trouble; the main reason I didn't work on an existing template was that I didn't want to disrupt anything that was heavily used and out of the three templates effectively depreciated I wasn't sure if it was right to use any one over the others. [[User:Guest9999|Guest9999]] ([[User talk:Guest9999|talk]]) 13:08, 20 March 2008 (UTC)
== Improving [[Zelda II: The Adventure of Link]] to [[WP:FA|Featured Article]] status ==
I am working on improving [[Zelda II: The Adventure of Link]] to [[WP:FA|Featured Article]] status and noticed that you have made substantial contributions to the article. If you have time, I would be delighted if you could help with this endeavor. Thanks in advance! [[User:Gary King|Gary King]] ([[User talk:Gary King|talk]]) 21:30, 1 April 2008 (UTC)
:
==Proposed deletion of [[The Friends & Enemies of Modern Music]]==
[[Image:Ambox warning yellow.svg|left|48px|]]
A [[Wikipedia:Proposed deletion|proposed deletion]] template has been added to the article [[The Friends & Enemies of Modern Music]], suggesting that it be deleted according to the proposed deletion process. All contributions are appreciated, but this article may not satisfy Wikipedia's [[Wikipedia:Criteria for inclusion|criteria for inclusion]], and the deletion notice should explain why (see also "[[Wikipedia:What Wikipedia is not|What Wikipedia is not]]" and [[Wikipedia:Deletion policy|Wikipedia's deletion policy]]). You may prevent the proposed deletion by removing the <code>{{tl|dated prod}}</code> notice, but please explain why you disagree with the proposed deletion in your edit summary or on [[Talk:The Friends & Enemies of Modern Music|its talk page]].
Please consider improving the article to address the issues raised because even though removing the deletion notice will prevent deletion through the [[WP:PROD|proposed deletion process]], the article may still be deleted if it matches any of the [[Wikipedia:Criteria for speedy deletion|speedy deletion criteria]] or it can be sent to [[Wikipedia:Articles for deletion|Articles for Deletion]], where it may be deleted if [[Wikipedia:Consensus|consensus]] to delete is reached.<!-- Template:PRODWarning --> [[User:Mdsummermsw|Mdsummermsw]] ([[User talk:Mdsummermsw|talk]]) 20:19, 14 July 2008 (UTC)
==Alternate titles, and columns in Lists of articles==
I noticed that you are a contributor in the "List of Famicom games", and I'd like to invite you to contribute to the [[Talk:List of Nintendo 64 games#Removal of Alternate Titles and Number of Players]] where we are discussing the use of keeping alternate titles in the "List of...games" some have suggested that they take up too much space and that other columns could seem to be "useful only to fans", and other things that have been mentioned that, and other 'List of' talk pages. I hope you'll come and give you opinion, and hopefully keep these type of concerns from arising again and again at each "List of" pages. ([[User:Floppydog66|Floppydog66]] ([[User talk:Floppydog66|talk]]) 23:32, 18 December 2008 (UTC))
==AfD nomination of The Farming Game==
<div class="floatleft" style="margin-bottom:0">[[File:Ambox warning pn.svg|42px]]</div>I have nominated [[The Farming Game]], an article that you created, for [[Wikipedia:Deletion policy|deletion]]. I do not think that this article satisfies Wikipedia's criteria for inclusion, and have explained why at [[Wikipedia:Articles for deletion/The Farming Game]]. Your opinions on the matter are welcome at that same discussion page; also, you are welcome to edit the article to address these concerns. Thank you for your time.{{-}}Please contact me if you're unsure why you received this message. <!-- Template:AFDWarning --> [[User:DreamGuy|DreamGuy]] ([[User talk:DreamGuy|talk]]) 23:31, 1 May 2009 (UTC)
==Game Play==
The board itself is divided into squares representing forty-nine of the fifty-two weeks in a year, with different sections grouped together under the usual harvest for that season. Whereas there are multiple sections for harvesting hay (your first, second, third, and even fourth cutting), Livestock are sold only once a year. Similar to real life, poor timing (or unlucky die rolls) can cause the player to miss, or skip over, a harvest.
Players take turns rolling a die, traveling around the board, harvesting their crops when they can. Crops are purchased through O.T.B. (Option to Buy) cards usually referencing "Neighbor Sells Out: 10 Acres Grain", the crops are grouped into Hay, Grain (Wheat and Corn), Fruit (Apples and Cherries), and Livestock (Cattle). Whereas hay is the cheapest to purchase and most often harvested, just as in real life, the chance for large profit is much smaller than with livestock or fruit. What balances this game, and provides the most difficulty for real life farmers, are operating expenses. In ''The Farming Game'', whenever a player harvests a crop, he draws a card entitled "Operating Expense", examples of which are "Pay $500 for Irrigation" or "Seed Bill Due: Pay $1,000". Also, certain spaces on the board instruct the player to draw a "Farmer's Fate" card. "Farmer's Fate" cards are usually unfortunate for the player, including references to the [[drought]] in the 1970s in which all the player's livestock are slaughtered.
==Strategy==
{{Original research|date=September 2007}}
''The Farming Game'' is a heavily chance dependent game, and thus the winner is usually determined by luck.{{Fact|date=September 2007}} However, a player can increase his or her chances of winning by knowing which crops are more likely to be profitable and use this information to make advantageous trades with other players.
Based upon the probabilities of landing on each square and the average selling price of each commodity, Hay is slightly less profitable than Grain, while Cattle averages about 1.5 times as much profit as Grain. Fruit is even more lucrative, earning about 2.5 times as much profit as Grain.
Thus, a player's first choice should always be to plant as much Fruit as possible. In fact, the advantage is so great that the winner will usually be the player lucky enough to draw the most "O.T.B. Fruit" cards.
A player's second choice should then be to raise Cattle, however, the game limits the number of Cattle you can raise on the farm to 20. In order to raise more, you must lease additional land, but in doing so you must pay a large fee. ''This fee is, in fact, higher than the total profit you are likely to earn on the Cattle by the end of the game!'' In other words, not only will you likely lose money on the investment, but you will also be losing the opportunity to invest your money in more profitable commodities. Thus, you should ''never'' lease additional land to raise Cattle.
A player's third choice should then be to choose to focus upon either Grain or Hay. If two players can agree to swap commodities so that one grows only Grain while the other grows only Hay, then they will both have a slight advantage over other players who grow both crops because they will pay less in harvesting fees. Note, however, that the Grain player will still have a slight advantage over the Hay player, which may make negotiating such a deal difficult. Another disadvantage to this strategy is that it decreases both player's chances of harvesting. If a player grows both, he removes a lot of the variability involved in his expected profit.
==External links==
*[http://www.farmgame.com/ ''The Farming Game'']
*{{bgg|5195|''The Farming Game''}}
{{DEFAULTSORT:Farming Game, The}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
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User talk:Kingstonlee
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Sannse
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User talk:Reach Out to the Truth
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Created page with "hi, I am looking for your sources about the game of life 2005 edition about being sued after retirement."
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hi, I am looking for your sources about the game of life 2005 edition about being sued after retirement.
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User talk:Rotlink
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User talk:SVG
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User talk:Uberfuzzy
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Welcome to my talk page. If you have a problem with the content of this wiki, please try to contact [[Special:ListUsers/sysop|admins]] of this wiki first. If you require general assistance from Wikia Staff, please use [[Special:Contact]].
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User talk:Wikia
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{{int:User Wikia}}
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Board game manuals Wiki:About
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''This page is used to tell visitors all about {{SITENAME}}.''
''Click the "edit this page" link (above) to start this page and to tell people what this wiki is all about.''
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Board game manuals Wiki:Administrators
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Different users have access to different functions of the site. While anyone can do most things on the site, including reading and editing, '''administrators''' can access a few additional functions.
== Administrator abilities ==
These additional functions include:
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== Bureaucrat abilities ==
A '''bureaucrat''' can make other users into bureaucrats or administrators on their own wiki.
Bureaucrats can also give users the ability to "rollback" edits not made in [[w:Assume good faith|good faith]].
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You may also wish to list them on this page.
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Board game manuals Wiki:Bureaucrats
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#Redirect [[Project:Administrators]]
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Board game manuals Wiki:Candidates for speedy deletion
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There are a few, limited, cases where pages may be '''[[Help:Deletion|deleted]] speedily'''. Non-admins can ask for an [[Help:User access levels|admin]] to delete such a page simply by adding a [[Template:Speedydelete|<nowiki>{{speedydelete}}</nowiki>]] tag.
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Board game manuals Wiki:Community Portal
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'''Welcome to {{SITENAME}}!''' The Community Portal is where this wiki community comes together to organize and discuss projects for the wiki. To see the most recent discussions, click the '''Discussion''' tab above.
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Board game manuals Wiki:Copyrights
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Except where otherwise specified, the text on Wikia sites is licensed under the Creative Commons Attribution-Share Alike License 3.0 (Unported) (CC-BY-SA).
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Board game manuals Wiki:Policy
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There are very few '''policies''' which apply across all Wikia. These can be found on the Central Wikia at [[Wikia:Category:Policy]].
Other policies for this Wikia should be decided by the wiki community. It's generally best to keep policies as simple as possible, and not to introduce too many rules. A growing wiki can usually do well with a few simple policies and a lot of goodwill and cooperation.
Adding <code><nowiki>[[Category:Policy]]</nowiki></code> to any policy pages will add them to the policy category. This is found [[:Category:Policy|here]].
[[Category:Policy|*]]
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Board game manuals Wiki:Privacy policy
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''Please see Central Wikia [[w:Wikia:Privacy Policy|Privacy Policy]].''
[[Category:Policy|Privacy policy]]
[[Category:Community|Privacy policy]]
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Board game manuals Wiki:Protected page
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[[Project:Administrators|Administrators]] can '''protect''' and '''unprotect''' pages, including ones that do not exist. Protection of a page or image usually means that a non-admin cannot modify it.
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Board game manuals Wiki:Sandbox
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{{sandbox}}
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Anyone can edit this.
==Simple Editing==
To edit a page, click on the "edit" tab, usually near the top of the page. Then, edit the box in the page. Feel free to practice here, on this page. It's here just for you to practice.
A blank line indicates a paragraph separation.
You can link to another page by putting the name or title of that page in double square brackets.
<nowiki>[[Main Page]]</nowiki> becomes [[Main Page]].
==Simple Formatting==
Create headers by putting text inbetween repeated equal (=) signs. The more =, the lower level the heading is.
Create a bulleted list by starting each item with an asterisk (*)
* it's ok to make editing mistakes
* you can preview your work before saving it
* even after saving it, you or someone else can edit it again to make it even better
==Formatting for Emphasis==
Put single quote marks around words or phrases for formatting emphasis.
Two single quotes, like <nowiki>''italics''</nowiki> will create ''italics''.
Three single quotes, like <nowiki>'''bold text'''</nowiki> will create '''bold text'''.
----
Other stuff...
If you know HTML or CSS formatting commands, they can also be used in this wiki. One useful HTML command is <nowiki><br /></nowiki> which creates a line break.
If you want to show what a command looks like, rather than actually implementing the command, surround it with the '''nowiki''' command.
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Board game manuals Wiki:Templates
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{{tocright}}
There are many '''templates''' in use in {{SITENAME}}; these are only a subset, representing some of the most important and commonly used ones. If you feel that a template belongs on this page, do not hesitate to add it.
* [[:Category:Templates]] should cover all templates in the wiki, categorized into the various subcategories.
* The Template namespace (found from [[Special:Allpages]]) always has all templates in the wiki, sorted alphanumerically.
== What are templates? ==
Wiki templates provide a means to insert the same content over and over in different (or the same) pages. This saves editors the hassle of duplicating the same text again and again, and also helps ensure consistency.
Templates are generally shown with the format required to use the template (e.g. <code>{{t|stub}}</code>). Clicking the template name takes you to the template's page, where you can see what it looks like and how it is used.
'''Detailed instructions on the usage of each template should exist on:
# '''a subpage using {{t|documentation}}'''; or
# the template page itself (inside "noinclude" tags); or
# the template's talk page.
For more information on templates, see [[Help:Templates]].
== [[:Category:Article management templates|Article management templates]] ==
=== Nominate an article for deletion ===
{{t|delete}}
* Add this to an article to nominate it for deletion. It will add the article to [[:Category:Candidates for deletion]].
{{t|speedydelete|reason}}
* Add this to an article for pages that qualify for [[{{ns:project}}:Candidates for speedy deletion|speedy deletion]].
=== Disambiguation articles ===
{{t|disambig}}
* If you have several articles that have similar or identical names, you may wish to create a "disambiguation" page at the main article name, with the articles taking an extra phrase in brackets afterwards. For example:
: '''The Prince''' <-- disambiguation page, with links to:
:: The Prince (frog)
:: The Prince (human)
* Using {{t|disambig}} marks an article as a disambiguation page by adding a banner to the article and categorizing it under [[:Category:Disambiguations]]. Add links to the various articles under the banner.
* For more information, see [[Help:Disambiguation]].
=== Stubs ===
{{t|stub}}
* When a page has little or no useful information, then it is likely a stub. This template will include them in [[:Category:Article stubs]], and is used to list which articles need expanding.
* For more information, see [[Help:Stubs]].
== [[:Category:Category templates|Category templates]] ==
=== General category template ===
{{t|category}}
* This can be added to categories to add general categorising details. Use in cases where it may be useful to point out to users how to categorise, such as popular categories.
=== Template category template ===
{{t|templatecategory}}
* This should be added to any template-related categories, to list template-specific categorising details, which differ from those of normal pages.
== [[:Category:General wiki templates|General wiki templates]] ==
=== Clear ===
{{t|clr}}, plus {{t|clrl}} and {{t|clrr}}
* This template is used to reduce the amount of non-wikicode used on pages, replacing the code <code><br style="clear:both;" /></code>. Its use should generally be avoided.
* You can use {{t|clr}} instead of the HTML tag that clears space below things like images, pictures and tables, so the following stuff doesn't begin until the bottom of the image, picture or table box.
* You can also use {{t|clrl}} or {{t|clrr}} to clear only left or right floats.
=== For ===
{{t|for|name|link}}
* Use at the top of articles as a simple "for x see y" template.
=== Main article ===
{{t|main|main article}}
* Use at the start of a section to link to the main article on it.
=== Right-aligned Table of Contents ===
{{t|tocright}}
* This template floats the table of contents (toc) on the right. It should only be used when absolutely necessary, to keep consistent design.
=== Sandbox ===
{{t|sandbox}}
* A template that should be used to head up all [[Project:Sandbox]] pages.
=== T is for template ===
{{t|t|template}}
* This template allows you to show example template code (with a link to the templates) without using the template itself. It is used extensively on this page.
=== Welcome ===
{{t|welcIP}} ''and'' {{t|welcome}}
*The first (with longer version "welcomeIP" for those of you who like typing more) is to welcome new non-vandalistic contributors who are "anonymous", identified only by their IP number; it encourages them to register.
* The second template is for welcoming new registered users. Should be customized for the wiki, indicating the pages we most want newcomers to visit.
*The above two templates are very suitable for having "subst:" prefixed, because they can be edited with additions or deletions appropriate to the apparent strengths of the person being welcomed; e.g. if the contributor has already demonstrated good wiki editing skills you could delete references to pages about "how to edit".
=== Wikipedia ===
{{t|wikipedia}}, {{t|wikipedia-deleted}}
* Wikipedia-related templates. Use {{t|wikipedia}} for articles taken directly from Wikipedia, and {{t|wikipedia-deleted}} for articles deleted from Wikipedia.
[[Category:Templates| ]]
==Where you may find more templates==
*[[w:c:templates|Wikia Templates]]
*Wikipedia; may be copied with the proper acknowledgment, but some need tweaking to work properly on Wikia, so use a Wikia one if possible.
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Board game manuals Wiki talk:Community Portal
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[[Category:Community]]
This is the '''general discussion page''' for the wiki! New founders should leave a nice welcome message and encourage new visitors and editors to leave a note to get the conversation started.
----
gl5bs54dqghhs7n0hlfbkyxjrcgzy5w
File:39cf3c7e83feedbed4f3101b52d7a120.jpg
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Heimdall12
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phoiac9h4m842xq45sp7s6u21eteeq1
File:Bang01.jpg
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wikitext
text/x-wiki
== Licensing: ==
{{No license}}
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File:Clip image001-1-.gif
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wikitext
text/x-wiki
== Licensing: ==
{{None selected}}
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File:Example.jpg
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Cropped and resized from [[Commons:Image:LotusBud0048a.jpg]]
*Photographer: [[Commons:User:Fg2|Fg2]]
{{PD}}
[[Category:Images]]
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File:Feature.png
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[[Category:Images]]
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File:Forum new.gif
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*'''Description:''' Image from the Mini icon theme by Mark James
*'''Source:''' http://www.famfamfam.com/lab/icons/mini/
<br />
{{Permission}}
[[Category:Images]]
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File:Monopoly Logo 123.png
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wikitext
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== Licensing: ==
{{None selected}}
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File:Obake Karuta 1-11.jpg
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File:Placeholder item.png
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Placeholder image for items.
[[Category:Images]]
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File:Placeholder location.png
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Placeholder image for locations.
[[Category:Images]]
im0t9tdkpcog4xia1m6xturbe2zb7sa
File:Placeholder other.png
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Placeholder image for "other".
[[Category:Images]]
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File:Placeholder person.png
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Placeholder image for people.
[[Category:Images]]
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File:Playing .jpg
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{{MediaWiki:Flickr4|1=2182133115|2=38891731@N00|3=Pingu1963-very busy!}}
g4wx5td97ocpjpe673nusq61rwlrj8w
MediaWiki talk:Titleblacklist
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84.61.188.147
/* “Strelow” */ new section
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== “Strelow” ==
To prevent elevator-related spam, please add
Streh?low
to the [[MediaWiki:Titleblacklist]]. --[[Special:Contributions/84.61.188.147|84.61.188.147]] 19:59, March 27, 2014 (UTC)
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Template:!
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<onlyinclude>|</onlyinclude>
{{documentation}}
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Template:!!
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||<noinclude>
{{documentation}}</noinclude>
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Template:!!/doc
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;Description
:This template is used for creating two pipes, in [[Help:Table|wikitables]] contained in [[Help:Parser functions|Parser functions]].
;Syntax
:Insert this template using <code>{{t|!!}}</code>
;See also
:[[m:Template:!!|Template:!!]] on Meta-Wiki.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:!/doc
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;Description
:This template is used for creating a pipe, in [[Help:Table|wikitables]] contained in [[Help:Parser functions|Parser functions]].
;Syntax
:Insert this template using <code>{{t|!}}</code>
;See also
:[[m:Template:!|Template:!]] on Meta-Wiki.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Album
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{| class="infobox" style="font-size:89%; width:300px;"
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:1em;" | {{{name|{{PAGENAME}}}}}
|- style="text-align:center;"
{{#if: {{{image|}}} | {{!}} colspan="2" style="padding:0.5em;" {{!}} [[{{{image}}}|{{{imagewidth|250}}}px]] }}
|- style="text-align:center;"
| colspan="2" style="font-size:120%; background-color:#3366CC; color:#ffffff;" | ''{{{artist}}}''
|-
{{#if: {{{released|}}} | {{!}} '''Released''' {{!!}} {{{released}}} }}
|-
{{#if: {{{recorded|}}} | {{!}} '''Recorded''' {{!!}} {{{recorded}}} }}
|-
{{#if: {{{length|}}} | {{!}} '''Length''' {{!!}} {{{length}}} }}
|-
{{#if: {{{label|}}} | {{!}} '''Label''' {{!!}} {{{label}}} }}
|-
{{#if: {{{producer|}}} | {{!}} '''Produced by''' {{!!}} {{{producer}}} }}
|}<noinclude><br style="clear:both;" />
{{documentation}}</noinclude>
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Template:Album/doc
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;Description
:To use this template, enter the following and fill in the appropriate fields. Any field left blank will not show up. Don't forget to include brackets, to make the fields into links.
;Syntax
:Type <code>{{t|infobox album|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{infobox album
| name = Album name [defaults to pagename]
| image = Image:Example.jpg
| imagewidth = [defaults to 250]
| artist = Artist name
| released = Release date
| recorded = Date recorded
| length = Album length
| label = Label
| producer = Producer
}}</pre>
Results in...
{{infobox album
| name = Album name
| image = Image:Example.jpg
| artist = Artist name
| released = Release date
| recorded = Date recorded
| length = Album length
| label = Label
| producer = Producer
}}
<includeonly>[[Category:Infobox templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Bigcat
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{| style="width:100%; margin-top:1em; border:1px solid #999; font-size:90%; text-align:center;"
|-
! style="background-color:#3366CC; color:#FFFFFF; padding:0.2em 0.5em;" | This is a very large category!
|-
! To see more of it, click the links below for specific letters, or click the "Next" (or "Prev") links.<br />Also note that subcategories are sorted alongside articles, so '''not all subcategories are visible on the first page'''.
|-
| style="text-align:center;" |
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}}} *] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=A}} A] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=B}} B] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=C}} C] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=D}} D] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=E}} E] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=F}} F] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=G}} G] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=H}} H] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=I}} I] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=J}} J] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=K}} K] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=L}} L] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=M}} M] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=N}} N] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=O}} O] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=P}} P] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=Q}} Q] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=R}} R] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=S}} S] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=T}} T] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=U}} U] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=V}} V] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=W}} W] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=X}} X] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=Y}} Y] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=Z}} Z]<br />
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=0}} 0-9] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=a}} a] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=b}} b] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=c}} c] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=d}} d] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=e}} e] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=f}} f] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=g}} g] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=h}} h] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=i}} i] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=j}} j] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=k}} k] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=l}} l] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=m}} m] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=n}} n] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=o}} o] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=p}} p] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=q}} q] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=r}} r] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=s}} s] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=t}} t] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=u}} u] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=v}} v] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=w}} w] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=x}} x] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=y}} y] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=z}} z] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=~}} ~]
|}<noinclude>
{{documentation}}</noinclude>
issa18cltcoitn5ifl5na3n0t4dunrf
Template:Bigcat/doc
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;Description
:This template is used to help navigate large categories (generally those over 200 articles).
;Syntax
:Type <code>{{t|bigcat}}</code> at the end of the category page.
;Sample output
:<code><nowiki>{{bigcat}}</nowiki></code> gives...
{{bigcat}}
<includeonly>[[Category:Category templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Book
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{| style="clear: right; border: solid #aaa 1px; margin: 0 0 1em 1em; font-size: 95%; background: #f9f9f9; color:black; width: 310px; padding: 10px; text-align: left; float: right;"
|-
| colspan="2" align="center" style="font-size:125%;" bgcolor=#cef2e0 | {{PAGENAME}}
|-
|
|-
{{#if: {{{image|}}} | {{!}} align=center colspan=2 {{!}} [[Image:{{{image}}}|center|284px]] }}
|- style="vertical-align: top;"
{{#if: {{{author|}}} | {{!}} valign=top {{!}} '''Author''' {{!!}} {{{author}}} }}
|- style="vertical-align: top;"
{{#if: {{{illustrator|}}} | {{!}} valign=top {{!}} '''Illustrator''' {{!!}} {{{illustrator}}} }}
|- style="vertical-align: top;"
{{#if: {{{date|}}} | {{!}} '''Publication date''' {{!!}} {{{date}}} }}
|- style="vertical-align: top;"
{{#if: {{{publisher|}}} | {{!}} '''Published by''' {{!!}} {{{publisher}}} }}
|- style="vertical-align: top;"
{{#if: {{{isbn|}}} | {{!}} '''ISBN''' {{!!}} {{{isbn}}} }}
|-
| colspan="2" align="center" style="font-size:125%;" bgcolor=#cef2e0 | ''Publication Order''
|- align=center
| valign=top align=center style="font-size:80%;" width=150 | Preceded by<br>{{{previous}}}
| valign=top align=center style="font-size:80%;" width=150 | Followed by<br>{{{next}}}
|}<noinclude>
<br clear="all">
{{documentation}}
[[Category:Templates|Book]]
</noinclude>
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Template:Book/doc
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;Description
:To use this template, enter the following and fill in the appropriate fields. Any field left blank will not show up. Don't forget to include brackets, to make the fields into links.
;Syntax
:Type <code>{{t|book|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{Book
| image =
| author =
| illustrator =
| date =
| publisher =
| isbn =
| previous =
| next =
}}</pre>
Results in...
{{Book
| image = Example.jpg
| author = Author
| illustrator = Illustrator
| date = Date
| publisher = Publisher
| isbn = ISBN
| previous = Previous
| next = Next
}}
<includeonly>[[Category:Infobox templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
5xcqvqqj34rv6lvjchr6zzdfsx6wcvj
Template:Box1 start
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{|width="100%" cellpadding="0px" cellspacing="0px"
|- valign="top"
| style="width:50%; padding:.5em; border:1px solid #c9c9ff; color:#000; background-color:#f3f3ff;" |<noinclude>
|}
{{documentation}}</noinclude>
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Template:Box1 start/doc
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;Description
:This template starts a blue box, as the first part of a two column box.
;Syntax
:Type <code>{{t|Box1 start}}</code>, then whatever you would like inside the first box, then <code>{{t|Box2 start}}</code> and whatever you want in the second box, ended by <code>{{t|Boxes end}}</code>.
:For example...
<pre>
{{Box1 start}}
Text
{{Box2 start}}
Text
{{Boxes end}}
</pre>
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
cez1zboahj3m0n7opsjdtuqj60eolvu
Template:Box2 start
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text/x-wiki
| style="width:50%; padding:.5em; border:1px solid #b9ffb9; color:#000; background-color:#f3fff3;" |<noinclude>
{{documentation}}</noinclude>
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Template:Box2 start/doc
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;Description
:This template starts a purple box, as the second part of a two column box.
;Syntax
:Type <code>{{t|Box1 start}}</code>, then whatever you would like inside the first box, then <code>{{t|Box2 start}}</code> and whatever you want in the second box, ended by <code>{{t|Boxes end}}</code>.
:For example...
<pre>
{{Box1 start}}
Text
{{Box2 start}}
Text
{{Boxes end}}
</pre>
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
m6ss14tgl95zprclw4aso2x34v82ci6
Template:Boxes end
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wikitext
text/x-wiki
|}<noinclude>
{{documentation}}</noinclude>
ecbqhaur9r6m8ddfnwjqztn0uqt0tjy
Template:Boxes end/doc
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wikitext
text/x-wiki
;Description
:This template end a box, as the last part of a two column box.
;Syntax
:Type <code>{{t|Box1 start}}</code>, then whatever you would like inside the first box, then <code>{{t|Box2 start}}</code> and whatever you want in the second box, ended by <code>{{t|Boxes end}}</code>.
:For example...
<pre>
{{Box1 start}}
Text
{{Box2 start}}
Text
{{Boxes end}}
</pre>
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
olivvx1kuq5yotkks4619ef9684khv5
Template:CC-BY-SA
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wikitext
text/x-wiki
<div class="boilerplate" id="cc-by-sa" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8; background:#FFFFCC; color:#000;">
'''''This file is licensed under the [http://creativecommons.org/licenses/by-sa/3.0/ Creative Commons Attribution-Share Alike License].'''''
</div><noinclude>
{{documentation}}</noinclude>
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Template:CC-BY-SA/doc
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wikitext
text/x-wiki
;Description
:This template is used to mark images with the CC-BY-SA license.
;Syntax
:Type <code>{{t|CC-BY-SA}}</code> on the image information page.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
3y02d98h991ybgu8u6me69fkdvymqo6
Template:Category
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wikitext
text/x-wiki
To add an article, image, or category to this category, append '''<code><nowiki>[[</nowiki>Category:{{PAGENAME}}]]</code>''' to the end of its page.<noinclude>
{{documentation}}</noinclude>
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Template:Category/doc
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wikitext
text/x-wiki
;Description
:This template may be placed on any category page, to encourage users to help populate that category. ''(Note, it will not say <nowiki>[[Category:Category]]</nowiki> there - it will use the local category name.)''
;Syntax
:To use the template, type a short description of the category (unless its name is self-explanatory) followed by <code>{{t|category}}</code>.
<includeonly>[[Category:Category templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Cc-by-sa-3.0
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wikitext
text/x-wiki
{| class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:2px solid #88A; background:#FFFFCC; color:black;"
|-
| align="center" |http://images.wikia.com/messaging/images//thumb/7/79/CC_some_rights_reserved.svg/90px-CC_some_rights_reserved.svg.png<br />http://images.wikia.com/messaging/images//thumb/1/11/Cc-by_new_white.svg/24px-Cc-by_new_white.svg.png http://images.wikia.com/messaging/images//thumb/d/df/Cc-sa_white.svg/24px-Cc-sa_white.svg.png
| '''''This work is licensed under the Creative Commons [http://creativecommons.org/licenses/by-sa/3.0/ <span style="color:#002bb8;">Attribution-ShareAlike 3.0</span>] License.<br />{{#if:{{{1|}}}|<br />Attribution: {{{1|}}}}}'''''
|}<noinclude>
{{documentation}}</noinclude>
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Template:Cc-by-sa-3.0/doc
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wikitext
text/x-wiki
;Description
:This template is used to mark images with the [http://creativecommons.org/licenses/by-sa/3.0/ CC-BY-SA-3.0] license.
;Syntax
:Type <code>{{t|cc-by-sa-3.0|attribution details}}</code> on the image information page.
:Replace "<code>attribution details</code>" with information about the source.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Cite
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wikitext
text/x-wiki
<sup>''[citation needed]''</sup><includeonly>[[Category:Citations needed]]</includeonly><noinclude>
{{documentation}}</noinclude>
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Template:Cite/doc
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wikitext
text/x-wiki
;Description
:This template is used to mark text as needing sourcing.
;Syntax
:Place <code>{{t|cite}}</code> after unsourced and/or questionable text so that its implication is self explanatory as to what is lacking citation. If necessary, use the article's talk page to discuss further details.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Clr
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wikitext
text/x-wiki
<div style="clear:both; margin:0; padding:0;"></div><noinclude>
{{documentation}}</noinclude>
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Template:Clr/doc
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wikitext
text/x-wiki
;Description
:This template is a shorthand for <code><div style="clear:both;"></div></code>.
:It moves any content following the template below any objects floating to the left and/or right (TOCs, infoboxes, images, etc..).
;Syntax
:Type <code>{{t|clr}}</code> in an article at the point you want the clear.
;See also
:{{t|clrl}} and {{t|clrr}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Clrl
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wikitext
text/x-wiki
<div style="clear:left; margin:0; padding:0;"></div><noinclude>
{{documentation}}</noinclude>
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Template:Clrl/doc
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wikitext
text/x-wiki
;Description
:This template is a shorthand for <code><div style="clear:left;"></div></code>.
:It moves any content following the template below any objects floating to the left (TOCs, infoboxes, images, etc..).
;Syntax
:Type <code>{{t|clrl}}</code> in an article at the point you want the clear.
;See also
:{{t|clr}} and {{t|clrr}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Clrr
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wikitext
text/x-wiki
<div style="clear:right; margin:0; padding:0;"></div><noinclude>
{{documentation}}</noinclude>
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Template:Clrr/doc
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wikitext
text/x-wiki
;Description
:This template is a shorthand for <code><div style="clear:right;"></div></code>.
:It moves any content following the template below any objects floating to the right (TOCs, infoboxes, images, etc..).
;Syntax
:Type <code>{{t|clrr}}</code> in an article at the point you want the clear.
;See also
:{{t|clr}} and {{t|clrl}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Col-2
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wikitext
text/x-wiki
| valign="top" style="width:50%;" |<noinclude>{{documentation}}</noinclude>
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Template:Col-2/doc
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wikitext
text/x-wiki
;Description
:This template starts a column, as part of a two-column template.
;Syntax
:Type <code>{{t|Col-begin}}</code>, then whatever you would like inside the first box, then <code>{{t|Col-2}}</code> and whatever you want in the second box, ended by <code>{{t|Col-end}}</code>.
:For example...
<pre>
{{Col-begin}}
Text
{{Col-2}}
Text
{{Col-end}}
</pre>
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Col-begin
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wikitext
text/x-wiki
{| class="{{{class|}}}" style="background-color:{{{bgColor|transparent}}}; color:{{{fontColor|inherit}}}; width:{{{width|100%}}};"
|-
<noinclude>
|}
{{documentation}}</noinclude>
ip8kaz2u4oniuwni2d8hg3s1r5yd5ua
Template:Col-begin/doc
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wikitext
text/x-wiki
;Description
:This template starts a column, as part of a two-column template.
;Syntax
:Type <code>{{t|Col-begin}}</code>, then whatever you would like inside the first box, then <code>{{t|Col-2}}</code> and whatever you want in the second box, ended by <code>{{t|Col-end}}</code>.
:For example...
<pre>
{{Col-begin}}
Text
{{Col-2}}
Text
{{Col-end}}
</pre>
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Col-end
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wikitext
text/x-wiki
|}<noinclude>{{documentation}}</noinclude>
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Template:Col-end/doc
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wikitext
text/x-wiki
;Description
:This template ends a column, as part of a two-column template.
;Syntax
:Type <code>{{t|Col-begin}}</code>, then whatever you would like inside the first box, then <code>{{t|Col-2}}</code> and whatever you want in the second box, ended by <code>{{t|Col-end}}</code>.
:For example...
<pre>
{{Col-begin}}
Text
{{Col-2}}
Text
{{Col-end}}
</pre>
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Delete
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wikitext
text/x-wiki
<div name="Deletion notice" class="boilerplate metadata" id="delete" style="background-color:#fee; margin:1em; padding:0 10px; border:1px solid #aaa;">
'''This page is a candidate for deletion.'''
If you disagree with its deletion, please explain why at [[Category talk:Candidates for deletion]] or improve the page and remove the <code>{{t|delete}}</code> tag.
Remember to check [[Special:Whatlinkshere/{{FULLPAGENAME}}|what links here]] and [{{fullurl:{{FULLPAGENAME}}|action=history}} the page history] before deleting.
</div><includeonly>[[Category:Candidates for deletion]]</includeonly><noinclude>
{{documentation}}</noinclude>
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Template:Delete/doc
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wikitext
text/x-wiki
;Description
:This template is used to mark pages for deletion, categorizing them in [[:Category:Candidates for deletion]].
;Syntax
:Type <code>{{t|delete}}</code> on the page to be deleted.'''
<includeonly>[[Category:Article management templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Disambig
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wikitext
text/x-wiki
<div name="Disambiguation notice" class="boilerplate metadata" id="disambig" style="background-color: #eef; margin: 0 1em; padding: 0 10px; border: 1px solid #aaa;">
'''This article is a disambiguation page for {{PAGENAME}}'''
The following is a list of links to pages that might share the same title.<br/>
Please follow one of the disambiguation links below or [[Special:Search|search]] to find the page you were looking for if it is not listed. If an [[Special:Whatlinkshere/{{FULLPAGENAME}}|internal link]] led you here, you may wish to change the link to point directly to the intended article.
</div><includeonly>[[Category:Disambiguations]]</includeonly><noinclude>
{{documentation}}</noinclude>
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Template:Disambig/doc
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wikitext
text/x-wiki
;Description
:Marks an article as a disambiguation page, adding a banner to the article and categorizing it under [[:Category:Disambiguations]].
:Articles using this template will also appear on [[Special:Disambiguations]].
;Syntax
:Add <code>{{t|disambig}}</code> at the top of a disambiguation page.
<includeonly>[[Category:Article management templates|Disambiguation]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Documentation
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wikitext
text/x-wiki
<noinclude><div style="display:none;"></noinclude><div style="border:1px solid black; margin:1em; margin-top:3em;"><div style="background:#ddd; color:#111; padding:1em; margin:0em;">'''Template documentation''' <span style="font-size:85%;">(for the above template, sometimes hidden or invisible)</span></div><div style="padding:1em; padding-bottom:0em; margin:0em;">{{tocright}}
{{{{PAGENAME}}/doc}}
</div><br style="clear:both;"/><div style="background:#ddd; color:#111; padding:0.5em; margin:0em; font-size:85%; text-align:right;">Visit [[Template:{{PAGENAME}}/doc]] to edit this text! ([[Template:Documentation|How does this work]]?)</div></div><noinclude></div>
{{documentation}}[[Category:Template documentation| ]]</noinclude>
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Template:Documentation/doc
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wikitext
text/x-wiki
;Description
:This template is used to insert descriptions on template pages.
;Syntax
:Type <code><nowiki><noinclude></nowiki>{{t|documentation}}<nowiki></noinclude></nowiki></code> at the end of the template page.
==General usage==
===On the Template page===
<pre>
Template code<includeonly>Any categories to be inserted into articles by the template</includeonly><noinclude>
{{documentation}}</noinclude>
</pre>
Note that, depending on the template, you may need to add a clear or complete a table/div just before <code><nowiki>{{documentation}}</nowiki></code> is inserted (within the noinclude tags).
The line break is also useful as it helps prevent the documentation template "running into" previous code.
===On the Template/doc page===
<pre>
;Description
:This template is used to do something.
;Syntax
:Type <code>{{t|templatename}}</code> somewhere.
;Sample output
:<code><nowiki>{{templatename|foo}}</nowiki></code> gives...
:{{templatename|foo}}
<includeonly>Any categories for the template itself</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
</pre>
Use any or all of the above description/syntax/sample output sections. You may also want to add "see also" or further usage information sections.
Note that the above example also uses the [[Template:T]] and [[Template:T/piece]] templates.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Edit
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wikitext
text/x-wiki
[[{{fullurl:{{{1|{{FULLPAGENAME}}}}}|action=edit}} {{{2|edit}}}]]<noinclude>
{{documentation}}</noinclude>
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Template:Edit/doc
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wikitext
text/x-wiki
;Description
:This template creates a clickable edit link for the given page name.
;Syntax
:Type <code>{{t|edit}}</code>, <code>{{t|edit|pagename}}</code> or <code>{{t|edit|pagename|linkname}}</code>.
;Sample output
:<code><nowiki>{{edit}}</nowiki></code> gives...
:{{edit}}
:<code><nowiki>{{edit|Wikia Templates}}</nowiki></code> gives...
:{{edit|Wikia Templates}}
:<code><nowiki>{{edit|Wikia Templates|edit the main page!}}</nowiki></code> gives...
:{{edit|Wikia Templates|edit the main page!}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Ep-nav
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wikitext
text/x-wiki
{| style="width:65%; margin:20px auto 10px auto; border:1px solid #AAA; background: #f9f9f9; text-align:center;"
|-
| style="padding:0 5px 0 10px; width:50%;" | '''Previous episode:'''
| style="padding:0 5px 0 10px; width:50%;" | '''Next episode:'''
|-
| style="padding:0 5px 0 10px; | {{{prev|}}}
| style="padding:0 5px 0 10px; | {{{next|}}}
|}<noinclude>
{{documentation}}</noinclude>
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Template:Ep-nav/doc
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wikitext
text/x-wiki
;Description
:This templates is used to provide quick, consistent link to the previous and next episodes in a series.
;Syntax
:Type <code>{{t|ep-nav|<nowiki>prev=</nowiki>|<nowiki>next=</nowiki>}}</code> at the bottom of episode pages, filling in the prev= and next= fields. Don't forget to include brackets, to make the fields into links.
;Sample output
:<code><nowiki>{{ep-nav|prev=[[Help:Templates|Link A]] plus text|next=[[Help:Templates|Link C]]}}</nowiki></code> gives...
:{{ep-nav|prev=[[Help:Templates|Link A]] plus text|next=[[Help:Templates|Link C]]}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Episode
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wikitext
text/x-wiki
{| style="clear: right; border: solid #aaa 1px; margin: 0 0 1em 1em; font-size: 95%; background: #f9f9f9; color:black; width: 310px; padding: 10px; text-align: left; float: right;"
|-
| colspan="2" align="center" style="font-size:125%; color:white;" bgcolor=#0066CC | '''''[[Series Name|<font color="white">Series Name</font>]]'''''
|- class{{{season}}}{{{number}}}="hiddenStructure"
| colspan="2" align="center" | ''Season {{{season}}}, Episode {{{number}}}''
|-
{{#if: {{{image|}}} | {{!}} align=center colspan=2 {{!}} [[Image:{{{image}}}|center|284px]] }}
|- style="vertical-align: top;"
{{#if: {{{airdate|}}} | {{!}} '''Air date''' {{!!}} {{{airdate}}} }}
|- style="vertical-align: top;"
{{#if: {{{writer|}}} | {{!}} valign=top {{!}} '''Written by''' {{!!}} {{{writer}}} }}
|- style="vertical-align: top;"
{{#if: {{{director|}}} | {{!}} '''Directed by''' {{!!}} {{{director}}} }}
|-
| colspan="2" align="center" style="font-size:125%; color:white;" bgcolor=#0066CC | [[Episode Guide|<font color="white">Episode Guide</font>]]
|- align=center
| valign=top align=center style="font-size:80%;" width=150 | previous<br>{{{previous}}}
| valign=top align=center style="font-size:80%;" width=150 | next<br>{{{next}}}
|}<noinclude>
<br clear="all">
----
To use this template, enter the following and fill in the appropriate fields. Any field left blank will not show up. Don't forget to include brackets, to make the fields into links.
<pre>{{episode
| season =
| number =
| image =
| airdate =
| writer =
| director =
| previous =
| next =
}}</pre>
</noinclude><noinclude>[[Category:Templates|Episode]]</noinclude>
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Template:Fairuse
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wikitext
text/x-wiki
<div class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8; background:#FFFFCC; color:#000;">
'''''This file is copyrighted. It will be used in a way that qualifies as fair use under US copyright law.'''''
</div><noinclude>
{{documentation}}</noinclude>
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Template:Fairuse/doc
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wikitext
text/x-wiki
;Description
:This template is used to mark images as fair use.
;Syntax
:Type <code>{{t|fairuse}}</code> on the image information page.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:For
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wikitext
text/x-wiki
{{documentation}}
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Template:For/doc
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wikitext
text/x-wiki
;Description
:This template is used at the top of pages for simple [[Help:Disambiguation|disambiguations]].
;Syntax
:Type <code>{{t|for|something|page name|optional second pagename}}</code>
;Sample output
:<code><nowiki>{{for|the help pages|Help:Contents|Help:Main Page}}</nowiki></code> gives...
:{{for|the help pages|Help:Contents|Help:Main Page}}
:<code><nowiki>{{for|2=Help:Contents}}</nowiki></code> gives...
:{{for|2=Help:Contents}}
;See also
:[[Wikipedia:Template:For|Template:For]] on Wikipedia.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Forumheader
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<div class="forumheader">'''Forums:''' [[Forum:Index|Index]] > [[Forum:{{{1}}}|{{{1}}}]] > {{PAGENAME}}</div><br />
[[Category:{{{1}}}]]
<noinclude>
[[Category:Forums]]
{{documentation}}</noinclude>
qjkbs5fw8xma3g8jbfjsfcqpb8wnd9n
Template:Forumheader/Help desk
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{{Forumheader|Help desk}}
<!-- Please put your content under this paragraph. Be sure to sign your edits with four tildes: ~~~~ -->
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Template:Forumheader/Watercooler
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{{Forumheader|Watercooler}}
<!-- Please put your content under this paragraph. Be sure to sign your edits with four tildes ~~~~ -->
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Template:Forumheader/doc
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;Description
:This template is used at the top of certain forum pages. It is used in conjunction with template subpages such as [[Template:Forumheader/Watercooler]], which are involved in preloads and cannot therefore include the standard link to their own documentation. See [[Help:Wiki-style forums]] for more information.
;Syntax
:<code>{{t|Forumheader|Name of forum}}</code>.
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
3w7h52tuudx90f1k78r7mqqb1reo3rg
Template:From Wikimedia
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<div class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8; background:#FFFFCC; color:#000;">
'''''This file was originally uploaded on Wikipedia or another Wikimedia project.'''''
</div><noinclude>
{{documentation}}</noinclude>
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Template:From Wikimedia/doc
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;Description
:This template is used to mark images as having been uploaded on [[wikipedia:|Wikipedia]] or another [[wikimedia:|Wikimedia]] project.
;Syntax
:Type <code>{{t|From Wikimedia}}</code> on the image information page.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
saqyayikd1h12oj5t6sxlae45x4zu7p
Template:HeadingA/doc
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;Description
:This template produces an h2 heading enclosed in a coloured box.
;Syntax
:Type <code>{{t|HeadingA|Header title}}</code>.
;Sample output
:{{t|HeadingA|Header title}} gives...
:{{HeadingA|Header title}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
effkyakhrpi6l6c9weemmr6bq73bf59
Template:HeadingB/doc
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;Description
:This template produces an h2 heading enclosed in a coloured box.
;Syntax
:Type <code>{{t|HeadingB|Header title}}</code>.
;Sample output
:{{t|HeadingB|Header title}} gives...
:{{HeadingB|Header title}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
coudknwx5mw5symdv72oab35lhldlx9
Template:Imagecategory
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==How to add your own image==
* To upload [[Help:Images|images]], visit [[Special:Upload]].
* When uploading them, please add a description and category in the summary box.
* To add an image to this category, put '''<nowiki>[[</nowiki>Category:{{PAGENAME}}]]''' in that image article.
* Add to a page by using the Gallery widget or by using the code <code><nowiki>[[Image:Filename.jpg|thumb|Caption]]</nowiki></code><noinclude>
{{documentation}}</noinclude>
e9goivnbx5vu38zacsf1mueht4grwi8
Template:Imagecategory/doc
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;Description
:This template may be placed on any image category page, to help users understand how to upload and add images to that category.
;Syntax
:To use the template, type a short description of the image category followed by <code>{{t|imagecategory}}</code>.
<includeonly>[[Category:Category templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Infobox
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{| class="infobox" style="font-size:89%; width:300px; background-color:#FFF;"
|-
! colspan="2" style="background-color:#3366CC; color:#FFFFFF; font-size:120%; padding:1em;" | {{{Box title|No Title}}}
{{#if: {{{image|}}}|
{{!}}-
{{!}} colspan="2" style="text-align:center;" {{!}} [[{{{image}}}|{{{imagewidth|250}}}px]]<br/>''{{{caption| }}}''
|
}}
|-
| style="width:30%;" |
'''{{{Row 1 title|No Title}}}'''
| style="width:70%;" |
{{{Row 1 info|No information}}}
{{#if: {{{Row 2 title|}}}|
{{!}}-
{{!}}
'''{{{Row 2 title}}}'''
{{!}}
{{{Row 2 info|No information}}}
{{#if: {{{Row 3 title|}}}|
{{!}}-
{{!}}
'''{{{Row 3 title}}}'''
{{!}}
{{{Row 3 info|No information}}}
{{#if: {{{Row 4 title|}}}|
{{!}}-
{{!}}
'''{{{Row 4 title}}}'''
{{!}}
{{{Row 4 info|No information}}}
{{#if: {{{Row 5 title|}}}|
{{!}}-
{{!}}
'''{{{Row 5 title}}}'''
{{!}}
{{{Row 5 info|No information}}}
{{#if: {{{Row 6 title|}}}|
{{!}}-
{{!}}
'''{{{Row 6 title}}}'''
{{!}}
{{{Row 6 info|No information}}}
{{#if: {{{Row 7 title|}}}|
{{!}}-
{{!}}
'''{{{Row 7 title}}}'''
{{!}}
{{{Row 7 info|No information}}}
{{#if: {{{Row 8 title|}}}|
{{!}}-
{{!}}
'''{{{Row 8 title}}}'''
{{!}}
{{{Row 8 info|No information}}}
{{#if: {{{Row 9 title|}}}|
{{!}}-
{{!}}
'''{{{Row 9 title}}}'''
{{!}}
{{{Row 9 info|No information}}}
{{#if: {{{Row 10 title|}}}|
{{!}}-
{{!}}
'''{{{Row 10 title}}}'''
{{!}}
{{{Row 10 info|No information}}}
{{#if: {{{Row 11 title|}}}|
{{!}}-
{{!}} colspan="2" style="text-align:center; background:#AAAAAA;" {{!}}
'''Too many parameters'''
|
}}
|
}}
|
}}
|
}}
|
}}
|
}}
|
}}
|
}}
|
}}
|
}}
|}<noinclude><br style="clear:both;"/>
{{documentation}}</noinclude>
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Template:Infobox/doc
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==Description==
*This template produces a [[Help:Infobox|infobox]]-style template.
*You may want to copy and modify this to create a specific infobox (e.g. character infobox).
*This template requires [[Help:Parser functions|parser functions]] to be enabled (Wikia default: on).
==Syntax==
<pre>
{{infobox
|Box title =
|image = Image:Example.jpg
|imagewidth = [defaults to 250]
|caption = Bob the Flower
|Row 1 title =
|Row 1 info =
|Row 2 title =
|Row 2 info =
|Row 3 title =
|Row 3 info =
|Row 4 title =
|Row 4 info =
|Row 5 title =
|Row 5 info =
|Row 6 title =
|Row 6 info =
|Row 7 title =
|Row 7 info =
|Row 8 title =
|Row 8 info =
|Row 9 title =
|Row 9 info =
|Row 10 title =
|Row 10 info =
}}
</pre>
===Notes===
* Keeping the '''Box Title''' empty will result in displaying '''No title'''
* If you don't want to display image, just keep '''Image file Name''' and '''Image Size''' empty.
* Keeping the '''Row 1 title''' empty will result in displaying '''No title'''.
* Keeping the '''Row (any row) info''' empty will result in displaying '''No information'''.
* Keeping the '''Row (any below row 1) title''' empty will result in that row and the rest of the rows below it will not be displayed.
* Max row for information: 10 rows.
==Sample output==
{{Infobox
|Box title = Info Title
|image = Image:Example.jpg
|imagewidth = 120
|caption = A flower
|Row 1 title = Title row 1
|Row 1 info = Info row 1
|Row 2 title = Title row 2
|Row 2 info = Info row 2
|Row 3 title = Title row 3
|Row 3 info = Info row 3
|Row 4 title = Title row 4
|Row 4 info = Info row 4
|Row 5 title = Title row 5
|Row 5 info = Info row 5
|Row 6 title = Title row 6
|Row 6 info = Info row 6
|Row 7 title = Title row 7
|Row 7 info = Info row 7
|Row 8 title = Title row 8
|Row 8 info = Info row 8
|Row 9 title = Title row 9
|Row 9 info = Info row 9
|Row 10 title = Title row 10
|Row 10 info = Info row 10
}}
Complete Infobox:<br />
<code>
'''<nowiki>{{</nowiki>Infobox'''<br />
'''|'''Box title = Info Title<br />
'''|'''image = Image:Example.jpg<br />
'''|'''imagewidth = 120<br />
'''|'''caption = A flower<br />
'''|'''Row 1 title = Title row 1<br />
'''|'''Row 1 info = Info row 1<br />
'''|'''Row 2 title = Title row 2<br />
'''|'''Row 2 info = Info row 2<br />
'''|'''Row 3 title = Title row 3<br />
'''|'''Row 3 info = Info row 3<br />
'''|'''Row 4 title = Title row 4<br />
'''|'''Row 4 info = Info row 4<br />
'''|'''Row 5 title = Title row 5<br />
'''|'''Row 5 info = Info row 5<br />
'''|'''Row 6 title = Title row 6<br />
'''|'''Row 6 info = Info row 6<br />
'''|'''Row 7 title = Title row 7<br />
'''|'''Row 7 info = Info row 7<br />
'''|'''Row 8 title = Title row 8<br />
'''|'''Row 8 info = Info row 8<br />
'''|'''Row 9 title = Title row 9<br />
'''|'''Row 9 info = Info row 9<br />
'''|'''Row 10 title = Title row 10<br />
'''|'''Row 10 info = Info row 10<br />
'''<nowiki>}}</nowiki>'''
</code>
<br style="clear:both; margin-bottom:3em;"/>
{{Infobox
|Box title = Info Title
|Row 1 title = Title row 1
|Row 1 info = Info row 1
|Row 2 title = Title row 2
|Row 2 info = Info row 2
|Row 3 title = Title row 3
|Row 3 info = Info row 3
|Row 4 title = Title row 4
|Row 4 info = Info row 4
|Row 5 title = Title row 5
|Row 5 info = Info row 5
|Row 6 title = Title row 6
|Row 6 info = Info row 6
|Row 7 title = Title row 7
|Row 7 info = Info row 7
|Row 8 title = Title row 8
|Row 8 info = Info row 8
|Row 9 title = Title row 9
|Row 9 info = Info row 9
|Row 10 title = Title row 10
|Row 10 info = Info row 10
}}
Infobox '''Image''' omitted :<br />
<code>
'''<nowiki>{{</nowiki>Infobox'''<br />
'''|'''Box title = Info Title<br />
'''|'''Row 1 title = Title row 1<br />
'''|'''Row 1 info = Info row 1<br />
'''|'''Row 2 title = Title row 2<br />
'''|'''Row 2 info = Info row 2<br />
'''|'''Row 3 title = Title row 3<br />
'''|'''Row 3 info = Info row 3<br />
'''|'''Row 4 title = Title row 4<br />
'''|'''Row 4 info = Info row 4<br />
'''|'''Row 5 title = Title row 5<br />
'''|'''Row 5 info = Info row 5<br />
'''|'''Row 6 title = Title row 6<br />
'''|'''Row 6 info = Info row 6<br />
'''|'''Row 7 title = Title row 7<br />
'''|'''Row 7 info = Info row 7<br />
'''|'''Row 8 title = Title row 8<br />
'''|'''Row 8 info = Info row 8<br />
'''|'''Row 9 title = Title row 9<br />
'''|'''Row 9 info = Info row 9<br />
'''|'''Row 10 title = Title row 10<br />
'''|'''Row 10 info = Info row 10<br />
'''<nowiki>}}</nowiki>'''
</code>
<br style="clear:both; margin-bottom:3em;"/>
{{Infobox
|Box title = Info Title
|Row 1 title = Title row 1
|Row 1 info = Info row 1
|Row 2 title = Title row 2
|Row 2 info = Info row 2
|Row 3 title = Title row 3
|Row 3 info = Info row 3
}}
Infobox '''Image''' omitted and displaying only 3 rows of information:<br />
<code>
'''<nowiki>{{</nowiki>Infobox'''<br />
'''|'''Box title = Info Title<br />
'''|'''Row 1 title = Title row 1<br />
'''|'''Row 1 info = Info row 1<br />
'''|'''Row 2 title = Title row 2<br />
'''|'''Row 2 info = Info row 2<br />
'''|'''Row 3 title = Title row 3<br />
'''|'''Row 3 info = Info row 3<br />
'''<nowiki>}}</nowiki>'''
</code>
<br style="clear:both; margin-bottom:3em;"/>
{{Infobox
|Box title = Info Title
|Row 1 title = Title row 1
|Row 1 info = Info row 1
|Row 2 title = Title row 2
|Row 2 info = Info row 2
|Row 3 title = Title row 3
|Row 3 info = Info row 3
|Row 4 info = Info row 4
|Row 5 title = Title row 5
|Row 5 info = Info row 5
|Row 6 title = Title row 6
|Row 6 info = Info row 6
}}
Infobox '''Image''' and '''title row 4''' omited:<br />
Result: Row 4, 5, and 6 will not be displayed.<br />
<code>
'''<nowiki>{{</nowiki>Infobox'''<br />
'''|'''Box title = Info Title<br />
'''|'''Row 1 title = Title row 1<br />
'''|'''Row 1 info = Info row 1<br />
'''|'''Row 2 title = Title row 2<br />
'''|'''Row 2 info = Info row 2<br />
'''|'''Row 3 title = Title row 3<br />
'''|'''Row 3 info = Info row 3<br />
'''|'''Row 4 info = Info row 4<br />
'''|'''Row 5 title = Title row 5<br />
'''|'''Row 5 info = Info row 5<br />
'''|'''Row 6 title = Title row 6<br />
'''|'''Row 6 info = Info row 6<br />
'''<nowiki>}}</nowiki>'''
</code>
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]][[Category:Infobox templates| ]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
13x3wz80dnzbacuryxhppngsen8atrb
Template:Infobox album
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text/x-wiki
{| class="infobox" style="font-size:89%; width:300px;"
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:1em;" | {{{name|{{PAGENAME}}}}}
|- style="text-align:center;"
{{#if: {{{image|}}} | {{!}} colspan="2" style="padding:0.5em;" {{!}} [[{{{image}}}|{{{imagewidth|250}}}px]] }}
|- style="text-align:center;"
| colspan="2" style="font-size:120%; background-color:#3366CC; color:#ffffff;" | ''{{{artist}}}''
|-
{{#if: {{{released|}}} | {{!}} '''Released''' {{!!}} {{{released}}} }}
|-
{{#if: {{{recorded|}}} | {{!}} '''Recorded''' {{!!}} {{{recorded}}} }}
|-
{{#if: {{{length|}}} | {{!}} '''Length''' {{!!}} {{{length}}} }}
|-
{{#if: {{{label|}}} | {{!}} '''Label''' {{!!}} {{{label}}} }}
|-
{{#if: {{{producer|}}} | {{!}} '''Produced by''' {{!!}} {{{producer}}} }}
|}<noinclude><br style="clear:both;" />
{{documentation}}</noinclude>
qa668i83tes4turqpebfufl9s2r0kao
Template:Infobox album/doc
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1969
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wikitext
text/x-wiki
;Description
:To use this template, enter the following and fill in the appropriate fields. Any field left blank will not show up. Don't forget to include brackets, to make the fields into links.
;Syntax
:Type <code>{{t|infobox album|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{infobox album
| name = Album name [defaults to pagename]
| image = Image:Example.jpg
| imagewidth = [defaults to 250]
| artist = Artist name
| released = Release date
| recorded = Date recorded
| length = Album length
| label = Label
| producer = Producer
}}</pre>
Results in...
{{infobox album
| name = Album name
| image = Image:Example.jpg
| artist = Artist name
| released = Release date
| recorded = Date recorded
| length = Album length
| label = Label
| producer = Producer
}}
<includeonly>[[Category:Infobox templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
d2tijgkvjg8tblgirqnylzwwea6eoyo
Template:Infobox character
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{| class="infobox" style="font-size:89%; width:300px;"
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:1em;" | {{{name|{{PAGENAME}}}}}
|- style="text-align:center;"
| colspan="2" style="padding:0.5em;" | [[{{{image|Image:Placeholder person.png}}}|{{{imagewidth|250}}}px]]<br/>''{{{caption| }}}''
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff;" | Vital statistics
|-
| style="width:30%;" | '''Title'''
| style="width:70%;" | {{{title}}}
|-
| '''Gender'''
| {{{gender}}}
|-
| '''Race'''
| {{{race}}}
|-
| '''Faction'''
| {{{faction}}}
|-
| '''Health'''
| {{{health}}}
|-
| '''Level'''
| {{{level}}}
|-
| '''Status'''
| {{{status}}}
|-
| '''Location'''
| {{{location}}}
|}<noinclude><br style="clear:both;" />
{{documentation}}</noinclude>
ml7wilvjm768f50d8tw0s7d7e44ecwr
Template:Infobox character/doc
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1964
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Default
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wikitext
text/x-wiki
;Description
:This template is used to create a character infobox.
;Syntax
:Type <code>{{t|infobox character|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{infobox character
| name = Bob [defaults to pagename]
| image = Image:Example.jpg
| imagewidth = [defaults to 250]
| caption = Bob the Flower
| title = The Flower
| gender = Male
| race = Flowerkind
| faction = Flora
| health = 9001
| level = 5
| status = Flowering
| location = The Garden
}}</pre>
Results in...
{{infobox character
| name = Bob
| image = Image:Example.jpg
| caption = Bob the Flower
| title = The Flower
| gender = Male
| race = Flowerkind
| faction = Flora
| health = 9001
| level = 5
| status = Flowering
| location = The Garden
}}
<includeonly>[[Category:Infobox templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
4y1zjfdox5buv2w7j51xmb0mpyh9juy
Template:Infobox episode
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text/x-wiki
{| class="infobox" style="font-size:89%; width:300px;"
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:1em;" | ''{{{name}}}''
|- style="text-align:center;"
| colspan="2" | ''Season {{{season}}}, Episode {{{number}}}''
|- style="text-align:center;"
{{#if: {{{image|}}} | {{!}} colspan="2" style="padding:0.5em;" {{!}} [[{{{image}}}|{{{imagewidth|250}}}px]] }}
|-
{{#if: {{{airdate|}}} | {{!}} '''Air date''' {{!!}} {{{airdate}}} }}
|-
{{#if: {{{writer|}}} | {{!}} '''Written by''' {{!!}} {{{writer}}} }}
|-
{{#if: {{{director|}}} | {{!}} '''Directed by''' {{!!}} {{{director}}} }}
|-
| colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:0.25em; text-align:center;" | Episode guide
|- style="text-align:center; font-size:95%;" valign="top"
| '''Previous'''<br />{{{previous}}}
| '''Next'''<br />{{{next}}}
|}<noinclude><br style="clear:both;" />
{{documentation}}</noinclude>
j1ua6695ru8bh64w0xlzni0zsvhzw2q
Template:Infobox episode/doc
10
1970
3612
2009-12-07T07:03:49Z
Default
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wikitext
text/x-wiki
;Description
:To use this template, enter the following and fill in the appropriate fields. Most fields left blank will not show up. Don't forget to include brackets, to make the fields into links.
;Syntax
:Type <code>{{t|infobox episode|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{infobox episode
| name = Five Alive
| season = Five
| number = Five
| image = Image:Example.jpg
| imagewidth = [defaults to 250]
| airdate = Unaired
| writer = Mr. Writer
| director = Ms. Director
| previous = Episode A
| next = Episode C
}}</pre>
Results in...
{{infobox episode
| name = Five Alive
| season = Five
| number = Five
| image = Image:Example.jpg
| airdate = Unaired
| writer = Mr. Writer
| director = Ms. Director
| previous = Episode A
| next = Episode C
}}
<includeonly>[[Category:Infobox templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
6lhpjsjmcc65qbymt24bfmtbp4wxr41
Template:Infobox event
10
1958
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Default
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text/x-wiki
{| class="infobox" style="font-size:89%; width:300px;"
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:1em;" | {{{name|{{PAGENAME}}}}}
|- style="text-align:center;"
| colspan="2" style="padding:0.5em;" | [[{{{image|Image:Placeholder other.png}}}|{{{imagewidth|250}}}px]]<br/>''{{{caption| }}}''
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff;" | Vital statistics
|-
| style="width:30%;" | '''Participants'''
| style="width:70%;" | {{{participants}}}
|-
| '''Date'''
| {{{date}}}
|-
| '''Location'''
| {{{location}}}
|}<noinclude><br style="clear:both;" />
{{documentation}}</noinclude>
r2cyrzrpgo56g8lc8qn3l69ydps5q5e
Template:Infobox event/doc
10
1965
3586
2009-12-07T07:03:49Z
Default
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wikitext
text/x-wiki
;Description
:This template is used to create an event infobox.
;Syntax
:Type <code>{{t|infobox event|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{infobox event
| name = Bob's Birthday Party [defaults to pagename]
| image = Image:Example.jpg
| imagewidth = [defaults to 250]
| caption = Bob the Flower
| participants = Bob's friends
| date = Bob's birthday
| location = Bob's house
}}</pre>
Results in...
{{infobox event
| name = Bob's Birthday Party
| image = Image:Example.jpg
| caption = Bob the Flower
| participants = Bob's friends
| date = Bob's birthday
| location = Bob's house
}}
<includeonly>[[Category:Infobox templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
min1l0l8mcg5hxkxwmew1yn8fqlcqg4
Template:Infobox item
10
1959
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2009-12-07T07:03:49Z
Default
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wikitext
text/x-wiki
{| class="infobox" style="font-size:89%; width:300px;"
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:1em;" | {{{name|{{PAGENAME}}}}}
|- style="text-align:center;"
| colspan="2" style="padding:0.5em;" | [[{{{image|Image:Placeholder item.png}}}|{{{imagewidth|250}}}px]]<br/>''{{{caption| }}}''
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff;" | Vital statistics
|-
| style="width:30%;" | '''Type'''
| style="width:70%;" | {{{type}}}
|-
| '''Effects'''
| {{{effects}}}
|-
| '''Source'''
| {{{source}}}
|-
| '''Cost to buy'''
| {{{buy}}}
|-
| '''Cost to sell'''
| {{{sell}}}
|}<noinclude><br style="clear:both;" />
{{documentation}}</noinclude>
gicvpuxvsos73d71i5f1e8cv7cg9jy2
Template:Infobox item/doc
10
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Default
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wikitext
text/x-wiki
;Description
:This template is used to create an item infobox.
;Syntax
:Type <code>{{t|infobox item|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{infobox item
| name = Bob's Petal [defaults to pagename]
| image = Image:Example.jpg
| imagewidth = [defaults to 250]
| caption = Bob the Flower
| type = Petal
| effects = Adds +1 prettiness
| source = Earth
| buy = 1 Seed
| sell = 5 Pollen
}}</pre>
Results in...
{{infobox item
| name = Bob's Petal
| image = Image:Example.jpg
| caption = Bob the Flower
| type = Petal
| effects = Adds +1 prettiness
| source = Earth
| buy = 1 Seed
| sell = 5 Pollen
}}
<includeonly>[[Category:Infobox templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
34blkbx548nlz4z4kggs8wedflvx5kr
Template:Infobox location
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Default
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wikitext
text/x-wiki
{| class="infobox" style="font-size:89%; width:300px;"
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:1em;" | {{{name|{{PAGENAME}}}}}
|- style="text-align:center;"
| colspan="2" style="padding:0.5em;" | [[{{{image|Image:Placeholder location.png}}}|{{{imagewidth|250}}}px]]<br/>''{{{caption| }}}''
|- style="text-align:center;"
| colspan="2" style="padding:0.5em;" | [[{{{map}}}|{{{mapwidth|250}}}px]]<br/>''{{{mapcaption| }}}''
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff;" | Vital statistics
|-
| style="width:30%;" | '''Type'''
| style="width:70%;" | {{{type}}}
|-
| '''Level'''
| {{{level}}}
|-
| '''Location'''
| {{{location}}}
|-
| '''Inhabitants'''
| {{{inhabitants}}}
|}<noinclude><br style="clear:both;" />
{{documentation}}</noinclude>
6d869j40kq4sg7ilftvjtdfow2qkkk2
Template:Infobox location/doc
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Default
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wikitext
text/x-wiki
;Description
:This template is used to create a location infobox.
;Syntax
:Type <code>{{t|infobox location|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{infobox location
| name = Land of Bob [defaults to pagename]
| image = Image:Example.jpg
| imagewidth = [defaults to 250]
| caption = Bob the Flower
| map = Image:Example.jpg
| mapwidth = [defaults to 250]
| mapcaption = Land of Bob
| type = Garden
| level = 10-20
| location = Earth
| inhabitants = Flowerfolk
}}</pre>
Results in...
{{infobox location
| name = Land of Bob
| image = Image:Example.jpg
| caption = Bob the Flower
| map = Image:Example.jpg
| mapcaption = Bob the Flower
| type = Garden
| level = 10-20
| location = Earth
| inhabitants = Flowerfolk
}}
<includeonly>[[Category:Infobox templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
9yilrifwc6qya4s57m7wqkmt5bv6r0r
Template:Infobox quest
10
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Default
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wikitext
text/x-wiki
{| class="infobox" style="font-size:89%; width:300px;"
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:1em;" | {{{name|{{PAGENAME}}}}}
|- style="text-align:center;"
| colspan="2" style="padding:0.5em;" | [[{{{image|Image:Placeholder item.png}}}|{{{imagewidth|250}}}px]]<br/>''{{{caption| }}}''
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff;" | Vital statistics
|-
| style="width:50%;" | '''Start'''
| style="width:50%;" | {{{start}}}
|-
| '''End'''
| {{{end}}}
|-
| '''Prerequisites'''
| {{{prereqs}}}
|-
| '''Level'''
| {{{level}}}
|-
| '''Location'''
| {{{location}}}
|-
| '''Rewards'''
| {{{rewards}}}
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff;" | Progression
|- style="text-align:center"
| '''Previous'''
| '''Next'''
|- style="text-align:center"
| {{{previous}}}
| {{{next}}}
|}<noinclude><br style="clear:both;" />
{{documentation}}</noinclude>
rlfi15fwildnsruxlct6hp9va49vhfi
Template:Infobox quest/doc
10
1968
3600
2009-12-07T07:03:49Z
Default
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wikitext
text/x-wiki
;Description
:This template is used to create a quest infobox.
;Syntax
:Type <code>{{t|infobox quest|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{infobox quest
| name = Land of Bob [defaults to pagename]
| image = Image:Example.jpg
| imagewidth = [defaults to 250]
| caption = Bob the Flower
| start = Quest A
| end = Quest Z
| prereqs = Quest 1
| level = Level 10-20
| location = Land of Bob
| rewards = Bob's Petal
| previous = Quest J
| next = Quest K
}}</pre>
Results in...
{{infobox quest
| name = Land of Bob
| image = Image:Example.jpg
| caption = Bob the Flower
| start = Quest A
| end = Quest Z
| prereqs = Quest 1
| level = Level 10-20
| location = Land of Bob
| rewards = Bob's Petal
| previous = Quest J
| next = Quest K
}}
<includeonly>[[Category:Infobox templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
l38ho11bzsmo72o2s7inx9c98110jqj
Template:Main
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wikitext
text/x-wiki
:''Main article: [[{{{1}}}]]''<noinclude>
{{documentation}}</noinclude>
e5ls99grbmf7nstk9lzjqfnryrbnhf2
Template:Main/doc
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Default
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wikitext
text/x-wiki
;Description
:This template is used at the start of a section to link to the main article on that subject.
;Syntax
:Type <code>{{t|main|page name}}</code>
;Sample output
:<code><nowiki>{{main|Help:Contents}}</nowiki></code> gives...
:{{main|Help:Contents}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
mgou0bvbzc0501rfrlriw926dv19ich
Template:Navbox
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2009-12-07T07:03:49Z
Default
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wikitext
text/x-wiki
{| style="width:100%; margin-top:1em; border:1px solid #999; font-size:90%; text-align:center;"
|-
! style="background-color:#3366CC; color:#FFFFFF; padding:0.2em 0.5em;" nowrap="nowrap" | {{{header}}}
|-
| style="padding:0.2em 0.5em;" | {{{body}}}
|}<noinclude>
{{documentation}}</noinclude>
tsoqn5n1z78sv0c715ghxwenmilqbbm
Template:Navbox/doc
10
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2009-12-07T07:03:49Z
Default
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wikitext
text/x-wiki
;Description
:This template is used to create a basic [[Help:Navbox|navbox]].
;Syntax
:Type <code>{{t|navbox|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{navbox
|header=Land of Bob
|body=This <nowiki>[[place]]</nowiki> and that <nowiki>[[place]]</nowiki>.
}}</pre>
Results in...
{{navbox
|header=Land of Bob
|body=This <nowiki>[[place]]</nowiki> and that <nowiki>[[place]]</nowiki>.
}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
tu4ixu1p30ry5i79izpbbmj276uj92j
Template:Newpages
10
1991
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Default
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wikitext
text/x-wiki
<div style="float:right; clear:right; margin:12px 5px"><big>'''New pages'''</big><widget style="width:305px">NewPages</widget>__NOTOC__</div><noinclude>[[Category:Templates|Newpages]]</noinclude>
lfywr2c8fbvb7a83jmum3w5yaqwy4og
Template:No license
10
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wikitext
text/x-wiki
<div class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8; background:#FFFFCC; color:#000;">
'''''This file does not have information on its copyright status.'''''
</div><noinclude>
{{documentation}}</noinclude>
42l3d3ggd47lgkzdq3122rvcpu9jur2
Template:No license/doc
10
1956
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2009-12-07T07:03:49Z
Default
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wikitext
text/x-wiki
;Description
:This template is used to mark images as missing copyright info.
;Syntax
:Type <code>{{t|no license}}</code> on the image information page.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
qoc0qrmvrle75jsd3qtqsu26vzi9fzt
Template:Other free
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wikitext
text/x-wiki
<div class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8; background:#FFFFCC; color:#000;">
'''''This file is licensed under a free license.'''''
</div><noinclude>
{{documentation}}</noinclude>
lncfro9oqpuyemr7vp7rjzb09a000u2
Template:Other free/doc
10
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2009-12-07T07:03:49Z
Default
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wikitext
text/x-wiki
;Description
:This template is used to mark images with a free license not covered by other image templates.
;Syntax
:Type <code>{{t|Other free}}</code> on the image information page.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
arhh8wckyznxvgbrndo9l607uxnbo4w
Template:PD
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Default
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wikitext
text/x-wiki
<div class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8; background:#FFFFCC; color:#000;">
'''''This file is in the public domain'''''
</div><noinclude>
{{documentation}}</noinclude>
ticbbi0deizsrk81hzs81fd4ctr18nr
Template:PD/doc
10
1955
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2009-12-07T07:03:49Z
Default
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wikitext
text/x-wiki
;Description
:This template is used to mark images as being in the public domain.
;Syntax
:Type <code>{{t|PD}}</code> on the image information page.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
7vt7amlicj3bb0dvk0lyygrr62h0xgz
Template:Performer
10
2002
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2009-12-07T07:03:49Z
Default
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wikitext
text/x-wiki
<div style="width:300px; float:right; clear:right; border:1px solid #aaa; margin:0 0 1em 1em; padding:4px 4px 4px 10px; background:#f9f9f9; color:black;">
'''Played by:'''<br/>
:'''{{{1}}}'''
</div><noinclude><br style="clear:both;" />
{{documentation}}</noinclude>
fp2ruu5278sww3sbzgnddd6jy63mvvy
Template:Performer/doc
10
2003
3761
2009-12-07T07:03:49Z
Default
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wikitext
text/x-wiki
;Description
:This template is used to create an small [[Help:Infobox|infobox]] to show who performs a certain character.
;Syntax
:Type <code>{{t|performer|Performer}}</code> at the top of an article. The name is not automatically linked in case extra information is wanted.
;Sample output
:<code><nowiki>{{performer|[[Help:Templates|Bob]]}}</nowiki></code> gives...
{{performer|[[Help:Templates|Bob]]}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
bi2ohppommr9m7k8ra0fme2lz8uv2fw
Template:Permission
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Default
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wikitext
text/x-wiki
<div class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8; background:#FFFFCC; color:#000;">
'''''This file is copyrighted. The copyright holder has given permission for its use.'''''
</div><noinclude>
{{documentation}}</noinclude>
hobwg0zsg058v9lld5z37jkbhbtxehy
Template:Permission/doc
10
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2009-12-07T07:03:49Z
Default
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wikitext
text/x-wiki
;Description
:This template is used to mark images as being copyrighted, but the copyright holder has given permission for its use.
;Syntax
:Type <code>{{t|permission}}</code> on the image information page.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
ndppynkkz20d1ykhmy4xxq7hohlkagy
Template:Reflist
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Default
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wikitext
text/x-wiki
<div class="references-small" {{#if: {{{colwidth|}}}| style="-moz-column-width:{{{colwidth}}}; -webkit-column-width:{{{colwidth}}}; column-width:{{{colwidth}}};" | {{#if: {{{1|}}}| style="-moz-column-count:{{{1}}}; -webkit-column-count:{{{1}}}; column-count:{{{1}}} }};" |}}>
<references /></div><noinclude>
{{documentation}}</noinclude>
6m0rg3p111zxterblctj58gbxsddenp
Template:Reflist/doc
10
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2009-12-07T07:03:49Z
Default
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wikitext
text/x-wiki
==Description==
Use this template to create a reference list in small font for an article. Note that there is no consensus that small font size should always be used for all references; when normal-sized font is more appropriate on an article, use <code><nowiki><references /></nowiki></code> instead.<ref>I am a reference</ref>
==Syntax==
Type <code>{{t|reflist|...}}</code> where you would normally type <code><nowiki><references/></nowiki></code>. If used with no parameters, it will produce a reference list with a single column.
=== Multiple columns ===
Using <code><nowiki>{{reflist|2}}</nowiki></code> will create a two-column reference list, and <code><nowiki>{{reflist|3}}</nowiki></code> will create a three-column list. Three-column lists are inaccessible to users with smaller/laptop monitors and should be avoided.
Using <code><nowiki>{{reflist|colwidth=30em}}</nowiki></code> will allow the browser to automatically choose the number of columns based on the width of the web browser. Choose a column width that's appropriate for the average width of the references on the page.
Note: multiple columns currently render properly only in Mozilla Firefox and other Gecko-based browsers and Safari 3, though the feature is included in CSS3 so it should work for a larger number of browsers in the future.
==Sample output==
<code><nowiki>{{reflist}}</nowiki></code> gives...
{{reflist}}
==CSS used==
<pre>
.references-small { font-size: 90%; }
</pre>
==See also==
*[[wikipedia:Template:Reflist|Template:Reflist]] on Wikipedia.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
twfal5yeulzac2v1kpwy85495sj0ws4
Template:Sandbox
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wikitext
text/x-wiki
<div style="border:2px dotted darkgray; margin-top:0.5em; margin-bottom:1em; padding:0 0.5em;">
Welcome to the '''{{SITENAME}} sandbox'''!<br />
This page exists so that you can practice editing or formatting (see [[Help:Editing]]) without changing any serious content. Feel free to try wiki editing out here first.<br />
There is a [[Help:Tutorial 1|tutorial]] on the Central (coordinating) Wikia that will step you through more of the things you can do. Wiki allow for rather complicated formatting. It can look overwhelming when you begin, but don't let it worry you. Just start with the basics... enter some text, and learn the other pieces as you go. Your content contributions are welcome and important. The wiki is a collaborative effort and others can help with formatting and other improvements.<br />
Best wishes!
</div><noinclude>
{{documentation}}</noinclude>
cy6njdt015l321a2491q77ys45ttqwi
Template:Sandbox/doc
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Default
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wikitext
text/x-wiki
;Description
:This template is placed at the top of [[Help:Sandbox|sandbox]] pages.
:By using a template, it becomes easy to fix if users make a mistake while playing in the sandbox.
;Syntax
:Type <code>{{t|sandbox}}</code> at the top of a sandbox.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
ff3wkds2ajjo9he4a450eb5zs65t2px
Template:Self
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Default
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wikitext
text/x-wiki
<div class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8; background:#FFFFCC; color:#000;">
'''''This file was uploaded by the photographer or author.'''''
</div><noinclude>
{{documentation}}</noinclude>
0wg4x2fx3zo96zqsn5b60yty1md633y
Template:Self/doc
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2009-12-07T07:03:49Z
Default
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wikitext
text/x-wiki
;Description
:This template is used to mark images as having been uploaded by the photographer or author.
;Syntax
:Type <code>{{t|self}}</code> on the image information page.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
56xwldid082y7fcwsxqh2d518q547ju
Template:Sign
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Default
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wikitext
text/x-wiki
<small>—This unsigned comment was made by [[User:{{{1}}}|{{{1}}}]] ([[User talk:{{{1}}}|talk]] • [[Special:Contributions/{{{1}}}|contribs]]) {{{2|}}}. Please sign talk pages and forum posts with four tildes: <nowiki>~~~~</nowiki>. [[Special:userlogin|Log in]] to keep track of your comments and maintain your identity on the wiki.</small><noinclude><br>
'''Usage:''' (replace highlighted items)
<nowiki>{{subst:sign|</nowiki><font color="blue">username or IP</font><nowiki>|</nowiki><font color="blue">date</font><nowiki>}}</nowiki></noinclude><noinclude>[[Category:Templates|Sign]]</noinclude>
41ud23coxw769uh16c1295176lmte6s
Template:Speedydelete
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wikitext
text/x-wiki
#REDIRECT [[Template:Delete]]
2iaip0k2kcll5ahaerjw4w6esz93tva
Template:Spoiler
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2005
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2009-12-07T07:03:49Z
Default
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wikitext
text/x-wiki
{| style="text-align:center; background:#D3E1F2; color:#000; border:1px solid #AAA; margin-bottom:10px;" cellpadding=8
|-
| '''Spoiler warning!'''<br/>This article contains plot details about an upcoming episode.
|}<noinclude>
{{documentation}}</noinclude>
te36re35qsnvmzyvwcnywv128pm128n
Template:Spoiler/doc
10
2006
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2009-12-07T07:03:49Z
Default
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wikitext
text/x-wiki
;Description
:This template is used to mark a page as having major spoilers. This should only be used on a wiki if most users wish to see it.
;Syntax
:Type <code>{{t|spoiler}}</code> somewhere.
;Sample output
:<code><nowiki>{{spoiler}}</nowiki></code> gives...
{{spoiler}}
<includeonly>[[Category:Article management templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
2nlp9g5eof2kkjdycvsnedl6zdkxqq9
Template:StructuredQuote
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2024-08-28T16:47:50Z
FANDOMbot
32794352
Imported default template
4594
wikitext
text/x-wiki
{| style="border-radius: 10px; margin: 0 auto;" class="cquote"
| width="15" valign="top" style="color: var(--theme-link-color); font-size: 36px; font-family: 'Times New Roman', serif; font-weight: bold; text-align: left; padding: 10px;" | “
| style="padding: 4px 2px; font-style: italic;" | {{{text|Text...}}}
| width="15" valign="bottom" style="color: var(--theme-link-color); font-size: 36px; font-family: 'Times New Roman', serif; font-weight: bold; text-align: right; padding: 10px;" | ”
|-
{{#if: {{{speaker|}}}{{{receiver|}}}{{{attribution|}}}{{{source|}}}| {{!}} colspan="4" style="padding-top: 0.1em" {{!}} {{#if:{{{speaker|}}}|<p style="text-align: right"><cite>—{{{speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>}}
}}
|}
<noinclude>{{Documentation}}</noinclude>
7p881bc8bucoleu5jlw1ob89uxv3flb
4595
4594
2024-09-19T16:10:54Z
FANDOMbot
32794352
Updated default StructuredQuotes template. See https://community.fandom.com/wiki/Help:Structured_Quotes for more details.
4595
wikitext
text/x-wiki
<blockquote class="pull-quote">
<div style="pull-quote_text>{{{text|Text...}}}</div>
<p style="text-align: right"><cite>—{{{speaker|speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>
</blockquote>
<noinclude>
{{#if:{{PROTECTIONEXPIRY:edit | Template:StructuredQuote/doc }} | {{Documentation}} | }}
</noinclude>
4sm7qh2pbsnyphkhh1ylhvyy27diyaf
4596
4595
2024-10-21T14:29:28Z
FANDOMbot
32794352
Updated default StructuredQuote template. See https://community.fandom.com/wiki/Help:Structured_Quotes for more details.
4596
wikitext
text/x-wiki
<blockquote class="pull-quote">
<div class="pull-quote__text">{{{text|Text...}}}</div>
<p style="text-align: right"><cite>—{{{speaker|speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>
</blockquote>
<noinclude>
==Description==
A template used for displaying Structured Quotes ( ''<nowiki>{{#SQuote:}}</nowiki>'' ). If you want to unlock the full potential of Structured Quotes, please avoid using this template directly, and consider ''<nowiki>{{#SQuote:}}</nowiki>'' markup instead.
See https://community.fandom.com/wiki/Help:Structured_Quotes for extra information about Structured Quotes.
==Syntax==
<pre>
{{StructuredQuote
| text =
| speaker =
| receiver =
| attribution =
| source =
}}
</pre>
==Samples==
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[Yoda]]
|receiver=[[Luke Skywalker]]
|source=[[Star Wars: Episode V The Empire Strikes Back]]
}}
<pre>
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[Yoda]]
|receiver=[[Luke Skywalker]]
|source=[[Star Wars: Episode V The Empire Strikes Back]]
}}
</pre>
== TemplateData ==
<templatedata>
{
"params": {
"text": {
"label": "Quote text",
"description": "quote text",
"type": "content",
"required": true
},
"speaker": {
"label": "Person(s) quoted",
"description": "individual(s) who uttered or wrote the quoted words (wikitext links, comma-separated)",
"type": "content",
"required": true
},
"receiver": {
"label": "Person(s) to whom the quote was spoken",
"description": "person the quote was spoken to (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"attribution": {
"label": "Attribution(s)",
"description": "attribution (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"source": {
"label": "Quote source",
"description": "place where it was spoken (wikitext link)",
"type": "content",
"suggested": true
}
},
"format": "block"
}
</templatedata>
</noinclude>
oo5b57fo2xd1mceyzo6sr5v16rl78qn
4600
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2024-11-07T20:49:06Z
FANDOMbot
32794352
Updated default StructuredQuote template. See https://community.fandom.com/wiki/Help:Structured_Quotes for more details.
4600
wikitext
text/x-wiki
<blockquote class="pull-quote">
<div class="pull-quote__text">{{{text|Text...}}}</div>
<p style="text-align: right"><cite>—{{{speaker|speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>
</blockquote>
<noinclude>
==Description==
A template used for displaying Structured Quotes ( ''<nowiki>{{#SQuote:}}</nowiki>'' ). If you want to unlock the full potential of Structured Quotes, please avoid using this template directly, and consider ''<nowiki>{{#SQuote:}}</nowiki>'' markup instead.
See https://community.fandom.com/wiki/Help:Structured_Quotes for extra information about Structured Quotes.
==Syntax==
<pre>
{{StructuredQuote
| text =
| speaker =
| receiver =
| attribution =
| source =
}}
</pre>
==Samples==
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[w:c:en.starwars:Yoda|Yoda]]
|receiver=[[w:c:en.starwars:Luke_Skywalker|Luke Skywalker]]
|source=[[w:c:en.starwars:Star_Wars:_Episode_V_The_Empire_Strikes_Back|Star Wars: Episode V The Empire Strikes Back]]
}}
<pre>
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[Yoda]]
|receiver=[[Luke Skywalker]]
|source=[[Star Wars: Episode V The Empire Strikes Back]]
}}
</pre>
== TemplateData ==
<templatedata>
{
"params": {
"text": {
"label": "Quote text",
"description": "quote text",
"type": "content",
"required": true
},
"speaker": {
"label": "Person(s) quoted",
"description": "individual(s) who uttered or wrote the quoted words (wikitext links, comma-separated)",
"type": "content",
"required": true
},
"receiver": {
"label": "Person(s) to whom the quote was spoken",
"description": "person the quote was spoken to (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"attribution": {
"label": "Attribution(s)",
"description": "attribution (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"source": {
"label": "Quote source",
"description": "place where it was spoken (wikitext link)",
"type": "content",
"suggested": true
}
},
"format": "block"
}
</templatedata>
</noinclude>
t808cx5iy65gb6scx67s6giyg81ape0
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2024-11-14T20:58:30Z
FANDOMbot
32794352
Updated default StructuredQuote template. See https://community.fandom.com/wiki/Help:Structured_Quotes for more details.
4601
wikitext
text/x-wiki
<blockquote class="pull-quote">
<div class="pull-quote__text">{{{text|Text...}}}</div>
<p style="text-align: right"><cite>—{{{speaker|speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>
</blockquote>
<noinclude>
==Description==
A template used for displaying Structured Quotes ( ''<nowiki>{{#SQuote:}}</nowiki>'' ). If you want to unlock the full potential of Structured Quotes, please avoid using this template directly, and consider ''<nowiki>{{#SQuote:}}</nowiki>'' markup instead.
See https://community.fandom.com/wiki/Help:Structured_Quotes for extra information about Structured Quotes.
==Syntax==
<pre>
{{StructuredQuote
| text =
| speaker =
| receiver =
| attribution =
| source =
}}
</pre>
==Samples==
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[w:c:en.starwars:Yoda|Yoda]]
|receiver=[[w:c:en.starwars:Luke_Skywalker|Luke Skywalker]]
|source=[[w:c:en.starwars:Star_Wars:_Episode_V_The_Empire_Strikes_Back|Star Wars: Episode V The Empire Strikes Back]]
}}
<pre>
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[Yoda]]
|receiver=[[Luke Skywalker]]
|source=[[Star Wars: Episode V The Empire Strikes Back]]
}}
</pre>
== TemplateData ==
<templatedata>
{
"params": {
"text": {
"label": "Quote text",
"description": "quote text",
"type": "content",
"required": true
},
"speaker": {
"label": "Person(s) quoted",
"description": "individual(s) who uttered or wrote the quoted words (wikitext links, comma-separated)",
"type": "content",
"required": true
},
"receiver": {
"label": "Person(s) to whom the quote was spoken",
"description": "person the quote was spoken to (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"attribution": {
"label": "Attribution(s)",
"description": "attribution (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"source": {
"label": "Quote source",
"description": "place where it was spoken (wikitext link)",
"type": "content",
"suggested": true
}
},
"format": "block"
}
</templatedata>
</noinclude>
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Template:Stub
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:<div class="notice metadata plainlinks" id="stub">''This article is a [[:Category:Article stubs|stub]]. You can help {{SITENAME}} by [{{fullurl:{{FULLPAGENAME}}|action=edit}} expanding it].''</div><includeonly>[[Category:Article stubs]]</includeonly><noinclude>
{{documentation}}</noinclude>
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Template:Stub/doc
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;Description
:This template will categorize articles that include it into [[:Category:Article stubs]], and mark it with a stub template.
;Syntax
:Type <code>{{t|stub}}</code> at the start or end of an article.
<includeonly>[[Category:Article management templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:T
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<nowiki>{{</nowiki>[[Template:{{{1}}}|{{{1}}}]]{{t/piece|{{{2|---}}}}}{{t/piece|{{{3|---}}}}}{{t/piece|{{{4|---}}}}}{{t/piece|{{{5|---}}}}}{{t/piece|{{{6|---}}}}}{{t/piece|{{{7|---}}}}}{{t/piece|{{{8|---}}}}}{{t/piece|{{{9|---}}}}}{{t/piece|{{{10|---}}}}}{{t/piece|{{{11|---}}}}}{{t/piece|{{{12|---}}}}}{{t/piece|{{{13|---}}}}}{{t/piece|{{{14|---}}}}}{{t/piece|{{{15|---}}}}}{{t/piece|{{{16|---}}}}}{{t/piece|{{{17|---}}}}}{{t/piece|{{{18|---}}}}}{{t/piece|{{{19|---}}}}}{{t/piece|{{{20|---}}}}}{{t/piece|{{{21|---}}}}}<nowiki>}}</nowiki><noinclude>
{{documentation}}</noinclude>
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Template:T/doc
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wikitext
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;Description
:A template link with a variable number of example parameters (0-20), which can be used to show example inputs.
:Utilises [[Template:T/piece]].
;Syntax
:{{t|t|parameter1|parameter2|parameter3|parameter4|...|parameter20}}
;Sample code
:<code><nowiki>{{t|welcome}}</nowiki></code> gives...
:{{t|welcome}}
:<code><nowiki>{{t|welcome|Item1|Item2|Item3|Item4|Item5|...}}</nowiki></code> gives...
:{{t|welcome|Item1|Item2|Item3|Item4|Item5|...}}
;See also
:[[w:c:wow:Template:T|Template:T]] on WoWWiki
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:T/piece
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{{#ifeq: {{{1|---}}}|---|||<font color="gray">''<{{{1}}}>''</font>}}<noinclude>
{{documentation}}</noinclude>
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Template:T/piece/doc
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;Description
:Parameter piece for {{t|t}}, controls styling/showing of parameter fragments.
;See also
:[[w:c:wow:Template:T/piece|Template:T/piece]] on WoWWiki
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Talk
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<div style="text-align: center; margin: 0 10%; padding-bottom: 10px;">
{| style="background: #D3E1F2; border: 1px solid #aaa; margin: 0 auto;" cellpadding=8
|-
| This discussion is listed as an [[:Category:Active Talk Pages|Active Talk Page]].<br>Please remove this template when the question has been answered.
|}</div>
<includeonly>
[[Category:Active Talk Pages| ]]
</includeonly><noinclude>[[Category:Templates|Talk]]</noinclude>
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Template:Talkcreate
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<span style="font-weight:bold; font-size:120%; border-bottom:1px dotted;">[{{fullurl:{{FULLPAGENAMEE}}|action=edit§ion=new}} {{{1|Start a new discussion!}}}]</span><noinclude>
{{documentation}}</noinclude>
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Template:Talkcreate/doc
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;Description
:This template is used to create a link to start a new discussion. It is especially useful in areas that newbies commonly frequent.
;Syntax
:Type <code>{{t|talkcreate}}</code> wherever you wish the link to appear. You can add an optional second parameter to change the link text.
;Sample output
:<code><nowiki>{{talkcreate}}</nowiki></code> gives...
:{{talkcreate}}
:<code><nowiki>{{talkcreate|Spout your views!}}</nowiki></code> gives...
:{{talkcreate|Spout your views!}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Talkheader
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{| style="width:80%; margin:0 auto 1em auto; border: 1px solid #aaaaaa; background-color:#f9f9f9; color:#000;" align="center" cellpadding="4"
|-
! colspan="2" style="text-align:center; font-size:120%; background-color:#3366CC; color:#ffffff;" |
{{#ifeq:{{NAMESPACE}}|User talk|
This is [[{{SUBJECTPAGENAME}}|{{PAGENAME}}]]'s talk page, where you can leave messages and comments for {{PAGENAME}}.
|
This is the talk page for discussing {{{1|improvements to the [[:{{SUBJECTPAGENAME}}]] article}}}.
}}
|-
|
* '''[[Help:Signature|Please sign and date your posts]]''' by typing four tildes (<tt><nowiki>~~~~</nowiki></tt>).
* '''Put new text under old text.''' [{{fullurl:{{TALKPAGENAMEE}}|action=edit§ion=new}} Click here to start a new topic].
* If you're new to the wiki, please take a look at the '''[[Help:Talk page|talk page help]]'''.
| class="title" style="text-align:left;" |
*Be polite
*Assume good faith
*Be welcoming
|}<noinclude>
{{documentation}}</noinclude>
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Template:Talkheader/doc
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;Description
:This template is used at the top of popular talk pages to aid new users and to ensure that topics don't go too far off-topic.
;Syntax
:Type <code>{{t|talkheader}}</code> at the very top of a talk page.
;Sample output
:<code><nowiki>{{talkheader}}</nowiki></code> gives...
{{talkheader}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Templatecategory
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==Using this category==
To put a template in '''Category:{{PAGENAME}}''':
* Use <code><nowiki><includeonly>[[Category:</nowiki>{{PAGENAME}}<nowiki>|{{PAGENAME}}]]</includeonly></nowiki></code> on the documentation page (see [[Template:Documentation]] for more info). The "<includeonly>" tags are necessary to prevent categorizing all pages using the template (and the documentation page) in the template category! Please also note the <tt style="border-bottom: 1px dotted; cursor: help;" title="Makes it sort on the actual template name rather than 'T' as in 'Template:'."><nowiki>|{{PAGENAME}}</nowiki></tt>.
* If your template is meant to be '''used in-line''', try and make sure that there are as few line feeds (breaks, whitespace, etc.) as possible.
* Remember that a template can be put in multiple categories if it belongs to them all!
* Or, if this is not quite the right category, go back to [[:Category:Templates]] and try to find a better suited subcategory.<noinclude>
{{documentation}}</noinclude>
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Template:Templatecategory/doc
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;Description
:This template is used in subcategories of [[:Category:Templates]].
;Syntax
:To use the template, type a short description of the template category followed by <code>{{t|templatecategory}}</code>.
<includeonly>[[Category:Category templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Tocright
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<div style="float:right; clear:{{{clear|right}}}; margin-bottom:.5em; padding:.5em 0 .8em 1.4em; background:transparent; max-width:20em;">__TOC__</div><noinclude>
{{documentation}}</noinclude>
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Template:Tocright/doc
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;Description
:This template will float the article's table of contents to the right. It will also force a ToC when/where it would not normally be found.
:Use it only when needed.
;Syntax
:Type <code>{{t|tocright}}</code>
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Unsigned
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<small>—Preceding unsigned comment added by [[User:{{{1}}}|{{{1}}}]] ([[User talk:{{{1}}}|talk]] • [[Special:Contributions/{{{1}}}|contribs]]) {{{2|}}}</small><noinclude>
{{documentation}}</noinclude>
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Template:Unsigned/doc
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;Description
:This is for use when users do not sign their posts in talk pages.
;Syntax
:Type <code>{{t|unsigned|username}}</code> where "username" is the name of the user who did not sign their post. You can also add the current date via a third parameter.
;Sample output
:<code><nowiki>{{unsigned|Default}}</nowiki></code> gives...
:{{{unsigned|Default}}
:<code><nowiki>{{unsigned|Default|~~~~~}}</nowiki></code> gives...
:{{{unsigned|Default|12:01, 01 January 2010 (UTC)}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:WelcIP
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#REDIRECT [[template:welcomeIP]]
<!-- this shorter version is for people in a hurry -->
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Template:Welcome
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<h2>Hi there!</h2>
[[Image:Example.jpg|thumb|Welcome!]]
'''Welcome to our wiki, and thank you for your contributions! There's a lot to do around here, so I hope you'll stay with us and make many more improvements.'''
:'''[[Special:Recentchanges|Recent changes]]''' is a great first stop, because you can see what pages other people have been editing, and where you can help.
:'''Questions?''' You can ask at the [[Forum:Help desk|Help desk]] or on the [[Help:Talk pages|"discussion" page]] associated with each article, or post a message on [[User talk:{{{1}}}|my talk page]]!
:'''Need more help?''' The [[Project:Community Portal|Community Portal]] has an outline of the site and links to pages to help you learn how to edit.
:'''Please [[Special:UserLogin|sign in]] every time you edit''', so that we can recognise an established user.
I'm really happy to have you here, and look forward to working with you!
{{{2|}}}<noinclude>
{{documentation}}</noinclude>
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Template:Welcome/doc
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;Description
:To welcome a new contributor who has a user name, add this to the user's talk page.
:''For an "anonymous" contributor, you may wish to use {{t|welcomeIP}} instead.''
;Syntax
:Type <code><nowiki>{{subst:welcome|</nowiki>''Your user name''|''<nowiki>~~~~</nowiki>''}}</code> or <code><nowiki>{{subst:welcome|</nowiki>''Your user name''}}</code> on a user's talk page.
:Use the second version if you want to add a personal message after the template, but before your [[Help:Signature|signature]] (or if you have a complex signature).
:As soon as you Save, the entry will lose its link to the template and become ordinary text, which you can edit to personalise it.
==Further advice==
===Use of "subst:" prefix===
Using the prefix before any template name copies the template then cuts the connection. If you omit the "subst:" the result copies just the same but will not be editable and will always show the current version of the template - probably not a good idea for a one-off welcoming message, although it is useful for many other templates.
===Edit it to make it more specific to this wiki===
For example, it could say "Welcome to the '''<font color=blue>XYZWV Wiki</font>'''". You could add a link to a page you particularly want new users to look at. You could use the "upload file" link to add a new picture that is meaningful (or funny!) to your visitors, and change the code <nowiki>[[Image:Example.jpg]]</nowiki> to the name of your new picture.
===Make another one just for you to use===
On your user page you could create a link to something like <nowiki>[[Template:welcJG]]</nowiki> then make the resulting page a copy of [[Template:Welcome]] and modify it any way you like. Then you can type or paste <nowiki>{{subst:welcJG}}</nowiki> on a newcomer's page and not need further personalising.
===Auto sign===
You can get the template to automatically include the user's signature, but it will only work when it's substituted. If it's transcluded the four tildes will show. I guess you have to weigh up the advantages and disadvantages; you can easily include the subst: code in [[MediaWiki:Newarticletext]], but you run the risk of experienced users just transcluding it.
===PAGENAME===
A good idea is to include the <code><nowiki>{{PAGENAME}}</nowiki></code> magic word, that way the user feels like it's more of a personal welcome. This can be either directly transcluded, or substituted. There are problems with both options. For direct transclusion, the welcome will show the full pagename (e.g. User talk:Name/Archive2), if it's ever archived. For substitution, the whole template needs to be substituted for it to work. Otherwise, the pagename magic word will show. The same problem is faced as with auto signing; more experienced users are likely to just transclude it.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:WelcomeIP
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<h2>Hi there!</h2>
[[Image:Example.jpg|thumb|Welcome!]]
'''Welcome to this Wikia, and thank you for your contributions! [[Special:UserLogin|We invite you to log in and create a user name.]]'''
[[Help:Why create an account|Creating a user name]] is free and takes only a minute ''and'' it gives you greater '''anonymity''' if that is your wish. In addition, it is easier for other contributors to ask you questions and help you.
*Of course, we hope you continue to make contributions, even if not logged in.
*If you are new to Wikia or wikis in general, please visit the [[Project:Community Portal|Community portal]] for an outline of some of the main parts of the site and links to pages that show you how to edit.
*Discussion of any aspect of the site, and enquiries, can be made at the [[Forum:Index|Forum]] or on the [[Help:Talk pages|"discussion" page]] associated with each article. Please [[Help:Signature|sign and date]] your contributions there, so that readers know "who to talk to" and whether your message is probably still of current interest.
<noinclude>
{{documentation}}</noinclude>
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Template:WelcomeIP/doc
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;Description
:The above template is for adding to the [[help:Talk page|Talk page]] of any contributor who is identified only by an IP number.
:Note: as user IPs can change regularly, the earlier this is posted after the user's last edit, the better.
;Syntax
:Just type or paste <code><nowiki>{{subst:welcomeIP}}</nowiki></code> to the IP's talk page and add your timestamp (four tildes: <code><nowiki>~~~~</nowiki></code>) below it.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Wikipedia
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{| align=center border=0 cellpadding=3 cellspacing=3 style="border: 1px solid #E0E0E0; background-color: #F8F8F8; color:black;"
|-
| style="font-size: 90%" | This page uses [[w:Wikia:Licensing|Creative Commons Licensed]] content from [[Wikipedia:{{{1|{{FULLPAGENAME}}}}}|Wikipedia]] ([http://en.wikipedia.org/w/index.php?title={{urlencode:{{{1|{{FULLPAGENAME}}}}}}}&action=history view authors)].
|}<noinclude>
{{documentation}}</noinclude>
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Template:Wikipedia-deleted/doc
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;Description
:Use this on pages which directly use [[wikipedia:|Wikipedia]] content (that has since been deleted from Wikipedia).
;Syntax
:Type <code>{{t|wikipedia-deleted|usernames}}</code> as the last item of the page text.
:Note that "<code>usernames</code>" should be the known user names of the main people who edited the article ''on Wikipedia''.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Wikipedia/doc
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;Description
:Use this on pages which directly use [[wikipedia:|Wikipedia]] content.
;Syntax
:Type <code>{{t|wikipedia|page name}}</code> as the last item of the page text.
:Note that "<code>page name</code>" should be the title of the page ''on Wikipedia''.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template talk:Episode
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98.239.145.43
Call Food on ebay!
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I randomly browse blogs on the internet, and I discover your article to be very informational. I' ve already bookmark it on my browser, so that I can view your blog post once more later. Also, I' m wondering whether or not your weblog is open for link trade, as I really need to trade hyperlinks with you. I don' t usually do that, however I hope that we will have a mutual hyperlink exchange. Let me know and have an amazing day!
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Template talk:Infobox
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{{Infobox
|Box title = Info Title
|Image file = Example.jpg
|Image size = 125
|Row 1 title = Title row 1
|Row 1 info = Info row 1
|Row 2 title = Title row 2
|Row 2 info = Info row 2
|Row 3 title = Title row 3
|Row 3 info = Info row 3
|Row 4 title = Title row 4
|Row 4 info = Info row 4
|Row 5 title = Title row 5
|Row 5 info = Info row 5
|Row 6 title = Title row 6
|Row 6 info = Info row 6
|Row 7 title = Title row 7
|Row 7 info = Info row 7
|Row 8 title = Title row 8
|Row 8 info = Info row 8
|Row 9 title = Title row 9
|Row 9 info = Info row 9
|Row 10 title = Title row 10
|Row 10 info = Info row 10
}}
Complete Infobox:<br>
<code>'''<nowiki>{{</nowiki>Infobox'''<br />
'''|'''Box title = Info Title<br />
'''|'''Image file = sample.jpg<br />
'''|'''Image size = 125<br />
'''|'''Row 1 title = Title row 1<br />
'''|'''Row 1 info = Info row 1<br />
'''|'''Row 2 title = Title row 2<br />
'''|'''Row 2 info = Info row 2<br />
'''|'''Row 3 title = Title row 3<br />
'''|'''Row 3 info = Info row 3<br />
'''|'''Row 4 title = Title row 4<br />
'''|'''Row 4 info = Info row 4<br />
'''|'''Row 5 title = Title row 5<br />
'''|'''Row 5 info = Info row 5<br />
'''|'''Row 6 title = Title row 6<br />
'''|'''Row 6 info = Info row 6<br />
'''|'''Row 7 title = Title row 7<br />
'''|'''Row 7 info = Info row 7<br />
'''|'''Row 8 title = Title row 8<br />
'''|'''Row 8 info = Info row 8<br />
'''|'''Row 9 title = Title row 9<br />
'''|'''Row 9 info = Info row 9<br />
'''|'''Row 10 title = Title row 10<br />
'''|'''Row 10 info = Info row 10<br />
'''<nowiki>}}</nowiki>'''</code>
<br><br><br><br><br><br>
{{Infobox
|Box title = Info Title
|Row 1 title = Title row 1
|Row 1 info = Info row 1
|Row 2 title = Title row 2
|Row 2 info = Info row 2
|Row 3 title = Title row 3
|Row 3 info = Info row 3
|Row 4 title = Title row 4
|Row 4 info = Info row 4
|Row 5 title = Title row 5
|Row 5 info = Info row 5
|Row 6 title = Title row 6
|Row 6 info = Info row 6
|Row 7 title = Title row 7
|Row 7 info = Info row 7
|Row 8 title = Title row 8
|Row 8 info = Info row 8
|Row 9 title = Title row 9
|Row 9 info = Info row 9
|Row 10 title = Title row 10
|Row 10 info = Info row 10
}}
Infobox '''Image''' omitted :<br>
<code>'''<nowiki>{{</nowiki>Infobox'''<br />
'''|'''Box title = Info Title<br />
'''|'''Row 1 title = Title row 1<br />
'''|'''Row 1 info = Info row 1<br />
'''|'''Row 2 title = Title row 2<br />
'''|'''Row 2 info = Info row 2<br />
'''|'''Row 3 title = Title row 3<br />
'''|'''Row 3 info = Info row 3<br />
'''|'''Row 4 title = Title row 4<br />
'''|'''Row 4 info = Info row 4<br />
'''|'''Row 5 title = Title row 5<br />
'''|'''Row 5 info = Info row 5<br />
'''|'''Row 6 title = Title row 6<br />
'''|'''Row 6 info = Info row 6<br />
'''|'''Row 7 title = Title row 7<br />
'''|'''Row 7 info = Info row 7<br />
'''|'''Row 8 title = Title row 8<br />
'''|'''Row 8 info = Info row 8<br />
'''|'''Row 9 title = Title row 9<br />
'''|'''Row 9 info = Info row 9<br />
'''|'''Row 10 title = Title row 10<br />
'''|'''Row 10 info = Info row 10<br />
'''<nowiki>}}</nowiki>'''</code>
<br><br>
{{Infobox
|Box title = Info Title
|Row 1 title = Title row 1
|Row 1 info = Info row 1
|Row 2 title = Title row 2
|Row 2 info = Info row 2
|Row 3 title = Title row 3
|Row 3 info = Info row 3
}}
Infobox '''Image''' omitted and displaying only 3 rows of information:<br>
<code>'''<nowiki>{{</nowiki>Infobox'''<br />
'''|'''Box title = Info Title<br />
'''|'''Row 1 title = Title row 1<br />
'''|'''Row 1 info = Info row 1<br />
'''|'''Row 2 title = Title row 2<br />
'''|'''Row 2 info = Info row 2<br />
'''|'''Row 3 title = Title row 3<br />
'''|'''Row 3 info = Info row 3<br />
'''<nowiki>}}</nowiki>'''</code>
<br><br>
{{Infobox
|Box title = Info Title
|Row 1 title = Title row 1
|Row 1 info = Info row 1
|Row 2 title = Title row 2
|Row 2 info = Info row 2
|Row 3 title = Title row 3
|Row 3 info = Info row 3
|Row 4 info = Info row 4
|Row 5 title = Title row 5
|Row 5 info = Info row 5
|Row 6 title = Title row 6
|Row 6 info = Info row 6
}}
Infobox '''Image''' and '''title row 4''' omited:<br>
Result: Row 4, 5, and 6 will not be displayed.<br>
<code>'''<nowiki>{{</nowiki>Infobox'''<br />
'''|'''Box title = Info Title<br />
'''|'''Row 1 title = Title row 1<br />
'''|'''Row 1 info = Info row 1<br />
'''|'''Row 2 title = Title row 2<br />
'''|'''Row 2 info = Info row 2<br />
'''|'''Row 3 title = Title row 3<br />
'''|'''Row 3 info = Info row 3<br />
'''|'''Row 4 info = Info row 4<br />
'''|'''Row 5 title = Title row 5<br />
'''|'''Row 5 info = Info row 5<br />
'''|'''Row 6 title = Title row 6<br />
'''|'''Row 6 info = Info row 6<br />
'''<nowiki>}}</nowiki>'''</code>
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Template talk:T
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== Examples ==
<code><nowiki>{{t|Welcome}}</nowiki></code>
:{{t|Welcome}}
<code><nowiki>{{t|Welcome|Item1|Item2|Item3|Item4|Item5|...}}</nowiki></code>
:{{t|Welcome|Item1|Item2|Item3|Item4|Item5|...}}
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Template talk:Welcome
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==How to use the template==
Just type or copy the text <nowiki>{{subst:welcome|YourUsername |~~~~}}</nowiki> onto a user's Talk page then add your signature. As soon as you Save, the entry will lose its link to the template and become ordinary text, which you can edit to personalise it.
==Use of "subst:" prefix==
Using the prefix before any template name copies the template then cuts the connection. If you omit the "subst:" the result copies just the same but will not be editable and will always show the current version of the template - probably not a good idea for a one-off welcoming message, although it is useful for many other templates.
==Edit it to make it more specific to this wiki==
For example, it could say "Welcome to the '''<font color=blue>XYZWV Wiki</font>'''". You could add a link to a page you particularly want new users to look at. You could use the "upload file" link to add a new picture that is meaningful (or funny!) to your visitors, and change the code <nowiki>[[Image:Example.jpg]]</nowiki> to the name of your new picture.
==Make another one just for you to use==
On your user page you could create a link to something like <nowiki>[[template:welcJG]]</nowiki> then make the resulting page a copy of [[template:welcome]] and modify it any way you like. Then you can type or paste <nowiki>{{subst:welcJG}}</nowiki> on a newcomer's page and not need further personalising.
== Auto sign ==
You can get the template to automatically include the user's signature, but it will only work when it's substituted. If it's transcluded the four tildes will show. I guess you have to weigh up the advantages and disadvantages; you can easily include the subst: code in [[MediaWiki:Newarticletext]], but you run the risk of experienced users just transcluding it.
== PAGENAME ==
A good idea is to include the <nowiki>{{PAGENAME}}</nowiki> magic word, that way the user feels like it's more of a personal welcome. This can be either directly transcluded, or substituted. There are problems with both options. For direct transclusion, the welcome will show the full pagename (e.g. User talk:Name/Archive2), if it's ever archived. For substitution, the whole template needs to be substituted for it to work. Otherwise, the pagename magic word will show. The same problem is faced as with auto signing; more experienced users are likely to just transclude it.
[[Category:Help]]
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Help:Forums
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#REDIRECT [[Help:Wiki-style forums]]
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Category:Article management templates
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Templates to aid in '''article management'''.
{{Templatecategory}}
[[Category:Templates]]
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Category:Article stubs
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This category lists '''stub articles''' on this wiki.
A stub is a short article that can be expanded with more information on a subject by any user. To mark an article as a "stub" add the code {{t|stub}} to the end of any article.
[[Category:Site maintenance]]
[[Category:Content]]
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Category:Bang!
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Created page with 'All things related to the Bang! card game.'
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All things related to the Bang! card game.
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Adding categories
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All things related to the Bang! card game.
[[Category:Card Games]]
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Category:Browse
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This is our top-level category; looking at it another way, it is the root category.
Ideally, every other category should be a subcategory of at least one other, and every article should be in at least one category; many will fit well into two or more (e.g. location, year, and subject-matter).
The "Content" category is intended for all articles about the subject matter of the wiki, whilst "Organisation" is intended for all administrative matters. A full list of existing categories can be found at [[Special:Categories]].
To add a new category to a page, just add <code><nowiki>[[Category:Categoryname]]</nowiki></code> to the end of the article or existing category page.
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Category:Candidates for deletion
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Pages in this category have been labelled for deletion. If you wish to discuss the deletion of these pages, please use the [[Category talk:Candidates for deletion|talk page]].
To add a page to this category, type {{t|delete}} on the page.
[[Category:Site maintenance]]
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Category:Candidates for speedy deletion
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There are a few, special cases that {{SITENAME}} speedily deletes articles or files "on sight". This page lists articles using the {{t|speedydelete}} template. Before speedily deleting an article, ensure that it meets the [[Project:Candidates for speedy deletion|criteria for speedy deletion]]. For any discussion of pages listed for speedy deletion, please use the talk page of the article in question.
Deleted articles are automatically listed in the [[Special:Log/delete|deletion log]].
See also [[:Category:Pages proposed for deletion]].
[[Category:Site maintenance]]
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Category:Category templates
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Templates used on category pages.
{{Templatecategory}}
[[Category:Templates]]
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Category:Collectible card games
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{{catmore|Collectible card game}}
{{Commons cat|Collectible card games}}
[[Category:Collectible-based games]]
[[Category:Dedicated deck card games]]
[[Category:Trading cards]]
[[cs:Kategorie:Sběratelské karetní hry]]
[[de:Kategorie:Sammelkartenspiel]]
[[es:Categoría:Juegos de cartas coleccionables]]
[[fr:Catégorie:Jeu de cartes à collectionner]]
[[ko:분류:트레이딩 카드 게임]]
[[it:Categoria:Carte collezionabili]]
[[ja:Category:トレーディングカードゲーム]]
[[pl:Kategoria:Kolekcjonerskie gry karciane]]
[[pt:Categoria:Jogos de cartas colecionáveis]]
[[fi:Luokka:Keräilykorttipelit]]
[[sv:Kategori:Samlarkortspel]]
[[zh:Category:交換卡片遊戲]]
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{{catmore|Collectible card game}}
{{Commons cat|Collectible card games}}
[[Category:Collectible-based games]]
[[Category:Dedicated deck card games]]
[[Category:Trading cards]]
[[cs:Kategorie:Sběratelské karetní hry]]
[[de:Kategorie:Sammelkartenspiel]]
[[es:Categoría:Juegos de cartas coleccionables]]
[[fr:Catégorie:Jeu de cartes à collectionner]]
[[ko:분류:트레이딩 카드 게임]]
[[it:Categoria:Carte collezionabili]]
[[ja:Category:トレーディングカードゲーム]]
[[pl:Kategoria:Kolekcjonerskie gry karciane]]
[[pt:Categoria:Jogos de cartas colecionáveis]]
[[fi:Luokka:Keräilykorttipelit]]
[[sv:Kategori:Samlarkortspel]]
[[zh:Category:交換卡片遊戲]]
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Category:Community
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This category may include pages and subcategories related to the active contributors to the site, as seen on [[Special:ListUsers]].
[[Category:Organization]]
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Category:Content
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This area of the site is for articles regarding the subject of the wiki. Add your own subcategories to this area, and endeavour to categorise all content somewhere under here.
{{category}}
[[Category:Browse]]
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Category:Copyright
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Category can include subcategories and articles that have copyright implications. See also [[:Category:Policy]].
[[Category:Organization]]
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Category:Cross and Circle games
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robot Adding: [[es:Categoría:Parchises]]
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Several board games from Far East, Europe and the Americas are played on boards featuring a circle and two perpendicular diameters, along which some markers are moved. The most familiar games in this group are Ludo and Parcheesi, where the circle has been collapsed onto the cross.
{{catmore2|Cross and Circle game}}
[[Category:Roll-and-move board games]]
[[Category:Race games]]
[[de:Kategorie:Pachisi-Abkömmling]]
[[es:Categoría:Parchises]]
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Several board games from Far East, Europe and the Americas are played on boards featuring a circle and two perpendicular diameters, along which some markers are moved. The most familiar games in this group are Ludo and Parcheesi, where the circle has been collapsed onto the cross.
{{catmore2|Cross and Circle game}}
[[Category:Roll-and-move board games]]
[[Category:Race games]]
[[de:Kategorie:Pachisi-Abkömmling]]
[[es:Categoría:Parchises]]
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Category:Disambiguations
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This category contains [[Help:Disambiguation|disambiguation]] pages — navigational aids which list other pages that might otherwise share the same title. If an internal link referred you to one of these pages, you might want to go back and fix it to point directly to the intended page.
'''Pages may be included in this category by the addition of the template {{t|disambig}} just before the list of similarly-named pages.'''
[[Category:Site maintenance]]
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Category:Files
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'''Images''' and other types of '''file''' on {{SITENAME}}.
[[Category:Browse]] __NOGALLERY__
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Category:Forums
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The category is for pages relating to the [[Forum:Index|Forum]].
[[Category:Organization]]
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Category:General wiki templates
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General wiki templates. Templates in this category will likely have a description on the [[Project:Templates|templates project page]]. If not, they probably deserve one.
{{Templatecategory}}
[[Category:Templates]]
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Category:Help
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'''For a full list of help pages, see [[Help:Contents]],''' which includes non-local help pages, automatically transcluded from [[w:c:help|Wikia Help]].
===About this category===
This category is intended to contain all the '''local''' "help" pages for this Wikia: pages that can help contributors and/or readers. If you find helpful pages that you think should be here, you may include them here just by typing <nowiki>[[Category:Help]]</nowiki> on them.
Most, but not all, have "Help:" at the beginning of their page names and are therefore in the "Help" namespace; an automatically-generated list of those can be found at [[Special:AllPages]] by running down the "Namespace" menu.
===Getting more help===
You can also:
* Ask questions at the local [[Forum:Index|forum]].
* Talk to one of the [[Special:ListUsers/sysop|site administrators]] or any currently active contributor (the people whose names appear on [[Special:RecentChanges|the "Recent changes" page]]); use their user talk pages.
* If you can't find what you need on this wiki, you can seek help at the [[w:|Central Wikia]], especially at the [[w:Forum:Index|Central forum]].
If you still need help, you may want to contact the [[w:Community Team|Wikia Community Team]].
[[Category:Organization]]
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Category:Help desk
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This is a list of topics from [[Forum:Help desk]].
For other sources of help, please see [[:Category:Help]].
[[Category:Forums]] [[category:help]]
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Category:Image wiki templates
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Wiki templates used for image-related purposes.
{{Templatecategory}}
[[Category:Templates]]
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Category:Images
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'''Images''' on {{SITENAME}}.
{{imagecategory}}
Gallery example:
<gallery>
Image:Example.jpg|Example 1
Image:Example.jpg|Example 2
Image:Example.jpg|Example 3
</gallery>
[[Category:Files]]
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Category:Infobox templates
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A listing of wiki infobox templates.
{{Templatecategory}}
[[Category:Templates]]
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Category:Monopoly (game)
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{{Commons cat|Monopoly (game)}}
'''Monopoly''' is one of the best-selling commercial [[board game]]s in the world. As the name suggests, the conditions for winning are based on the acquisition of wealth through a stylised version of [[economics|economic]] activity involving the purchase, rental and trading of [[real estate]] using play [[money]], as players take turn to move around the board based on the roll of the [[dice]]. The [[game]] is named after the economic concept of [[monopoly]], the domination of a market by a single seller.
{{catmore2|Monopoly (game)}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Parker Brothers games]]
[[Category:Waddingtons games]]
[[Category:Categories named after games]]
[[nl:Categorie:Monopoly]]
[[no:Kategori:Monopol]]
[[nn:Kategori:Monopol]]
[[tr:Kategori:Monopoly]]
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{{Commons cat|Monopoly (game)}}
'''Monopoly''' is one of the best-selling commercial [[board game]]s in the world. As the name suggests, the conditions for winning are based on the acquisition of wealth through a stylised version of [[economics|economic]] activity involving the purchase, rental and trading of [[real estate]] using play [[money]], as players take turn to move around the board based on the roll of the [[dice]]. The [[game]] is named after the economic concept of [[monopoly]], the domination of a market by a single seller.
{{catmore2|Monopoly (game)}}
[[Category:Economic simulation board games]]
[[Category:Roll-and-move board games]]
[[Category:Parker Brothers games]]
[[Category:Waddingtons games]]
[[Category:Categories named after games]]
[[nl:Categorie:Monopoly]]
[[no:Kategori:Monopol]]
[[nn:Kategori:Monopol]]
[[tr:Kategori:Monopoly]]
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Category:New pages
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New pages on the wiki.
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Category:Organisation
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#REDIRECT [[:Category:Organization]]
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Category:Organization
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The area of the site for subcategories and other pages about the wiki's organization, administration, and maintenance.
[[Category:Browse]]
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Category:Pages proposed for deletion
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__NOGALLERY__
These pages have been proposed for deletion. Reasons for the deletion are shown on the pages below, or discussed on their talk pages.
See also [[:Category:Candidates for speedy deletion]].
[[Category:Site administration]]
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Category:Pages with broken file links
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Hide 'Pages with broken file links' category, see [http://www.mediawiki.org/wiki/Help:Tracking_categories]
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__HIDDENCAT__
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Category:Policy
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This is a list of policy pages for this Wikia. Please also see [[:Category:Help]], and the policy pages on the [[Wikia:Category:Policy|Central Wikia]].
[[Category:Organization]]
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Category:Settlers of Catan
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This category organizes games in the ''Catan'' family of games - a series of games (some [[board game]]s, some [[card game]]s) created by [[Klaus Teuber]], distributed in German by [[Kosmos (game publisher)|Kosmos]] and in English by [[Mayfair Games]]. The best known game in this series is ''[[The Settlers of Catan]]'' and its various expansions and spinoffs.
This category also organizes licensed adaptations of these games, such as ''[[The Settlers of Canaan]]'' by [[Cactus Game Design]].
{{Commons cat|Settlers of Catan}}
[[Category:Klaus Teuber games]]
[[Category:Board games]]
[[Category:Dedicated deck card games]]
[[Category:Board games with a modular board]]
[[Category:Categories named after games]]
[[Category:Kosmos games]]
[[Category:Mayfair Games games]]
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This category organizes games in the ''Catan'' family of games - a series of games (some [[board game]]s, some [[card game]]s) created by [[Klaus Teuber]], distributed in German by [[Kosmos (game publisher)|Kosmos]] and in English by [[Mayfair Games]]. The best known game in this series is ''[[The Settlers of Catan]]'' and its various expansions and spinoffs.
This category also organizes licensed adaptations of these games, such as ''[[The Settlers of Canaan]]'' by [[Cactus Game Design]].
{{Commons cat|Settlers of Catan}}
[[Category:Klaus Teuber games]]
[[Category:Board games]]
[[Category:Dedicated deck card games]]
[[Category:Board games with a modular board]]
[[Category:Categories named after games]]
[[Category:Kosmos games]]
[[Category:Mayfair Games games]]
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Category:Site administration
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Content regarding the administration of this site.
[[Category:Organization|Administration]]
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Category:Site maintenance
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This category includes matters that should be examined from time to time by contributors concerned with maintaining and enhancing the quality of this wiki. There may be errors or omissions that need fixing, or pages that clearly need improvement.
Whenever there is nothing more to attend to in subcategories or articles below, such contributors are urged to look at:
*'''[[Forum:Help desk]]'''
*[[Project:Community Portal|The community portal]]
*[[Special:Log/protect]]
*[[Special:BrokenRedirects]]
*[[Special:DoubleRedirects]]
*[[Special:Uncategorizedcategories]]
*[[Special:Uncategorizedimages]]
*[[Special:Uncategorizedpages]]
*[[Special:Wantedcategories]]
[[Category:Organization|Maintenance]]
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Category:Tables games
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''Tables'' is a generic name given to a class of board games similar to [[Backgammon]].
{{catmore1|[[Tables (board game)|Tables]]}}
[[Category:Roll-and-move board games]]
[[fr:Catégorie:Jeu de tables]]
[[tr:Kategori:Masa oyunları]]
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''Tables'' is a generic name given to a class of board games similar to [[Backgammon]].
{{catmore1|[[Tables (board game)|Tables]]}}
[[Category:Roll-and-move board games]]
[[fr:Catégorie:Jeu de tables]]
[[tr:Kategori:Masa oyunları]]
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Category:Template documentation
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This category should contain all '''template documentation pages'''. See [[Template:Documentation]] for more details.
[[Category:Templates| Documentation]]
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Category:Templates
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This is the base category for '''templates'''. Templates should be placed in appropriate subcategories.
See [[Project:Templates]] for collated information on templates.
[[Category:Organization]]
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Category:Top Trumps
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{{catmore}}
[[Category:Accumulating-type card games]]
[[Category:Anglo-American playing card games]]
[[Category:Dedicated deck card games]]
[[Category:Waddingtons games]]
[[Category:Winning Moves games]]
[[Category:Categories named after games]]
[[Category:Ubisoft Entertainment games]]
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{{catmore}}
[[Category:Accumulating-type card games]]
[[Category:Anglo-American playing card games]]
[[Category:Dedicated deck card games]]
[[Category:Waddingtons games]]
[[Category:Winning Moves games]]
[[Category:Categories named after games]]
[[Category:Ubisoft Entertainment games]]
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Category:Uno
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[[Category:Mattel games]]
[[Category:Dedicated deck card games]]
[[Category:Amigo Spiele games]]
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[[Category:Mattel games]]
[[Category:Dedicated deck card games]]
[[Category:Amigo Spiele games]]
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Category:Watercooler
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This is a list of topics from the [[Forum:Watercooler|Watercooler]].
[[Category:Forums]]
[[Category:community]]
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Category talk:Candidates for deletion
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'''''Please use this page to discuss pages that have been labelled for deletion.'''''
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Category talk:Candidates for speedy deletion
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'''''Please use this page to discuss pages that have been labelled for speedy deletion.'''''
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Forum:Help desk
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<div class="forumheader">'''Forums:''' [[Forum:Index|Index]] > {{PAGENAME}}</div><br />
Welcome to the help desk. This is a place to ask for help from other members of this Wikia's community. To add a new topic, please type the title in the box below then click "Add new topic".
For other sources of help, please see the [[:Category:Help|help category]].
[[Special:Recentchangeslinked/Category:{{PAGENAME}}|View recent changes for this forum]] | [[:Category:{{PAGENAME}}|View alphabetic list of topics]]
----
<table width="100%"><tr><td><!-- You could create (or transclude) a forum header here --></td><td width="50%"><createbox>
break=no
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buttonlabel=Add new topic
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<table class="forumlist" width="100%"><tr><th class="forum_title" align="left">Topic</th><th class="forum_edited" align="left">Last Edit</th><th class="forum_editor" align="left">Last Author</th></tr>
<forum>
namespace=Forum
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[[Category:Forums| Help desk]] [[category:help| Forum:Help desk]]
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Forum:Index
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Welcome to the {{SITENAME}} forum! This forum can be used by members of this community to discuss topics related to their wiki. Some communities prefer to use the [[Project talk:Community Portal|Community Portal]] instead for wiki discussions; it's up to you.
:''Notes: You may have to [{{fullurl:{{FULLPAGENAME}}|action=purge}} purge] this page to see changes; for more explanation and how to set up new forums, see [[Help:Wiki-style forums]].''
<table class="forumlist" width="100%"><tr><th class="forum_title" align="left">Forum</th><th class="forum_edited" align="left">Last Edit</th><th class="forum_editor" align="left">Last Author</th></tr>
<forum>
namespace=Forum
category=Help desk
title=Forum:Help desk
shownamespace=false
addlasteditor=true
</forum>
<forum>
namespace=Forum
category=Watercooler
title=Forum:Watercooler
shownamespace=false
addlasteditor=true
</forum>
</table>
[[Category:Forums|*]]
[[Category:Help|Forums]]
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Forum:Watercooler
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<div class="forumheader">'''Forums:''' [[Forum:Index|Index]] > {{PAGENAME}}</div><br />
Welcome to the Watercooler. This is a place for community discussion about this Wikia. To add a new topic, please type the title in the box below and click "Add new topic". You can include forum pages in categories as for other pages.
[[Special:Recentchangeslinked/Category:{{PAGENAME}}|View recent changes for this forum]] | [[:Category:{{PAGENAME}}|View alphabetic list of topics]]
----
<table width="100%"><tr><td><!-- You could create (or transclude) a forum header here --></td><td width="50%"><createbox>
break=no
prefix=Forum:
preload=Template:Forumheader/{{PAGENAME}}
buttonlabel=Add new topic
</createbox></td></tr></table>
<table class="forumlist" width="100%"><tr><th class="forum_title" align="left">Topic</th><th class="forum_edited" align="left">Last Edit</th><th class="forum_editor" align="left">Last Author</th></tr>
<forum>
namespace=Forum
category={{PAGENAME}}
shownamespace=false
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[[Category:Forums]]
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Forum:Welcome to the help desk
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{{Forumheader|Help desk}}
<!-- Please put your content under this line. Be sure to sign your edits with four tildes: ~~~~ -->
Welcome to the {{SITENAME}} help desk. This is the place to ask for help with anything related to the wiki. There are more help pages in [[:Category:Help]] or you can also ask questions on the talk pages of any of the [[Special:ListUsers/sysop|site admins]].
See [[Help:Forums]] for more on how forums work and how to add new forums to the [[Forum:Index|index]].
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Forum:Welcome to the watercooler
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{{Forumheader|Watercooler}}
<!-- Please put your content under this line. Be sure to sign your edits with four tildes ~~~~ -->
Welcome to the {{SITENAME}} watercooler. This is a place to discuss anything about this wiki - how you use it is up to this community! You can discuss the subject of the wiki, or just the wiki itself, or even add an off-topic area. See [[Help:Forums]] for more on how forums work and how to add new forums to the [[Forum:Index|index]].
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Blog:Recent posts
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<bloglist summary="true" timestamp="true" count=50>
<title>Recent posts</title>
<type>plain</type>
<order>date</order>
</bloglist>
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